有空可以译一下

作者 TombCrow, 2005 十二月 27, 00:49:05

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TombCrow

Tomb Raider: Legend

Platform: Xbox Also On: PS2 │ PC │ Xbox 360
Publisher: Eidos Developer: Crystal Dynamics
ESRB Rating: Rating Pending Genre: Action

by Crispin Boyer 12/19/2005
http://www.1up.com

It was the big decision, and the guys at Crystal Dynamics tackled it head-on. Inheritors of Lara Croft and the Tomb Raider legacy after previous handlers Core Design nearly entombed the franchise for good, Crystal had to decide whether to make \'em bigger, take \'em down a few sizes, or leave \'em be. In the end, \"they\'re still a bit scary,\" says Lady Croft creator Toby Gard, whom Crystal hired to mastermind the she-daredevil\'s redesign and backstory, \"but they\'re more reasonable. She\'s more athletic.\"
Oh, don\'t pretend that you don\'t know what we\'re talking about. It\'s her melons, man! \"The fact that Lara\'s bra size is more reasonable,\" says Gard, \"has to do with the overall goal to make the game more realistic.\" And that reality check meant plenty of tweaks beyond just cup size for this franchise\'s rebirth. Lara\'s backpack, like her front rack, is no longer magically boundless--instead, weapons and gadgets are now visible on her character model. She\'ll also get grimy when she tumbles in the dirt, and her tomb-raiding attire clings to her bod when she gets soaked. Don\'t get too excited: \"She dries off over time,\" says Producer Morgan Grey.

The game\'s world is more rooted in reality, too, thanks to a true-to-life physics engine that has puzzles making more sense. In one tomb we raided, Lara rolls boulders, Marble Madness style, into niches to open a giant door. She\'ll use a new grappling hook to swing across chasms and yank down obstacles. In fact, Lara feels much more natural in your hands now that Crystal Dynamics has abandoned the archaic, rigid grid-based control scheme that plagued the series right up to 2005\'s Angel of Darkness. \"We\'ve taken her off the grid,\" says Grey. \"She doesn\'t move like a cow anymore.\" She\'ll even stop herself automatically from falling off ledges and reach out her hands to make last-minute grabs. \"She has her own movement A.I.,\" Grey says. \"She\'s smart enough to put her hands where they should go and balance her body. She\'ll save herself from the simple mistakes so you can focus on the big challenges.\"

The team revamped the combat system, too, giving Lara more to do with her guns. Special \"targets of opportunity,\" such as collapsible walls, power lines, and the requisite exploding barrels, become tagged with a button on your controller; tap the button and Lara will shoot the target. Slinking in close to bad guys lets her do special proximity attacks, such as jumping off enemies\' heads or stunning them with her grapple gun. Tapping the right analog stick cycles through foes, although she can look down her gun sights for precise aiming. That\'s not to say that Crystal has turned Lara\'s game into a first-person shooter. \"We never want the combat to be a slow, plodding experience,\" Grey says. \"We want players to always have Lara in motion, always have her flipping and leaping. She\'s tougher than you or me, but she\'s still pretty easy to kill when she\'s just standing there.\"

See--realism! But it\'s not like Crystal has gotten too carried away with bringing Lara Croft to the real world. \"She\'s still not really proportioned like a normal human being,\" admits Gard of Croft\'s more athletic figure. \"But then the Tomb Raider world is not the real world, although it\'s more real than before. It\'s more like a comic book now.\"

The Buzz
The Legend levels we tried--which feature some tomb exploration, puzzle solving, gunplay, and new Dragon\'s Lair-style action events during cinemas--have even the Raider haters on our staff itching to slip into Lara\'s pants...er, boots.

fallxx

古墓丽影:传说
平台:PS2|PC|Xbox360
出版:Eidos开发小组:晶体动力

来自Crispin Boyer 12/19/2005
http://www.1up.com

   这是一个重要决定,水晶动力把他作为头等大事.在先前的管理者做好中心设计部分以后,劳拉和古墓丽影的继承者几乎永远地埋葬了公民权,晶体动力不得不决定是否把它再做大,改小一些,或者是保持原样.最后,\"他们仍然有点可怕,\"劳拉创造者Toby Gard说(水晶聘他来做劳拉的再设计还有后来的故事):\"但是他们做的更合理.她(Lara)运动的更多了.\"

   嘿,不要假装你不知道我们在谈些什么.这是她的甜瓜,先生!\"事实上劳拉的胸罩尺寸更加合理,\"Gard说,\"这涉及到把游戏做的更加真实这个总的目标.\"真实性的停止意味着很多的苦恼超过罩杯的大小而上升到了公民权的再生。劳拉的背包,她的工具架,已经不再魔法般的无限了,武器个其他物品现在都可以在她的身上看到.当她跌倒在淤泥里的时候会变脏,她被浸水的时候衣服会粘在身上.\"不要太兴奋,她的时间很紧.\"制造人Morgan Grey说.
   这个游戏的世界更多的立足于真实性,这也要多亏于一个真实的世界让谜团起了很大作用,在一我们探索的一个墓里,劳拉需要滚动大理石的漂砾到壁龛打开一个巨大的门.她摆过裂口和沿着障碍物往下拽的时候会用到一个新的锚钩.事实上,现在你手中的劳拉在已经感觉更加自然了,水晶动力抛弃了古老的东西,一成不变的东西一直烦扰着2005年的黑暗天使.\"我们让她摆脱了死板,\"Gery说.\"她不会再像一头牛那样地移动了.\"她甚至可以在滑落边缘的时候自动伸手作最后的自救.\"她有她自己的运动AI\"Gray说.\"她的聪明足以让自己的手放在该放的地方或者是平衡身体.她能从一些简单的失误中自救,所以你可以专注于那些更大的挑战.\"
   小组修改了战斗系统,让劳拉更多的使用她的枪.特别是\"targets of opportunity\",象可折叠的墙,电线和必须的爆炸桶变成在你的控制器上用一个按钮标记.按下按钮劳拉就会射击靶子.在躲开靠近的敌人时还允许她作出一些特别的近程攻击比如跳过敌人的头顶或是用抓钩器把他们打晕.轻敲right analog穿过敌人的周期,尽管她可以通过枪作精确瞄准.这不是说水晶要把游戏变成第一人称射击.\"我们从不想战斗变得很慢,我们想要玩家一直拥有运动的劳拉和她的轻弹和跳跃.她比你和我都强壮,但如果她仅仅是站在那儿仍是很容易挂的.
   看,现实主义!但这也不是说晶体动力从将劳拉带入真实世界获得了什么可以带走的.\"她与一个正常的人仍然不成真正的比例,\"劳拉的多数动作塑造人Gard承认.\"然而古墓丽影世界不是一个真的世界,尽管它比从前更真实.现在它更多的像一本滑稽的书了.\"
   我们试着去形容传说的标准,它的特征有一点古墓探勘,解谜,射击游戏....(还有两句:S )
  ....
 


fallxx

看我弄的什么啊,那个粗糙哟~~有些地方怎么也弄不明白(划线处)

fallxx

Tomb Raider: Legend

Platform: Xbox Also On: PS2 | PC | Xbox 360
Publisher: Eidos Developer: Crystal Dynamics
ESRB Rating: Rating Pending Genre: Action

by Crispin Boyer 12/19/2005
http://www.1up.com

It was the big decision, and the guys at Crystal Dynamics tackled it head-on. Inheritors of Lara Croft and the Tomb Raider legacy after previous handlers Core Design nearly entombed the franchise for good, Crystal had to decide whether to make \'em bigger, take \'em down a few sizes, or leave \'em be. In the end, \"they\'re still a bit scary,\" says Lady Croft creator Toby Gard, whom Crystal hired to mastermind the she-daredevil\'s redesign and backstory, \"but they\'re more reasonable. She\'s more athletic.\"
Oh, don\'t pretend that you don\'t know what we\'re talking about. It\'s her melons, man! \"The fact that Lara\'s bra size is more reasonable,\" says Gard, \"has to do with the overall goal to make the game more realistic.\" And that reality check meant plenty of tweaks beyond just cup size for this franchise\'s rebirth. Lara\'s backpack, like her front rack, is no longer magically boundless--instead, weapons and gadgets are now visible on her character model. She\'ll also get grimy when she tumbles in the dirt, and her tomb-raiding attire clings to her bod when she gets soaked. Don\'t get too excited: \"She dries off over time,\" says Producer Morgan Grey.

The game\'s world is more rooted in reality, too, thanks to a true-to-life physics engine that has puzzles making more sense. In one tomb we raided, Lara rolls boulders, Marble Madness style, into niches to open a giant door. She\'ll use a new grappling hook to swing across chasms and yank down obstacles. In fact, Lara feels much more natural in your hands now that Crystal Dynamics has abandoned the archaic, rigid grid-based control scheme that plagued the series right up to 2005\'s Angel of Darkness. \"We\'ve taken her off the grid,\" says Grey. \"She doesn\'t move like a cow anymore.\" She\'ll even stop herself automatically from falling off ledges and reach out her hands to make last-minute grabs. \"She has her own movement A.I.,\" Grey says. \"She\'s smart enough to put her hands where they should go and balance her body. She\'ll save herself from the simple mistakes so you can focus on the big challenges.\"

The team revamped the combat system, too, giving Lara more to do with her guns. Special \"targets of opportunity,\" such as collapsible walls, power lines, and the requisite exploding barrels, become tagged with a button on your controller; tap the button and Lara will shoot the target. Slinking in close to bad guys lets her do special proximity attacks, such as jumping off enemies\' heads or stunning them with her grapple gun. Tapping the right analog stick cycles through foes, although she can look down her gun sights for precise aiming. That\'s not to say that Crystal has turned Lara\'s game into a first-person shooter. \"We never want the combat to be a slow, plodding experience,\" Grey says. \"We want players to always have Lara in motion, always have her flipping and leaping. She\'s tougher than you or me, but she\'s still pretty easy to kill when she\'s just standing there.\"

See--realism! But it\'s not like Crystal has gotten too carried away with bringing Lara Croft to the real world. \"She\'s still not really proportioned like a normal human being,\" admits Gard of Croft\'s more athletic figure. \"But then the Tomb Raider world is not the real world, although it\'s more real than before. It\'s more like a comic book now.\"

The Buzz
The Legend levels we tried--which feature some tomb exploration, puzzle solving, gunplay, and new Dragon\'s Lair-style action events during cinemas--have even the Raider haters on our staff itching to slip into Lara\'s pants...er, boots.

fallxx

烦几位大哥多指点纠正啊~~
看来还得努力学习:S 希望尽快能做点事儿
对我来说翻译暂时抗不下来哩:glare:

波坦

好啊,很好啊,fallxx 做的不错~~:happy:



PS:从上面的内容看,7代对系统的要求应该是很高的,不知道这次Lara的多边形数量能达到多少呢?...


TombCrow

多谢了~
划线部分和翻译中的一些问题:

ESRB Rating: Rating Pending Genre: Action
是说游戏类别是动作类

引用Inheritors of Lara Croft and the Tomb Raider legacy after previous handlers Core Design nearly entombed the franchise for good
在先前的管理者做好中心设计部分以后,劳拉和古墓丽影的继承者几乎永远地埋葬了公民权
这一段里面那个franchise不是公民权的意思(是不是用了金山词霸呀,呵呵),而是指古墓丽影这个系列。
直译:在以前的开发者Core Design几乎永远葬送了这个系列之后的Lara Croft和古墓丽影的继承者......
意译:在以前的开发者Core Design几乎永远葬送了这个系列之后,水晶动力/晶体动力成为了Lara Croft和古墓丽影的继承者。

thanks to a true-to-life physics engine that has puzzles making more sense.
由于一套逼真的物理引擎,谜题也显得更有意义。

movement A.I
运动AI(Lara自己在运动中的人工职能,指的是类似于在落下悬崖时的自救等动作)

引用The team revamped the combat system, too, giving Lara more to do with her guns. Special \"targets of opportunity,\" such as collapsible walls, power lines, and the requisite exploding barrels, become tagged with a button on your controller; tap the button and Lara will shoot the target.
小组修改了战斗系统,让劳拉更多的使用她的枪.特别是\"targets of opportunity\",象可折叠的墙,电线和必须的爆炸桶变成在你的控制器上用一个按钮标记.按下按钮劳拉就会射击靶子.
collapsible walls指的应该是会崩塌的墙壁吧(Lara可以用枪把它们射倒)
翻译:小组改进了战斗系统,让劳拉的枪发挥更大的作用.特别是\"targets of opportunity\",像会崩塌的墙,电线和需要被引爆的燃料桶,它们会成为你的控制器上的一个按钮标记.按下按钮劳拉就会射击目标。

Tapping the right analog stick
敲击向右的方向键

We never want the combat to be a slow, plodding experience
我们从来不希望战斗成为一种缓慢而乏味的体验

it\'s not like Crystal has gotten too carried away with bringing Lara Croft to the real world.
这并不意味着晶体动力将Lara带入了过于真实的世界

引用admits Gard of Croft\'s more athletic figure. \"But then the Tomb Raider world is not the real world, although it\'s more real than before. It\'s more like a comic book now.\"
劳拉的多数动作塑造人Gard承认.\"然而古墓丽影世界不是一个真的世界,尽管它比从前更真实.现在它更多的像一本滑稽的书了.\"
more athletic figure我也不知道在说什么东西,索性不要译了。
comic book指的是漫画。
翻译:劳拉的形象设计师人Gard承认.\"然而古墓丽影世界不是一个真的世界,尽管它比从前更真实.现在它更多的像一本漫画书了.\"

The Buzz
The Legend levels we tried--which feature some tomb exploration, puzzle solving, gunplay, and new Dragon\'s Lair-style action events during cinemas--have even the Raider haters on our staff itching to slip into Lara\'s pants...er, boots.
尾声(或结语、又记......)
我们所尝试的传说关卡——含有古墓探险,解迷,枪战,以及场景动画中新的龙巢风格的动作——使得我们团队中的古墓丽影的憎恶者也迫不及待地要拜倒在Lara的短裤......呃,靴子下。

fallxx

Very good!这样我右学到了好些东西,努力HOHO~~~~

fallxx

古墓丽影:传说
平台:PS2|PC|Xbox360
出版:Eidos开发小组:晶体动力
类型:动作

来自Crispin Boyer 12/19/2005
http://www.1up.com

   这是一个重要决定,水晶动力把他作为头等大事.在以前的开发者

Core Design几乎永远葬送了这个系列之后,水晶动力/晶体动力成为

了Lara Croft和古墓丽影的继承者。晶体动力不得不决定是否把它再

做大,改小一些,或者是保持原样.最后,\"他们仍然有点可怕,\"劳拉创

造者Toby Gard说(Crystal聘他来做劳拉的再设计还有后来的故事):\"

但是他们做的更合理.她(Lara)运动的更多了.\"

   嘿,不要假装你不知道我们在谈些什么.这是她的甜瓜,先生!\"事

实上劳拉的胸罩尺寸更加合理,\"Gard说,\"这涉及到把游戏做的更加真

实这个总的目标.\"真实性的停止意味着很多的苦恼超过罩杯的大小而

上升到了游戏系列的再生。劳拉的背包,她的工具架,已经不再魔法般

的无限了,武器个其他物品现在都可以在她的身上看到.当她跌倒在淤

泥里的时候会变脏,她被浸水的时候衣服会粘在身上.\"不要太兴奋,她

的时间很紧.\"制造人Morgan Grey说.
   这个游戏的世界更多的立足于真实性,由于一套逼真的物理引擎

,谜题也显得更有意义。在我们探索的一个墓里,劳拉需要滚动大理

石的漂砾到壁龛打开一个巨大的门.她摆过裂口和沿着障碍物往下拽

的时候会用到一个新的锚钩.事实上,现在你手中的劳拉在已经感觉更

加自然了,水晶动力抛弃了古老的东西,一成不变的东西一直烦扰着

2005年的黑暗天使.\"我们让她摆脱了死板,\"Gery说.\"她不会再像一头

牛那样地移动了.\"她甚至可以在滑落边缘的时候自动伸手作最后的自

救.\"她有她自己的运动AI\"Gray说.\"她的聪明足以让自己的手放在该

放的地方或者是平衡身体.她能从一些简单的失误中自救,所以你可以

专注于那些更大的挑战.\"
   小组改进了战斗系统,让劳拉的枪发挥更大的作用.特别是

\"targets of opportunity\",像会崩塌的墙,电线和需要被引爆的燃料

桶,它们会成为你的控制器上的一个按钮标记.按下按钮劳拉就会射

击目标。在躲开靠近的敌人时还允许她作出一些特别的近程攻击比如

跳过敌人的头顶或是用抓钩器把他们打晕.敲击右方向键穿过敌人的

周期,尽管她可以通过枪作精确瞄准.这不是说水晶要把游戏变成第一

人称射击.\"我们从来不希望战斗成为一种缓慢而乏味的体验 我们想

要玩家一直拥有运动的劳拉和她的轻弹和跳跃.她比你和我都强壮,但

如果她仅仅是站在那儿仍是很容易挂的.
   看,现实主义!这并不意味着晶体动力将Lara带入了过于真实的世

界 .\"她与一个正常的人仍然不成真正的比例,\"劳拉的形象设计师人

Gard承认.\"然而古墓丽影世界不是一个真的世界,尽管它比从前更真

实.现在它更多的像一本漫画书了.\"
尾声
我们所尝试的传说关卡——含有古墓探险,解迷,枪战,以及场景动

画中新的龙巢风格的动作——使得我们团队中的古墓丽影的憎恶者也

迫不及待地要拜倒在Lara的短裤......呃,靴子下。  

                                                                                      ___TC老大纠


TombCrow

已更新,多谢fallxx~

fallxx

老大何必言谢!你改了好些!后来加紧学英语,不为别的。这算不上让英语为我们看家??:o

rainbow

啊呀!不错!又看到新的希望了!哇哈哈~~加油啊!
老大真是良师......

subaru

嗯!太好了!!fallxx加油!!:D :D

嘿嘿,我就跑了。。。