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[原创] 《文明:地球之外》 gameinformer 概要

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发表于 2014-4-13 18:09:44 | 显示全部楼层 |阅读模式
姑且把 gameinformer 里的 preview给译了。大翻简直要人命,结果翻完发了龙腾和ACFUN,单单把这里给忘了,下午2点搞定硬是拖到6点才想起来。
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Civilization: Beyond Earth
Civilization: Beyond Earth Announced – Here's Everything You Want To Know
======================
文明:地球之外
文明:地球之外发布——你好奇的一切都在这呢!



My first reaction when I heard that the next Civilization game takes players to an alien world is probably not so different than other strategy fans. "Why not just call it Alpha Centauri?" I muttered to myself. It was also the first question I asked co-lead designer Dave McDonough (who is teamed up with Will Miller) and lead producer Lena Brenk.

当我得知文明系列的下一作将把玩家们丢到外星世界里的时候估计我的第一反应和其他策略类游戏粉丝没两样。“干嘛不干脆定名为《半人马座Alpha》?(译注:Firaxis 1999年的作品,外太空殖民地主题战棋类游戏)”我嘀咕着。这也是我向设计副总监(没搞懂……)Dave McDonough(Will Miller的搭档)与首席制作人Lena Brenk问的第一个问题。

"There is a lot of inspiration from Alpha Centauri in this game," McDonough says. "We even have a couple of people who worked on that game still on the team and helping us make the game. It's not Alpha Centauri 2. It's not a sequel. It's a whole new imagining of what civilization in the future, civilization in space could be. There are many homages and nods and winks to Alpha Centauri. And there's a huge creative and spiritual debt we owe to the groundwork that game laid, but this is a whole new idea." It also helps to now that the Alpha Centauri property is still owned by EA. "The heart of Alpha Centauri lives at Firaxis, though," Miller says.

“这个游戏吸收了许多《半人马座Alpha》的创意,”McDonough表示。“我们甚至还有该作制作团队的部分人员在本作团队里并帮助我们制作这款游戏。但它不是《半人马座Alpha 2.0》。它并非一款续作。这是一个全新的,关于未来进入宇宙的文明的畅想。其中有许多向《半人马座Alpha》致敬的内容。我们基于该作基础有了大量创意,但这仍然是一款全新的游戏。”这同样有助于《半人马座Alpha》的版权仍被EA掌握的事实。“尽管如此,《半人马座Alpha》之心仍存在于Firaxis。”


Beyond Earth presents an opportunity for Firaxis to throw off the shackles of human history and give players the chance to sculpt their own destinies. Civilization games typically have a set endpoint at humanities modern age, but Beyond Earth has given Firaxis the opportunity and the challenge of creating a greater sense of freedom.

《地球之外》给了Firaxis一个挣脱人类历史的镣铐的机遇并给了玩家一个雕刻自己命运的机会。文明系列游戏有一套典型的位于位于人类现代时光的终结点,但《地球之外》让Firaxis能创造意识上更自由的世界,这既是机遇,也是挑战。

"There's no modern age arrival point at which time you can crown a winner, so we could decide what it means to win," McDonough says. "We decided to make it the next great leap, the next great turning point in the story of the human race. You get to decide what that is."

“当历史长河流到现代是你不再加冕为王,因此我们可以决定胜利的条件,” McDonough如是说。“我们决定让(现代时间点)成为下一个大跨越,人类历史的下一个伟大的转折点。将由你来决定它的形态。”

The five different victory conditions that represent that next major event in human history are tied to the new technology web. At the start of the game, players will choose leaders and factions (no longer bundled with one another) and choose colonists and equipment to settle the land. Once descending from orbit, the technology web allows players to move in a number of directions.

代表着人类历史的主要事件的五个胜利条件(译注:好像是:征服(支配)胜利、外交胜利、文化胜利、科技胜利以及时间胜利)将连接到新的科技树上。在游戏初始,玩家们将选择领袖与派系(他们不再捆绑在一起)并选择殖民地和相应设备以定居在大陆上。一旦降落到大气层中,科技树将允许玩家向各个不同的方向发展。



As players get further from the center starting point, they'll encounter technologies in one of three affinities. Purity technologies help humanity make their new home closer to Earth in its heydey. Harmony options adapt settlers rather than the terrain for a symbiotic existence. Supremacy disregards the land and focuses on humanity's independence from its environment, often involving a move toward a machine-like existence.

当玩家们从中心初始点出发渐行渐远之际,他们将遭遇三个不同分支的抉择。纯净主义让人们在繁荣中与地球的联系更加紧密。和谐主义让定居者与当地条件更加契合与密不可分。霸权主义则忽视了当地的影响并致力于让人类脱离环境独立生存,往往逐渐向一个“更机械化的”存在靠拢。

[ 本帖最后由 传说之肥 于 2014-4-13 18:13 编辑 ]
 楼主| 发表于 2014-4-13 18:12:37 | 显示全部楼层
Each of these affinities has a related victory condition. Purity players achieve a "promised land" victory by building a warpgate to bring humans from Earth to settle the new land. Supremacy players will achieve their "emancipation" goal by building that same warpgate. Instead of bringing humans through, forces will return to earth to free humans from their fleshy mortality.

这些分支各有各的胜利条件。纯净主义玩家将通过建造一座让人类从地球迁徙到新大陆的传送门来获得一个“祝福之地”胜利。霸权主义玩家通过建造一座同样的传送门来获得“解放”这一目标。不同之处在于,将有武力(或者技术力量?)回归地球以帮助人类从肉体死亡中解脱。

Harmony players will be focused on the new planet. "Transcendence" will allow them to awaken a superorganism slumbering deep in the planet.

和谐派玩家则将注意力放在了新行星上。“超凡脱俗”将允许他们唤醒沉眠于行星深处的一个超级有机体。

The other two victories are a traditional military conquest (achieved by wiping out all opposing civilizations) and "first contact," which involves finding evidence of alien life, building a device, and making contact. "You can go in any direction or all of them depending on what you find on the ground, the kind of playstyle you like, the neighbors around you, and the victory condition you're going for," McDonough says. "The web is much more customizable, so that by the end of the game, the technology that you have really represents who you've grown up to be."

其余的两个胜利方式是传统的武力征服(通过把所有的对头扫进历史的垃圾堆实现)以及“第一次接触”,包括发现外星生命的证据,制造设备,并进行接触。“你可以依据你在大地上找到的,以及你的游戏风格、你的邻居,以及你追求的胜利条件等各种因素选择一条或多条发展方向,”McDonough说。“科技树是高度个性化的,所以游戏结束时,你拥有的技术将真实地反映你成长的目标。”

The different affinities and technologies will have cosmetic impact on your civilization. Your leader and your units will adapt to your decisions. "It's the engine of the game, visually," Brenk says.

不同的分支与技术将对你的文明外观产生影响。你的领袖与你的单位将因你的选择而改变。“这就是游戏的引擎,形象地说。”Brenk 如此表示。



"It's also important to note that you're not going to get all the technologies in a single game," McDonough explains. "The clash between your technological limits will drive a lot of the in-game play. The web design allows you to play the game in a discovery-oriented mode."

“需要注意的是,你无须在一局游戏中获取全部技术,”McDonough解释道。“技术限制带来的冲突将在游戏中驱动许多事件的发展。科技树的设计奖允许你以探索导向形式来进行游戏。”

In addition to the drastic changes to victory conditions, players will encounter a stronger narrative thread in each of their games. Mankind is leaving Earth following something called "the great mistake." "A messed up Earth wouldn't be reason enough for us to leave," Miller says. He goes on to tell a story of the inevitable photograph that will be taken of a life-sustaining world somewhere out in space. It's that hopefulness and challenge that sets mankind on its new journey.

作为对胜利条件剧变的补充,玩家将在他们的游戏中遇到更强劲的叙事线。人类因为追随他们称之为“超级大错误(或者伟大之错?)”的某件东西离开地球。“乱成一团的地球不能作为我们离开的充分理由,”Miller 说。他接着讲了一个关于某个太空中支持生命的世界的“不可避免的照片”的故事(译注:WTF!!!???)是绝望与挑战驱使人类踏上了新的旅途。

Once on the planet, quests will help players define their civilization's identity, giving players tasks (including chains of quests) that will help tell a story. Players will also have access to technology that gives them control over part of the planet's orbit. These creations can impact the terrain below, aid with terraforming, enhance tiles, rile up alien wildlife, or initiate strikes against enemies. Much like ocean-faring vessels in previous Civilization games, orbital units can be destroyed and interfered with.

一旦到达行星上,探索将帮助玩家们定义自己文明的身份,给予玩家们任务(包括一系列的探索),而这一切将协助故事的叙述。同时玩家们也必须获取一些能让他们控制部分轨道的技术。这些创造物会影响下方的地区,使其更加地球化,增加产出,激怒外星野生生物,或发起对抗敌人的袭击。它更接近于过去文明游戏中的工船,轨道单位也是可以被摧毁或干涉的。

Despite all these changes, Beyond Earth will still feel familiar to franchise fans. "Cities, territories, improving terrain, getting technologies, building military units, those are things that every Civ player will recognize and are at the heart of this game, too," McDonough says. "But all the flesh that lives on those bones has been totally redesigned. All of it was designed holistically to live on the bones of a Civ game, but be a whole new experience."

除了所有的这些改变,本作仍然是粉丝们熟悉的文明系列(译注:特权粉丝是什么啊我到底该怎么翻啊 TAT)。“城市,地格,地格改进设施,获取科技,建造军事单位,这些都是每个文明系列玩家能认得出来的,同时也是这个游戏的核心。”McDonough说。“但骨架不变,皮肉却被削掉重长了。所有这一切都被彻底地设计为适应文明系列的骨干,但将是全新的体验。”

Civilization: Beyond Earth will arrive in 2014 for PC.

《文明:地球之外》将于2014于PC平台上发布。

http://player.youku.com/player.php/sid/XNjk4MDcwNjAw/v.swf

[ 本帖最后由 传说之肥 于 2014-4-13 18:14 编辑 ]
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发表于 2014-4-13 21:48:47 | 显示全部楼层

+1

真心不如叫半人马阿尔法II
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发表于 2014-4-13 21:51:40 | 显示全部楼层
擦,眼拙没看到这一行。
“《半人马座Alpha》的版权仍被EA掌握”
这才是不叫半人马阿尔法的真正原因
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发表于 2014-4-14 14:53:52 | 显示全部楼层
原帖由 西艾薇.F.Mars 于 2014-4-13 21:51 发表
擦,眼拙没看到这一行。
“《半人马座Alpha》的版权仍被EA掌握”
这才是不叫半人马阿尔法的真正原因

即使有版权,也会叫《文明:半人马阿尔法》。因为目标消费群没多少人知道《半人马阿尔法》,但都多少知道《文明》的大名。举大旗是必要的。
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发表于 2014-4-14 22:30:57 | 显示全部楼层
说来又是一个轮回,当初<半人马阿尔法>也是应为文明的版权没在手里,所以开的新系列,结果又跳到这个状况了
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发表于 2014-4-14 23:45:51 | 显示全部楼层
180T:你的对手完成了死星。
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发表于 2014-4-15 01:17:04 | 显示全部楼层
文明的版权也不在2K手上

当初就是因为文明的版权不在 席德梅尔那

所以就有了 《席德梅尔的文明2》
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发表于 2014-6-11 15:47:53 | 显示全部楼层

回复 2# 的帖子

Mankind is leaving Earth following something called "the great mistake."
人类在“大错误”滞后决定离开地球。 这里的following是发生在……之后的意思

He goes on to tell a story of the inevitable photograph that will be taken of a life-sustaining world somewhere out in space. It's that hopefulness and challenge that sets mankind on its new journey.
这句里的photograph是抽象上的一个宏观的画面不是真的去拍照

Despite all these changes, Beyond Earth will still feel familiar to franchise fans.
游戏界里franchise意思是系列(虽然一直不理解为什么),这里的意思就是文明系列的粉丝
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发表于 2014-6-11 15:54:05 | 显示全部楼层
话说谁知道怎么上传头像
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发表于 2014-8-22 03:43:39 | 显示全部楼层
原帖由 西艾薇.F.Mars 于 2014-4-13 21:51 发表
擦,眼拙没看到这一行。
“《半人马座Alpha》的版权仍被EA掌握”
这才是不叫半人马阿尔法的真正原因

来个半人马beta吧。
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