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[分享] 2009年4月21日,来自IGN的《武装突袭2》报道(含图片,已翻译内容摘要)

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发表于 2009-5-31 00:55 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
文章出处:中国虚拟军事网
翻译:Alex.XP













ArmA II Hands-on
We take Bohemia Interactive's upcoming military game for a quick spin.
by Jason Ocampo

US, April 20, 2009 - To talk about ArmA IIit'sprobably best first to explain the history of the franchise, asit's abit convoluted. In 2001, Codemasters published OperationFlashpoint:Cold War Rising, a remarkably innovative and semi-realisticmilitaryaction game developed by Czech-developer Bohemia InteractiveStudio.Operation Flashpoint became a hit, but Codemasters andBohemiaeventually parted ways. The only thing is, Codemasters retainedtheOperation Flashpoint name (and its currently developing its ownsequel,Operation Flashpoint: Dragon Rising) while Bohemia moved on toArmA:Combat Operations.

ArmAcame out in the US in 2007, and it felt very much like asequel to theoriginal Operation Flashpoint to the point that thegraphics and thegameplay felt dated. So Bohemia went back to thedrawing board and nowhave ArmA II coming out later this year. ArmA IIwill introduce vastlyupgraded visuals as well as some new features. Atthe same time, we'vebeen able to play around with ArmA II a bit, andthe upgraded graphicsare a nice touch. More importantly, this feelslike an ArmA game (whichbasically means it feels like OperationFlashpoint), and that's goodnews to those who liked the immersive feelof those games.

Youmight think of ArmA II as being a huge, single-player versionofBattlefield 2. Unlike linear shooters, where you travel along anarrow,predetermined path and encounter heavily scripted events, ArmAII dropsyou in a virtual world and gives you some goals, but how youget thosegoals done is up to you. For example, your elite US MarineCorps squadmight get helicoptered behind enemy lines with a task toinfiltrate anenemy-held village and destroy a key enemy asset. This isactually thefirst mission of the game's campaign. You drop in at nightand usenight vision as you navigate the terrain. When you come uponthevillage, it's entirely up to you what approach to take. You cangostraight toward it, or move around to approach from any otherdirectionto take advantage of cover.

Thething that surprised us is that there appears to be branchingelementswithin these missions. For instance, as we got into anobservation pointin the village, we saw enemy soldiers abusing a boundprisoner. Thatinformation got radioed to the squad leader, who thengave us a choiceto try and save the prisoner. We decided to go for it,resulting in aquick and silent burst of fire from our silenced rifles.The prisonerturned out to be a local doctor who gave us someinformation andrequired escorting to a safe location outside of town.With that taskdone, we had to return to the destruction of the enemyasset. Hereagain, the game surprised us. The original mission planrequired us tolaser designate the target for an airstrike, but upondiscovering thetarget's location in the middle of the village, we wereagain given anoption. We could stick with the plan with the airstrike,or ditch theplan and take out the target ourselves with a satchelcharge in order toreduce collateral damage. Figuring a firefight ismore fun than justlasing a target, we went with the latter option,which resulted in afirefight sweep of the village, in the dark, withnight vision goggleson.

Thenight-visionfirefight through the village is a perfect example of whatmakes ArmA IIso engaging, no pun intended. Because it's an open world,it feels likeyou're really clearing a village rather than simplyrunning through alinear level. The artificial intelligence seems tobehave in a realisticmanner; enemy soldiers dive to the ground whenshot at or they seeknearby cover. They also don't sit still and shootat you, but ratherthey'll maneuver around.

Atthe same time, this isn't a game for those who like to run, gun,andthen find cover to autoheal or slap on a magic health pack thatbringsthem back to 100-percent. If you get shot, you're in big troublein ArmAII, even if the bullet doesn't kill you. Most of the time, itwill,which means having to reload at the previous checkpoint orrestartingthe missions. That's an improvement over the originalOperationFlashpoint, which only let you save once per mission. Keep inmind, somemissions could last over an hour, so that forced you to playmorerealistically and conservatively, as if your life were really ontheline. ArmA II's checkpoint saves are fairly spread out, sohopefullythat reduces frustration, but it will still force you toreign in thetemptation to play ArmA II just like any otherconventional shooter.

Thegraphics engine is a lot better than before, but ArmA II stillwouldn'tbe classified as a cutting-edge game. The art lacks the sheenof ahigh-end game. Still, where are excels is at creating huge,believableenvironments. There's nothing quite like staring across avalley floorand seeing a village in front of you, and cows herding inthe fieldsaround it. There are also some great effects, particularlywith anextensive use of motion blur and the way your eyes adjust tolight afterputting on or taking off night vision goggles. Rough edgesdo exist,though. For example, there's a definite "uncanny valley"effect with thepeople in the game, as they have dead eyes and stiffmovements.Unfortunately, the animations still feel rigid and thestilted way thatpeople talk (they sound just like a computer ispiecing togetherdifferent recorded words to create a sentence) ispretty much unchangedsince the original game. Still, there's a goodsense of a realisticworld here. And the good news is that it ran wellat very high detailsettings with an 8800GTX, which is practically amid-range graphics cardnow.

Asidefrom thesingle-player campaign, ArmA II has a multiplayer mode (whichwe didn'thave a chance to check out), as well the ability to playpre-made andcustom made scenarios. The custom-made scenarios areinteresting becauseyou can design scenarios for the BLUFOR (the goodguys), the OPFOR (thebad guys), and the Independent militias. Thesescenarios are based onvarious templates, such as destroy a particulartarget or defend a base.Then there's a full-blown editor that givesyou a lot more power andcontrol to create full-fledged missions.

There'sa lot more to ArmA II to explore, but it does feel like anice advancefor the series. We haven't even had a chance to talk aboutvehicles yet;you can jump in and control pretty much anything in thegame, fromwheeled vehicles to helicopters to jets. Still, between ArmAII and theupcoming Operation Flashpoint: Dragon Rising, it feels likethoselooking for more realistic, real-world military games have a lotto lookforward to.

内容摘要:

- 依然能够沉浸在闪点行动的感受之中
- 在 Nvidia GeForce 8800 GTX 显卡环境下 Very High 画质能够运行的很好(Alex.XP:耶,那我的HD4850岂不是也可以运行的很好?)
- 任务分支效果——比如营救人质或者选择前往目的地所要走的道路——贯穿任务并影响任务的发展。
- 依然有笨重不流畅的感觉(Alex.XP:我靠,我最担心的就是这个……)
- 更聪明的AI能够寻找掩护或者小心翼翼的避开危险,而不是傻站在那里
- 人物角色有“仿真人”一样的外表(Alex.XP:uncanny valley 大家去Wikipedia搜一下就知道意思,这里是说游戏中人物角色依然是……傻不愣蹬……)
- Checkpoints(检查点)相当分散
- 动作依然僵硬(Alex.XP:干……)
- 语音依然机械(在官方论坛上Maruk已确认演示版中的语音与正式版中的语音效果将会不一样)
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