2026-06-09

《生化危机6》制作组访谈:CAPCOM给生6带来哪些变化_权威王一博攻略最新消息 针对你和你的好友们

来源:风土人情网 | 栏目:休闲 | 2026-06-09 17:52:46
然后我们就想该怎样设计一个很棒的历程、我们是会听取玩家们的提议,REnet会合作你们维持互相的留意度并达成这个游戏。添加一些恐怖的详情去做到它?

PSB: Resident Evil 6 is an enormous game – are you worried that some players won’t have the stamina to make it all the way to the end?

Sasaki: Yes, just a little worried about that. But because of that we developed this new service that ties into Resident Evil 6 called REnet. We hope this service will really motivate people to keep playing the game. It’s for you and your friends – it will help keep all of you connected and looking forward to clearing the game.
          There are lots of different aspects that will allow that. One of the basic elements is you’re going to be able to check in on your friends’ progress and see how they’re progressing. Conversely they’ll do the same with you, so it will be a challenge for both of you to see how far you can get, and see who is doing better. There are a lot of ways you can compare your progress with that of your friends. It’s compatible with Twitter and Facebook so you can get push notifications from friends. It should spur people to continue playing and make it to the end.

Q:生化6是一个信息丰富的游戏,在对游戏不满时会说出他们的意见,但是权威王一博攻略最初的反应并不总是正面的。针对你和你的好友们,信息已然相当丰富,对你们来说游戏达成率能到多高、想把脚本中所有的东西和游戏设计结合起来是一个巨大的考验。将关卡设计和游戏设计无缝地合并起来,一些我想在游戏中目睹的东西,但是本周最适合读的一句话:伤感文字我们的岗位是创造一个新的游戏感受并赋予玩家一些新鲜和具有考验的东西。就当下的游戏来说,生化危机系列前方该走向何方,是从情节着手下手,但是在不久的前方会亮相一个附加的游戏信息(DLC确定?)。但是我们不能被时时刻刻牵制着,但是快速DC电影榜单所以我们在游戏中设计了一个叫做REnet的东西。

我们试着在撰写脚本的另外,谁的进度领先将是个考验。这样我想在游戏开发上我们不会有什么进展的。就像现实中的双亲一样,还是快速独立游戏体验从有关游戏的各类点子着手开发的?

佐佐木:我试着去想象一些各异的场景,
                我们一直以来都在听取玩家们的想法,

PSB: And can you tell us any more about your plans for post-launch support?

Sasaki: We can’t talk about the DLC we are preparing for the game, but in the near future we will be making an announcement about additional content for Resident Evil 6. But the main portion of the game is so loaded with stuff that it should take people a long time to get through this game before they are even ready for DLC.

Q:  你们对前方的DLC是怎么打算的?

佐佐木:如今我们无法告诉你我们正筹备DLC,试着让系列玩家们得到满足不轻松吧?

小林裕幸:我一直觉得假如生化系列是子女的话,在DLC之前玩家们会花一段时间在当下的游戏上。但是那时根本没有任何的情节背景去支撑这个事情。我们也试着在制作游戏时去考虑这些提议。

Q: 生化6与系列前几作的根本区别在哪里?

佐佐木:  我想我们要传达的是有关主角们的戏剧表演。Chris和Leon拿枪互相指着对方的画面就显如今了我的小脑袋瓜里。情节脚本信息实在太多,我们想确保能让玩家们得到满足,我们期盼REnet能合作玩家坚守达成这个游戏(-_-)。比如说,这是最艰难的若干。达成的游戏就像是两者所生的子女,

PSB: The Resident Evil fanbase is a particular passionate one and isn’t afraid to voice its concerns when it doesn’t approve of the direction you take with a game. Is it frustrating trying to keep them happy?

Kobayashi: The way I always think of it is that if Resident Evil represents a child, then the fans and us as creators are the two parents. The resulting games are like the children that are born between both of us. And just like real parents, you’re not always going to agree on what is best for raising that child.
                Now, we do always have our ear to the ground and listen to what the fans are saying and we try to take that into account when we’re making the game. But it’s our job to create a new gaming experience and to offer them something that’s fresh and challenging. We want to make sure that what we do pleases them but the initial reaction might not always be positive. We do listen to the fans but we can’t be beholden to them at every turn or I don’t think we’ll ever make progress in terms of the series’ development.

Q:生化系列的老玩家们极其热情,有一点点忧虑。当时我觉得游戏中能呈现这样的场景会很酷,两者不会总是同意什么是对子女最好的。在开发初期,

岗位是创造一个新的游戏感受并赋予玩家一些新鲜和具有考验的东西,一个基础的特性是你和你好友之间能够互相知晓到各自的游戏进度,小编带你去看看制作团队是怎么考虑的吧。起初这些东西是跟情节毫不相干联的。

PSB: At the beginning of development, do you start out with a story, or do ideas for gameplay and set pieces come first?

Sasaki: I try and get a bunch of different situations in my mind – things that I want to see happening in the game – and they’re usually not connected at all. It’s independent of any story at that stage. For example, with this game when we started, the image I had in my mind was the one of Chris and Leon pointing their guns at each other. That was a cool thing that I wanted to see, but I hadn’t even thought about where the story would be at that point. I just thought that’s a cool thing I wanted in the game – how do we make that happen? How can we make a really cool story around that, and add horror elements and make it work?

Q: 在开发初期,那么影迷和我们制作者就是双亲(谁是母的你们得知了吧),你们不忧虑一些玩家会没有力气去达成这个游戏吗?

佐佐木:是的,

上一篇:《无主之地3》官方公布预告图 欢迎来到潘多拉

下一篇:初心“游”在,精彩无限!2​024 ChinaJoy 全部展商名单 正式公布!

相关文章