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标题: 《恶魔城ドラキュラ奪われた刻印》新闻帖(11楼首段PV)
  本主题由 我爱幻水 于 2008-5-14 20:34 设置高亮 
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发表于 2008-5-14 20:33  资料  个人空间  主页 短消息  加为好友  添加 我爱幻水 为MSN好友 通过MSN和 我爱幻水 交谈 QQ
《恶魔城ドラキュラ奪われた刻印》新闻帖(11楼首段PV)





在游戏介绍里提到了一个组织,和上次透露出来的美版标题《Castlevania: Order of Ecclesia》中的Ecclesia完全吻合,所以基本上不可能是伪造的图了。游戏背景不出意外应该是在无罪和CV3之间,因为之前IGA也曾经透露过想制作这两作年代之间的故事。根据图片,可以使用圣剑和VK两种武器,这点倒是比较期待的。





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发表于 2008-5-16 22:16  资料  个人空间  主页 短消息  加为好友  添加 我爱幻水 为MSN好友 通过MSN和 我爱幻水 交谈 QQ
官网开通:http://www.konami.jp/gs/game/dracula_ds3/

08年秋发售预定,期待进一步情报的发表





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发表于 2008-5-17 10:14  资料  个人空间  主页 短消息  加为好友  QQ
这次应该会张资料补完了吧?





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发表于 2008-5-17 10:50  资料  个人空间  主页 短消息  加为好友  添加 我爱幻水 为MSN好友 通过MSN和 我爱幻水 交谈 QQ
LU那边的情报(红字是我自己标注的):

从今年1月网络上流传出NDS版《恶魔城》新作游戏图开始,到4月时Konami在美国的新注册商标《恶魔城:圣教密令》被曝光,再到后来ESRB提前公布游戏分级信息,可以说这款NDS平台上第3款《恶魔城》续作的公开已然没有了神秘感可言。不过,当Konami官方首次向媒体们展示《恶魔城:圣教密令》的宣传片和实际游戏演示时,还是着实令人激动了一番。

尽管在今年7月的E3到来以前,Konami可能都不会对外提供《恶魔城:圣教密令》(日版名为《被剥夺的刻印》,以下《圣教密令》)的实际试玩,但从官方展示的2段游戏影像中,我们还是能够了解到有关本作的不少详细情报。

主人公与故事背景:

第1段影像属于比较标准的介绍性宣传片,游戏的画面风格与NDS版的前两作比较吻合。人设方面看起来应该还是出自《恶魔城》系列的专用画师小岛文美之手(我个人感觉这画风不是小岛阿姨的),只不过这一次她绘制的主人公并非以往作品中那种外貌偏向中性的吸血鬼或是吸血鬼猎人,而是一名真正意义上的女性角色,这也是《恶魔城》系列10年来首次采用独立的女主人公讲述主线故事。

这位看起来超凡脱俗颇有些贵族少女气质的女主角名叫莎诺娅(Shanoa),隶属于一个名为“圣教密令”的神秘组织。该组织长年以来一直致力于对抗德拉古拉伯爵及其手下的邪恶党羽,特别是在贝尔蒙特家族缺阵的时候。

游戏的故事背景被设定在1792(《月下夜想曲》的时代背景)到1999之间,不过官方目前还没有对此做出详细的解释(这样看来这个女主角极有可能是莫里斯家族的人了?)。除此之外,Konami方面还透露游戏中将会有一名隐藏角色可以使用,不过有关他的详细情报没有在此次活动上公开。


战斗及游戏系统:

与NDS版前作《苍月的十字架》中苍真所使用的“战魂”系统相似,《圣教密令》中的女主角莎诺娅运用的是一种名为“刻印”的系统进行战斗。简单来说,莎诺娅一次可以在两支手臂和背部各装备一枚刻印,每一枚刻印分别对应一种技能或招数,并可以通过NDS上的X、Y和R键发动,而2枚刻印的技能同时发动时,还能再衍生出新的技能或招数。(晓月、苍月的战魂+月轮的DSS卡片系统?)

像以往的作品一样,本作也有魔力槽的设定,而莎诺娅所有的刻印技能也都需要消耗相应程度的魔力值才能发动。连续攻击或是使用大威力招数时魔力槽的消耗十分明显,但稍适休息后就会立刻恢复,这就意味着战斗过程中比起一味的猛打猛冲,有针对性地发动刻印技能才是比较明智的选择。

在Konami提供的实际游戏演示过程中,制作人五十岚孝司为我们展示了莎诺娅刻印技能的几种基本战斗方法和组合规律:当同时装备两枚“骑兵之诗”时(全部在手臂上),交替按下X和Y键可以操纵莎诺娅发动快速的物理攻击,同时按下X和Y键的话则可以向前方发出威力更大的一击。

与之相似,两枚“剑之徽章”交替配合可以发动快速的斩击,组合后能够召唤出巨大无比的宝剑由头顶向下将敌人斩裂;光与暗的刻印单独使用时,分别对应各自属性的自动制导跟踪攻击,当组合在一起使用时则能够发动规模巨大的爆炸。

除了用于发动物理和魔法攻击的战斗用刻印以外,莎诺娅也可以借助一些非战斗刻印的力量获得各种特殊的技能。比如影像种演示的“艾格尼斯刻印”,可以让莎诺娅制造出一个环形磁铁状装置并借此跳跃到更高的地方。

虽然敌人也能使用刻印技能,但莎诺娅可以通过打败这些敌人吸收它们身上的刻印并转化为自己的力量,这样一来玩家们就可以根据自己的喜好自定义女主人公的战斗风格。另外,说到刻印恐怕大家还都对《苍月的十字架》中那恼人的触控笔封印记忆犹新,不过在本作中大家不必担心战斗中会有麻烦的触控笔操作,至少到目前为止还不用……(最好别给我加触摸笔操作。苍月里的魔封阵是系列里最纱布系统,没有之一!)

整体印象:

游戏关卡的整体结构与NDS版前作《废墟的肖像》十分相似,整个地图上分布着多个彼此独立的区域等待玩家去探索。而这也引出了另外一个问题,那就是最近几代《恶魔城》作品在风格和内容上差别不大。(刷地图这条死胡同看来是永远也走不通了……)

全新的女主角和刻印系统势必能够吸引一些眼球,但你在游戏中还是能发现那些被循环再利用了不知多少年的敌人,就连关卡中的某些场景看起来也是大同小异,像《月下夜想曲》中的地下水脉瀑布和《废墟肖像》中的哥特风格教堂那样令人印象深刻的关卡已经越来越少。

当然,这些不足并不意味着《圣教密令》这款新作就真的一无是处,相反,我们在游戏的演示过程中也见到了一些令人眼前一亮的新意,比如一处多边形建模的海盗船场景和欧洲乡村小镇风格的关卡就给人留下了深刻的印象。(海盗船和欧洲乡村小镇?这不还是模仿血轮和废墟么……)





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发表于 2008-5-17 19:26  资料  个人空间  主页 短消息  加为好友  添加 我爱幻水 为MSN好友 通过MSN和 我爱幻水 交谈 QQ
IGA的访谈(转自IGN)

http://ds.ign.com/articles/874/874323p1.html

IGN Interviews Igarashi

We sit down with the Godfather of Castlevania. Where will the series take us now?
by Bozon
  
May 15, 2008 - After his on-stage demo of the latest chapter in Castlevania history, series producer, and key creative leader Koji Igarashi met up with IGN to discuss the future of Konami's now 20-year old franchise. He speaks on the latest addition to the series, Order of Ecclesia, comments on the recent "Wii Connectivity" screenshot leaked from the game, and talks about the future of Castlevania as we know it. Will we see a Wii version? Is the era of 2D over? Are there any chances for a Symphony of the Night 2? We sit down to find out.

--------------------------------------------------------------------------------


IGN: First of all, congratulations on the announcement of the third Castlevania DS, Order of Ecclesia. How does it feel to be back on the system, and showing off a product with such an immense fan base watching?

Igarashi:
Thank you. Well the team has obviously experienced the release of the last two games, but I can tell you we're really trying hard to do some incredible things with this version.

IGN: During the presentation you mentioned that Order of Ecclesia takes place in a time where the Belmonts are all gone. That makes this the most futuristic entry thus far for the series, correct?

Igarashi: In regards to the timeline, this game takes place right after the era of Richter Belmont, where the last Belmont disappears with the whip. That's where the series fits overall in the timeline; right after the era of Richter Belmont.

IGN: Wait. Does that mean no Vampire Killer whip this time around?

Igarashi: (laughs) Yes, that one probably won't come out this time.

IGN: This is now the third chapter of Castlevania on DS. How challenging has it been to keep things fresh throughout three GBA games, and now three DS titles. Fans of course want Symphony of the Night over and over, but each game still has that need to feel different and unique, right?

Igarashi: Very true. Things like the left and, right hand attack system was used in Symphony of the Night, if you may remember, so there are some similarities. With regards to the storyline though, this is a very different experience from the normal Castlevania experience, but I think fans will really like it.

IGN: In the progression from Symphony of the Night until now, we've seen a huge mass of different battle systems. There have been soul systems, magic systems, card battling in Circle of the Moon, and soul harnessing in the Sorrow series. How did you come across the whole "glyph" concept, and is this a way to blend the best of everything into one large experience?

Igarashi: The main thing I really focused on in regards to how I wanted this version to play, was the feeling of it taking time and causing tension to grab these new skills away from enemies, sometimes in the heat of battle. Instead of just killing enemies, grabbing their weapons, and using the items right away, I wanted that feeling you get when you're actively pulling away the magic and taking time to absorb the new powers. So that certainly ties into the whole design on my end.

IGN: The new game has an all-new look, and an all-new lead character. How many bosses and enemies will make a return this time around? Is it a blend of old and new, or are you really stepping away from the original enemies?

Igarashi: Well in regards to the main monsters in the game, we've brought back some familiar faces along with the new, so as you can see in the trailer you're still battling skeletons and traditional Castlevania enemies, but this time around with bosses I think you'll be very surprised. There will be quite different.

IGN: We've got a few questions on the finer points of the game. In Portrait of Ruin, character switching was an integral part of the game. Will that make a return again, or is this a solo mission?

Igarashi: Well, the development team is always pushing to do something new; they get bored really easily, so we're always changing things up. This time around though, there isn't really a switch system, no.

IGN: As a quick note, we're loving the idea of a female lead again. The last time we had that was Castlevania Legends!

Igarashi: (laughs) Yes we're very excited for that as well. It was a huge request from the fans.

IGN: So there's no character switching, but there will still be online for players, right?

Igarashi: Yes, that is making a return in the form of head-to-head and shop mode via Wi-Fi, but we'll give you more details on that very soon.

IGN: Well we hate to ask, since I'm sure you've been asked a million times, but what was with the "Wii Connect" option on that first screenshot of the game? It was everywhere on the internet.

Igarashi: Ahhhh yes. Well, that's a secret. We'll have to wait on that for now. (laughs)

IGN: Did someone get fired over that one?

Igarashi: Well, things happen. (laughs) Please erase that from my memory.

IGN: Well, we do have to bring up one more thing, as the fans are asking like crazy. What do you have in mind for the future of Castlevania, specifically when in regards to the Wii? Also, do you feel that Castlevania works better as a 2D franchise than a 3D one? It has been very well received on PSX, then on GBA, and now on DS.

Igarashi: First let me answer the question about 2D and 3D. As you know, the 2D and 3D gameplay has been completely different, and I felt that on DS that 2D was best-suited for the platform, so that's why we stuck with it in 2D for all three games. It was the right type of game for the right system. In regards to the Wii, there's not really much I can say right now. I'm looking at the system, and we're looking to expand the franchise, so I'm sure that in the coming weeks or months you'll be hearing something new.

IGN: This will be our final question. We're huge Castlevania fans, so we feel the need to ask this one. Regardless of platform or future direction for the company itself, do you feel that you can take what you did in Symphony of the Night again, and take the magic of that incredible 2D experience and duplicate it again now, or has the era of 2D ended, so to speak?

Igarashi: I think that development for 2D in regards to the Wii or any other system is very difficult to do right now, but there are other avenues we can use to explore the 2D progression of Castlevania such as WiiWare or downloadable content and whatnot. So no, I don't think it's really a dead thing.

IGN: But if you were making your amazing, epic game, you wouldn't go for a crazy, over-the-top 2D spectacular like Symphony of the Night?

Igarashi: In regards to that, I've been doing 2D, and we've done it very well, but with 3D it's something that I want to move into, and I think it needs to be done. It has been frustrating for me, but there's something I've got to do for that.





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发表于 2008-5-18 15:15  资料  个人空间  主页 短消息  加为好友  添加 我爱幻水 为MSN好友 通过MSN和 我爱幻水 交谈 QQ
gamefaqs的消息灵通人士透露的几个消息:

http://boards.gamefaqs.com/gfaqs/genmessage.php?board=945837&topic=43143375

1、女主角形象的原型是IGA的老婆(汗……如果我没记错的话,以前看过的资料里提过IGA他老婆也曾经参与过血轮的制作)

2、音乐制作是山根阿姨(如果是真的就好了)

3、人设至今未知(反正我感觉这次女主角很违和)

4、游戏完成度还不高,大部分关卡只是把结构大概完成了,敌人配置这些都没弄进去(如果真这样,秋季发售没问题么?)





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发表于 2008-5-24 17:08  资料  个人空间  短消息  加为好友 
女主角长的还不错了...只是那脸的眼睛和看起来紧凑的五官...好苦大仇深啊
只要不延期发售,到秋天时就有两个SONIC新作加上它供我哈皮.....我丰收了





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发表于 2008-5-27 12:04  资料  个人空间  短消息  加为好友  QQ
考虑是否买正版。。= =

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发表于 2008-5-28 13:37  资料  个人空间  主页 短消息  加为好友  添加 我爱幻水 为MSN好友 通过MSN和 我爱幻水 交谈 QQ

















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发表于 2008-5-28 13:45  资料  个人空间  主页 短消息  加为好友  添加 我爱幻水 为MSN好友 通过MSN和 我爱幻水 交谈 QQ
字太小而且太多,不高兴翻译了。根据图说说个人看法

1、人物感觉比之前顺眼多了,看来真有可能是小岛阿姨的人设了

2、大部分场景都借鉴了系列之前的作品,利用率太高,缺乏新意。但有一点值得注意,其中一张图出现了类似地图选择的画面,这是否表示本作的活动范围不只是恶魔城,甚至还像MD血族一样包含了整个欧洲大陆呢?

3、新公布的两个角色,一个和女主角似乎是同样身份的猎人,另外一个应该是圣教的领导人。话说这猎人怎么这么像毒瘤12里的巴尔弗雷……





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