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【PS / Xbox / PC】Watch Dogs - 发售日正式宣布

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发表于 2014-5-8 07:28 AM |只看该作者
《看门狗 | Watch Dogs》公布新图像 反派头领“来福”Quinn曝光

  育碧公布了一张《看门狗》图像,为我们介绍了游戏中的一名新角色,Dermot Quinn 绰号“Lucky”(来福)。他是一位博爱主义者,通过争斗与冲突获得了权利,现在经营者芝加哥南方俱乐部。虽然目前尚未公布更多信息,(预计5月8日透露下一组信息),但看上去他可能是《看门狗》中的反派之一。《看门狗》预计5月27日登陆PC, Xbox 360, PS3, Xbox One和PS4。



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发表于 2014-5-9 07:29 AM |只看该作者
本帖最后由 kirassss 于 2014-5-9 06:09 PM 编辑

《看门狗 | Watch Dogs》全新宣传影像公开 介绍登场角色

  《看门狗》是育碧所开发的科幻沙箱新作,本作的美版将于2014年5月27日发售,欧版则于5月30日发售,而中文版则将于6月发售。近日育碧公司放出了本作的一段新宣传影像,通过剧情片段的形式介绍了本作中的登场角色,其中就包括主角艾登的朋友和敌人,下面就请大家一起来欣赏一下。

  《看门狗》将登陆PS3、PS4、XBOX 360、XBOX One和PC平台,虽然仍然会推出WiiU版不过发售日暂未确定。

   


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103#
发表于 2014-5-13 06:43 AM |只看该作者
《看门狗》主角手机上惊现《刺客信条》神秘图标

  还记得《看门狗》中的智能手机的菜单选项中有一个看起来像翻转过的《刺客信条》LOGO的图标吗?它的名字看起来模糊不清,这让许多的人(包括我)联想到开发商试图掩盖和育碧《刺客信条》之间一些神秘的故事。

  Eagle eye Reddit的使用者 coolio137发现了一个非模糊版的图片:从下面的图片中你可以看到,由于在屏幕边缘的原因,图标并未显示完整,但是依然能看出文本数量上的匹配。

  该图标实际上是“数字协议”,我们目前猜测的结果是:增强与巨型蜘蛛战斗的感官体验。刺客团队并未参加本活动。



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发表于 2014-5-14 07:08 AM |只看该作者
Ubisoft: Watch Dogs will run at 900p on PS4 and 792p on Xbox One, both at 30fps



What Makes Watch Dogs a True Next-Gen Game

Aiden Pearce is crouched behind cover in a dark alley. From the safety of his vantage point, he spots two guards directly in his path. He then hacks his way from one rooftop security camera to another, spotting several more. At this point, Aiden has a multitude of options. Perhaps he’ll hack into a fuse box, setting off an explosion that’ll kill one guard and draw several others away from their spots. Or maybe he’ll distract the first guard by setting off a car alarm, sneak past him, then distract the next by remotely opening a garage door. Maybe he’ll open fire with a machine gun, mowing down all his foes aggressively and with prejudice. Or, he could hack into one guard’s earpiece to trigger a head-staggering burst of sound, then hack another guard’s phone to stop him from calling for backup. All these options – and more – are available for players.

Welcome to Watch Dogs, a true next-gen gaming experience in which every choice is up to you.

In development for six years, Watch Dogs was started long before the next-gen arrived, and years before the team at Ubisoft Montreal had any clear insight into the exact specs they’d find in the PlayStation 4, Xbox 360 and present-day PCs. Yet Watch Dogs was designed from the very start to be a next-gen experience, regardless of the technology.

How so? “We focused on what kind of experience players want to play next,” says Creative Director Jonathan Morin. “That’s more important for me than defining what technology can do.”

Fast-forward to today, and we’re a few weeks from the May 27 release of Watch Dogs. The game will be available on both console generations, yet Morin is confident it’ll deliver a unique experience that speaks to the notion of next-generation gaming – regardless of what platform you play it on. Here’s why...



Play In Your World

“The next generation of gameplay is any form of entertainment and interaction that will bring your brain to a place it’s never been,” Morin says. Indeed, that was one of the early goals in Watch Dogs’ development: to create an experience in which players can interact in completely new ways.

The key to success: dynamism. Players had to feel like they could truly influence the world around them. This goal came to life through Aiden’s hacking abilities, along with Watch Dogs’ contemporary urban setting of Chicago: an open-world city where everything is hyper-connected – but there are flaws in the system, allowing savvy operators to interact with their environment in new ways.

But simply offering the newly created game mechanic isn’t enough. “It’s one thing to invent something like hacking in an open city, and another to make sure it’s done in such a way that when you’re in a stealth situation or a combat situation or a car chase situation – even though you understand driving, shooting, reloading and all of those things – you start feeling like every traffic light around you is a valid solution,” Morin says. “Every fuse box you can use in combat will help you turn the tide. All those elements come together so that when the player puts the controller down he or she can say, I really like this. And when they pick up the controller to play another game, they try to hack the traffic lights, but that option’s not there anymore.”

Express Yourself

And that’s what hacking is ultimately about: real choices with real consequences. As Morin says, hacking isn’t a switch that you turn on and off, like when other games go from pure stealth to all-out action. Hacking allows players to influence their world – to move from stealth to action to driving and back again, in any way they choose. The world around Aiden will react accordingly, and new choices will emerge. Every action causes an appropriate reaction, and the player can’t help but be further immersed in Watch Dogs’ Chicago because their choices matter.

“Players can express themselves,” Morin says. “The big challenge is to make sure the game responds to their plan.” In other words, if a plan makes sense, it should work. And if the player makes a “mistake” along the way, he can improvise and the game should respond accordingly.

For example, if you blow up a guy while hidden in a dark corner, no one will have any idea that you’re there. If you destroy a fuse box, it will look like an accident. If you hack into an explosive that an enemy is carrying and he starts freaking out trying to get the bomb off and it kills his friend, he won’t turn around and say, There’s the player! “That would feel wrong because you were playing well,” Morin says. “The game shouldn’t do that.” Instead, enemies will behave appropriately: they’ll get stressed; they’ll group up and start searching for clues; they’ll get frustrated and angry at objects (instead of you) because they assume they’re broken.

“That was tough to do because there’s really no reference for it,” says Morin. “But it creates a new layer of gameplay where you can mess around with AI. That’s one of the things that feels completely different about the game compared to what I’ve played before.”

And therein lies the heart of the next-gen experience in Watch Dogs. It’s about player agency. It’s about action and consequences. It’s about choice. It’s about a dynamic and ever-changing world that’s a full simulation, with NPCs who react appropriately in a city that demonstrates a full range of weather, time, density and naturally occurring situations. (For more on the citizens of Chicago, check out: Watch Dogs – Animating a Next-Gen City.) Then you layer in Watch Dogs’ innovative approach to seamless online gameplay that smoothly blends a range of multiplayer experiences without disrupting the single-player experience, and you have a next-gen game regardless of which system you play it on.



Across Generations

Yes, Watch Dogs is coming May 27, 2014, to both generations of consoles and, yes, the game is almost exactly the same. The single-player experience is largely untouched, aside from the density of Chicago – there’ll be fewer NPCs in some areas, but not in a way that affects the core gameplay. The seamless online is also intact, as that’s “part of the essence of the game,” Morin says. The only missing modes on PS3 and Xbox 360 are the Decryption competitive multiplayer mode and the ability to free roam with multiple players (which Morin describes as more of a “bonus” than a core gameplay experience). But all the other online modes are fully intact.

The game also looks great on both generations of consoles. On new-gen systems the game will run at 900p on PS4 and 792p on Xbox One, at 30 frames-per-second on both consoles. While some new-gen games now offer native 1080p, Morin says it’s much more important to deliver an amazing next-gen experience than it is to push a few more pixels onto a screen. “Resolution is a number, just like framerate is a number. All those numbers are valid aspects of making games,” he says. “But you make choices about the experience you want to deliver. In our case, dynamism is everything. Exploration and expression are everything. You want to have a steady framerate, but you want to have dynamism at the core of the experience. The same goes with resolution. People tend to look at corridor shooters, for example, where there’s a corridor and all the effects are on and it’s unbelievable, and they forget that if you apply those same global effects to an open city with people around and potential car crashes and guys in multiplayer showing up without warning, the same effect is applied to a lot of dynamic elements that are happening in every frame. So it becomes magnified in cost.”

Which, naturally raises the question: why not focus on increasing the resolution during the game’s recent delay? Because, Morin says, that was never the goal. Instead, that extra time was spent ensuring the team could fully realize their vision for Watch Dogs, polishing all aspects of the gameplay and making sure hacking is fully integrated into every system. (For more, see: Why Was Watch Dogs Delayed?) “The effort was split on continuing dynamism and making sure players can express themselves through hacking without ever being disappointed in how the game responds to them, whether it’s visually or through gameplay,” Morin says. “That’s important. Resolution has nothing to do with that. That’s why stuff like resolution can scale a bit down so that we never compromise the soul of Watch Dogs.”

And now, with Watch Dogs just a few weeks from release, Morin is confident the team at Ubisoft Montreal will deliver a true next-gen experience. “From a gameplay standpoint and an experience standpoint, the player is living something brand new,” he promises. “That’s how we proceeded with Watch Dogs. That’s why everything is connected. That’s why there’s seamless multiplayer. That’s why there are Digital Trips, which are like a way for the player to get a break from the serious tone. It’s an experience that surprises you at every level. Then, slowly but surely, through those surprises the players start changing the way they express themselves in a game.”


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发表于 2014-5-14 07:43 AM |只看该作者
本帖最后由 kirassss 于 2014-5-14 05:50 PM 编辑

《看门狗 | Watch Dogs》全新预告片公开 介绍新作重点要素

  《看门狗》是育碧公司所推出的全新科幻沙盘游戏,本作的美版将于2014年5月27日发售,欧版则于5月30日发售,而中文版则将于6月发售。日前育碧公司公开了一段名为“101”的全新预告片,视频全长约9分半,主要为玩家们介绍了本作中的登场人物、各个主要场景、游戏中的重要元素以及功能等内容,让大家能够在游戏发售之前充分的了解这款新作。

  《看门狗》将登陆PS3、PS4、XBOX 360、XBOX One和PC平台,虽然仍然会推出WiiU版不过发售日暂未确定。

   


《看门狗》PS4版分辨率达900P 帧率为30FPS

  尽管此前索尼曾表示《看门狗》PS4版将在1080P画面下以60FPS运行,不过他们很快就修正了这一情报。而日前育碧正式确认《看门狗》PS4版画面分辨率达到900P,而XBOX One版分辨率则为792P,双版本的帧数均为30FPS。

  《看门狗》的创意总监Jonathan Morin表示:“分辨率是一个数字,帧率也是如此。而这些数字都是制作游戏的有效环节。”

  “不过对你想要打造的游戏体验来说,你需要进行一定的选择。在我们的例子中,活力就是一切”

  Morin还提到,在游戏延期的时候他们也从没有将分辨率作为自己的目标。相反,他们花费了更多的时间以确保能够在游戏中充分实现自己的想法。

  “我们的努力被用在了保证持续的活力之上,确保玩家们能够在游戏中进行黑客行动的时候得到令人满意的反馈,在视觉效果和游戏体验方面都是如此。这是非常重要的,而分辨率与此无关,所以分辨率下降一点也没有关系,我们并没有妥协。”

  《看门狗》是育碧所开发的科幻沙箱新作,本作的美版将于2014年5月27日发售,欧版则于5月30日发售,而中文版则将于6月发售。游戏将登陆PS3、PS4、XBOX 360、XBOX One和PC平台,虽然仍然会推出WiiU版不过发售日暂未确定。


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发表于 2014-5-15 06:55 AM |只看该作者
本帖最后由 kirassss 于 2014-5-15 06:30 PM 编辑

Watch Dogs Has Gone Gold
育碧公司确认《看门狗 | Watch Dogs》制作完成 已进厂压盘


  育碧旗下新作《看门狗》虽然经历了几次延期,不过现在官方终于正式确认这款科幻沙箱游戏制作完成,并已经开始进厂压盘。

  本作是育碧从2009年开始开发的游戏,自官方于2012年E3大展中公开以来,这款游戏就受到了相当大的关注。对此游戏的创意总监Jonathan Morin在官方博客中表示:“进厂压盘这件事真是令人兴奋。不过当大家玩到游戏时会令人更加兴奋。对粉丝们而言,这非常真实。这意味着以后不会再出现延期。不过对我们来说,需要保证让游戏实际达到玩家们的手中。”

  《看门狗》的美版将于2014年5月27日发售,欧版则于5月30日发售,而中文版则将于6月发售。游戏将登陆PS3、PS4、XBOX 360、XBOX One和PC平台,虽然仍然会推出WiiU版不过发售日暂未确定。



Watch Dogs Has Gone Gold

It’s official. Watch Dogs has gone gold, and is right on track for worldwide release on May 27, 2014.

A next-gen experience that reinvents the way gamers will interact with an interconnected open-world city, Watch Dogs arms players with the most powerful of modern weapons: a cell phone that grants unprecedented access to Chicago’s Central Operating System (ctOS). Aiden Pearce wields this weapon – along with his brawn, his guns and his high-tech gadgets – as a vigilante driven to seek out justice (or vengeance) against those who harmed his family.

First revealed at E3 2012, Watch Dogs has been in the works since 2009. Now that the game’s gone gold after an epic five-and-a-half-year development cycle, what’s that mean for the team? “It’s exciting to be gold,” says Creative Director Jonathan Morin. “But it’ll be more exciting when people are playing. For the fans it means that it’s true. It means there will be no such thing as another delay. But for us, it’s not done until they actually have it in their hands.”

Morin’s fan-centric response might be true for any game, but with Watch Dogs it’s especially important for the team to hand their creation to players and allow them to take control of this fully interactive city. That’s because Watch Dogs is all about player choice. “We tried to make a game that’s very scalable in the sense that it supports your play style,” says Lead Gameplay Designer Danny Belanger. “It supports what you want to do most of the time. And it also supports your motivation. Do you want to play a story? Do you want to drive? Do you want to shoot? Do you want to hack? Do you want to play with others? Do you want to play on a tablet? It allows players to do what they feel like, which I find really cool. There’s lots of things to explore, there’s lots of things to try. I think the greatest thing about Watch Dogs is doing what you think is fun.”

Morin agrees, comparing Watch Dogs to a musical instrument. “I invite players to play it the way they want,” he says. “To explore the different ways of playing. To not necessarily follow the instincts they know from other games. To find your own fun in it. That’s how Watch Dogs is meant to be played.”

Of course, the team still would like players to spend a lot of time with the game’s central innovation. “I hope they enjoy hacking,” Belanger laughs. After all, one of the game’s biggest development challenges was layering the hacking mechanic over all the other core gameplay elements – driving, shooting, stealth, combat – while making sure it’s both fun and useful at all times. From what we’ve played so far, the team has definitely succeeded.

As for Morin, he’s looking forward to seeing his game in a whole new light. “I’m going to have fun hearing what the players have to say and how they might surprise us,” he smiles. “I invite you to embrace the whole player creativity and impress us with it!”

Ubi Blog:http://blog.ubi.com/watch-dogs-gone-gold/


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发表于 2014-5-16 06:24 PM |只看该作者
本帖最后由 kirassss 于 2014-5-16 10:16 PM 编辑

《看门狗 | Watch Dogs》成为育碧史上预购量最大的原创新作

  日前育碧确认《看门狗》已成为该公司史上预购数量最多的原创新作,其游戏预购量在育碧的所有游戏中也能排到第二位。此外,目前《看门狗》也是2014年游戏界中预购量最大的原创新作。

  尽管育碧并没有透露实际的预购数字,不过育碧的自身销售和市场副总裁Tony Key表示:“庞大的预购量正是玩家们对《看门狗》强烈期待的一种表现。开发小组不知疲倦的工作,确保玩家们能够体验高质量的游戏,我们已经迫不及待的希望玩家们能尽快拿到游戏。”

  此外育碧还预计《看门狗》将会比《刺客信条》系列首作表现更好,若育碧想达成这个目标,需要使《看门狗》总销量突破630万套才行。而育碧的CEO Yves Guillemot则表示:“我们希望它能成为业界的一大重量级游戏。”

  《看门狗》的美版将于2014年5月27日发售,欧版则于5月30日发售,而中文版则将于6月发售。游戏将登陆PS3、PS4、XBOX 360、XBOX One和PC平台,虽然仍然会推出WiiU版不过发售日暂未确定。

   


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发表于 2014-5-23 07:06 AM |只看该作者
本帖最后由 kirassss 于 2014-5-24 12:26 PM 编辑

《看门狗 | Watch Dogs》即将上市 游戏发售宣传片正式公开

  《看门狗》是育碧公司所推出的全新科幻沙盘游戏,本作的美版将于2014年5月27日发售,欧版则于5月30日发售,而中文版则将于6月27日发售。在游戏即将上市之际,育碧也正式放出了本作的发售宣传影像,为游戏进行最后阶段的宣传。本次的宣传片中,育碧也继续展示本作的各个重点要素,并且让大家看到各大媒体对于本作的评价,下面就请玩家们一起来欣赏一下。

  《看门狗》将登陆PS3、PS4、XBOX 360、XBOX One和PC平台,虽然仍然会推出WiiU版不过发售日暂未确定。

   


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发表于 2014-5-24 07:28 AM |只看该作者
   


   


   


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发表于 2014-5-27 07:12 PM |只看该作者
《看门狗》联动APP“ctOS移动版”5月27日上线

  《看门狗》是育碧公司所推出的全新科幻沙箱游戏,其美版于2014年5月27日发售,欧版则于5月30日发售,而中文版则将于6月26日发售。此前育碧曾经确认,他们将在iOS和安卓平台上推出《看门狗》的联动APP“ctOS移动版”,现在官方终于证实该应用于2014年5月27日上线,和游戏同期推出。



  在“ctOS移动版”中,玩家可利用移动设备通过3G或Wifi网络连结到《看门狗》游戏中,与家用主机或PC版玩家一同即时游玩并且分享相同的游戏体验。“ctOS移动版”包含合作以及对战两种玩法,玩家可以从旁协助家用机与PC版《看门狗》玩家逃离警方缉捕、或是操控芝加哥警网及各式公共设施在特殊的挑战模式下阻止对手玩家在时限内抵达目的地。

  “ctOS移动版”拥有独立的等级进度,玩家不需拥有《看门狗》游戏本体即可体验。玩家可以选择与好友连线展开挑战、或通过自动配对机制找寻来自全球的线上玩家。玩家可在每次行动中获取经验值、提升等级并且获得技能点数,解开丰富的技能并且逐步升级,从调派警员、巡逻车、SWAT特勤队到甚至警用直升机增援,移动版将以丰富的游戏要素将整座城市的力量放进你的掌中。

  《看门狗》将登陆PS3、PS4、XBOX 360、XBOX One和PC平台,虽然仍然会推出WiiU版不过发售日暂未确定。


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