[PS3 ] Engadnet GDC 2010 PS MOVE試玩印象
看板PlayStation (Play Station - PS)作者orinsinal (Chris)時間15年前 (2010/03/11 19:49)推噓-4(3推 7噓 61→)留言71則, 9人參與討論串1/2 (看更多)
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應某人(挑釁)要求貼上XD 只截取重點點評
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http://www.engadget.com/2010/03/10/playstation-move-first-hands-on
The controllers are light. Much more akin to the DualShock3 than the Wiimote
in heft, and we're guessing that's due to Sony's continued love of
rechargeable batteries.
The main controller does have some subtle vibration (not DualShock or Wiimote
level, but present), but we're not sure yet about the subcontroller.
We hate to say this about "pre-alpha" software, but we're feeling lag. An
on-rails shooter we tried out, dubbed The Shoot, was discernibly inferior to
shooting experiences we've had on the Wii, both in precision and refresh rate
of the aiming cursor.
光槍射擊類型遊戲的表現上面仍存在相當程度的延遲,精準度上尚無法與wiimote比擬。
The gladiator game is about as fun as it looks, we'll have video after the
break momentarily. Unfortunately, while it's less of a defined experience
than something like the sword game on Wii Sports Resort, you're still working
through a library of sensed, pre-defined actions instead of a true 1:1
fighting game with simulated physics. Not that it isn't possible with
PlayStation Move, just that it's not this.
主打舞劍格鬥的遊戲就如看上去的那樣好玩,然而遊戲是以要求玩家對預先定義的動作做
出反應而設計,自由度無法與wiisport resort中劍技遊戲實現的的1:1 真實相比
The system seemed to have a bit of trouble understanding the configuration of
our body in a swordfighting stance: even though we selected "left handed," it
was putting our sword arm forward instead of our shield. Right-handers didn't
seem to have similar problems, and we're sure this will be ironed out in
time, but it certainly shows that the controllers aren't magical in their
space-detection prowess.
系統對於人體於劍技揮舞的組態辨認存有些許問題,顯示控制器在空間辨認
上也並非完美。
As would be expected, you're supposed to stand relatively center on the TV,
and at a certain optimal distance. The system is forgiving, but there's a
sweet spot that users will undoubtedly have to learn.
需要站在電視機正前方中間,並以一個適當的距離體驗PS MOVE。系統可以允許
一些玩家位置上的偏差,但使用者無疑得試著找出最適合PS MOVE的站位。
Lag is less prominent on Socom 4, and we'd say we're pretty accurate with the
controller already, though the framerate choppiness of this pre-alpha build
obviously hampers that a bit. We did get a slight feel of being in "scene to
scene" shootouts instead of a free-roaming FPS, perhaps a design choice to
mitigate the limited camera movement offered by the controller, but we'll
have to see more levels to know for sure.
Lag在SOCOM 4的表現就沒有那麼嚴重了,可以說PS MOVE在這個遊戲表現精準。
我們覺得SOCOM 4被設計成第三人稱的射擊而非可自由改變視角的FPS,是為了
降低控制器僅能提供有限的視野移動帶來的影響,但這種想法仍須更多關卡驗
證。
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※ 發信站: 批踢踢實業坊(ptt.cc)
◆ From: 61.230.71.107
※ 編輯: orinsinal 來自: 61.230.71.107 (03/11 19:56)
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※ 編輯: orinsinal 來自: 61.230.71.107 (03/11 22:00)
※ 編輯: orinsinal 來自: 61.230.71.107 (03/11 22:02)
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