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楼主: hope007

[汉化]PS2战神1、2菜单+剧情完美汉化,下载地址公布!附战...

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发表于 2010-10-16 21:59:00 | 显示全部楼层
很好,我很欣慰!
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发表于 2010-10-16 22:04:00 | 显示全部楼层
佩服楼主的毅力,准备收藏D9版的飘过
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发表于 2010-11-5 19:31:00 | 显示全部楼层
顶上去~~~  期待寒假前完成~   D9   D5各刻一张~
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发表于 2010-11-6 12:23:00 | 显示全部楼层
慢慢来,不急不急的
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发表于 2010-11-7 16:07:00 | 显示全部楼层
期待早日完工
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发表于 2010-11-14 22:52:00 | 显示全部楼层
这个不错,要支持的啊!
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发表于 2010-11-28 14:41:00 | 显示全部楼层

回复 20# TaleOfFantasy 的帖子

你的说的不对!各有所爱啊。我支持汉化!
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发表于 2011-2-9 08:24:00 | 显示全部楼层
耐心等待中!!!
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发表于 2011-2-12 19:33:00 | 显示全部楼层
抛个砖,希望对hope007有帮助~。。

这是战神1 特典模式下

  THE MAKING OF GOD OF WAR 的全部语音,yuyu听力能力有限,括号括起来的部分表示听不懂, 但是尽了最大努力。。还请更厉害的人来完善这份文本。 其他的语音等有时间再尝试一下。。

  视频参考:http://v.youku.com/v_show/id_XMjU0NTA2NjM2.html

  Shannon Studstill: God of War is mainly developed for about 3 years roughly, It's including urgh... pretty (xxxx) production psycho, and basically, It came from Dave Jaffe's head.

  INSPIRATION:

  David Jaffe: There were some ready-made Play Mechanisms and Game-play Mechanisms in the Greek myth already. That was just like Medusa's head and Zeus's (xxxx) and 独眼巨人 and that mix with just my level material was like OK... this is... this is what we gonna do, we gonna do this game.

  Ken Feldman: David Jaffe came up:' (Twike) what'd you think Greek Mythology', I was immediately intrayed by...

  Richard Forge: When they said:' Hey we are thinking about Greek Mythology for God of War... I was like... YEAH...!! let's... let's definately do that...

  Ken Feldman: The creator of the game-David Jaffe, definately comes up a lot on this kind of stuff and him... you know likes... involve the team and design, so... comes up ideas... you know we sit around he comes around (assessory)... he's (famous) like one to ten... what do you think about this idea...

  David Jaffe: God of War is our temporally elevated action venture (drummer) to the next level. We want to bring combat aspiration, navigation, puzzle solving, all of those for the classic elements of the (drummer). We want to bring to those players in the fresh way, and the way they hadn't seen before... and also a scope in the level in through this epic feel they hadn't got before in the game...

  Stig Asmussen: That's all idea we have in God of War, It's the naturalest game it's... it's an venture like a movie...

  CONCEPT ART:

  Tim Moss: The share-man of... of Concept Art work went into developing all the charactor's looking fill of the game. It's... uegh... it's pretty  unique, I have never seen somuch effort put into a... you know concepting a game out making sure that... that every enviroment is unique and urgh... fixing the theme of the game over all...

  David Jaffe: I gave them my influences... It's really to their (credit), they were able to sort of the urgh... extrapolate urgh... what I was really going for... into art, amazing art... So I... I interrupt through of getting what I wanted which was high adventure amazing fantasy setting, which was urgh...inspired by the soft that I growed with the movie that group watching... but exactly how the game ended up looking the way it is was you really have to ask the artist...

  Shannon Studstill: Charlie Wen's been part of this studio for quite some time... and what he's brought to God of War is urgh... extremely (valuable)...

  Charlie Wen: A lot of my job is to urgh... creat images of... what the game feels like.

  Cory Barlog: The mood of the game is... is... is dark. Urgh... the main charactor... main charactor Chratos is... is very... urgh... disturbed charactor.

  KRATOS

  David Jaffe:  The things I said in my sight is brutal, nasty, violent, urgh... anti social, pissed off, angry, FUCK YOU... That was my direction to Charlie...

  Charlie Wen: Urgh... the hardest part about Chra... urgh...   making Chratos, was that the stroy line was really burried... and so  how's try to creat acharactor that... urgh... didn't have that story behind them yet...

  David Jaffe: I just said-'come and work getting in angry and see what happens...'.

  But they came back with was their versions of anger and the things they were mad at... the things they... It was really kind of (nip) because you've got to look at the concept (???), kind of see how everybody deal with anger, madness and chaos.

  The solution was to sort of start stripping away... every thing. Everytime we took away a piece of armor, everytime we took away a helmet, a shield, we started to seeing more of this animal (list excited) this charactor. Once we got that was just an issue of waddling it down... you know from those 15 images all of which felt the most brutal, and set up all of these 15, that's the one.

  PRODUCTION

  David Jaffe: God of War is our temporally elevated action venture (drummer) to the next level.

  Stig Asmussen:  We are trying to do so much right now. Argh... I mean we wanna bring this... umm... you know this experience to... to people, and we wanna to be realistic. In order to do that, we have to push the PlayStation2 as far as possiblely we can go.

  Tim Moss: We use a urgh... well known package called MAYA, to do almost everythig in our game.

  Stig Asmussen: When we first start the game, it was how do you creat beautiful (Russian) enviroment that high (),high texture detailed, beautiful lighting and just consisting to the game.

  Stig Asmussen: Technologically 4~5years into a console, you know, most of the big problems has been solved, so it's just a question of doing it better than anyone else.

  You first start with the sheet, and the sheet is urgh... also known as the collusion, that's the... the very bare bones minimum... level detail that player actually in ()... Any of these walls the player can go behind, so this is... the confines of the level, this is what... you know what you actually playing in, that's now what you see... that's what the game's running in the back ground. I turn the sheet off, and you can see this actual our work is so (seeing) with that.

  Ken Feldman: Well we definately wanna to make the player feel like they are in umm... ancient Greece.

  Charlie Wen: You know it's to... go from really dark depressing feelings, where you feel like: arghhh... I have to ... I just wanna get out of here. To urgh... you know very bright... and you are in the desert... It's... it's... You know it's to make you feel like : WOW... OK, It's a vast world, you know it's big world out there.

  Stig Asmussen: God of War is... It's gonna... it's gonna look real  but it's also gonna have a take to it... you know like a little bit of the fantasy twist, arhh... over the top like (xxxx)...

  Ken Feldman: I don't think there is any other playstation game that achieves at it out there.

  Cory Barlog:Every character, in the game, so is that was... a... a single pose that everything that the animation drive from... well started moving like this... bring in a base pose, and then kind of just strat to block a few things out, may be even... it's general... just kind of moving the whole character all as one, getting the timing for things then, building (angle)... from the poses, so get the pose  motion right... the get the chest involve the palmist may be start diong the arms, comes back with the legs... the finish with the head and the fingers. So... sort of waddling down untill we get to that.

  Cory Barlog: The original vision I think what was... we wanna it was very very brutal.

  David Jaffe: It's funny cause we were like: Let's go find some fightings... I'm in the movies and then that's how we want these guys to move, that's how nasty we wanted it to be, and it's weird cause when we thought we found out these great movies ,movie-fighter  really can't attain when you think about it, we actually ended up with only two or three movies, urgh... they're realy... they're reall (scare) from this too... They're really, when you saw you're like : OH my god, that is just some nasty stuff...

  Richard Forge: It's been quite a fews urgh... game play design sections or meeting with the animators where we get extremely urgh... umm... heheheh.... we're moved around a lot.

  My seted up situation is I am putting anemies in the game and I'm trying to get them very playable so that they can be placed in levels and go around this is... a big cartoon (xxxxed) urgh... very bright arena and that's just a big wide open space that put the guys  in that and urgh... I fight with them there, I tune them there, I set up all their moves and combos and their reactions.

  Cory Barlog: The Medusa head animation emm... riping at a Medusa  very long development paycho for that one, It was redone several times...
  David Jaffe: We obsessed over. I upset... I pissed off everybody... animations aren't brutal enough, the art's not brutal enough, there's not enough blood... I want this game to make players just fee... (xxxx) some feel that sense of anger in chaos.

  Cory Barlog: we're really really hammer in the quality and trying to get it to be as top notches we can get it there. At several level of the games out of there that I was consider there're kind of top (tear)-an animation, and I am trying to ether meet or exceed what they do.

  David Jaffe:  People gonna go: 'Oh my god, this is what action-venture games have supposed to have been since the very beginning.'

  THE FINAL STRETCH

  Shannon Studstill: God of War for my production perspective experience challaging, there's a number of areas that umm... you know... we really been pressed... time, money,resources...

  David Jaffe: Making the game is definately urgh.. mean the team, but it has a lot, and there was this anger (ah yes) to build up this  anemy that I think I was really transffered over the Chratos, and I looked at Chratos now it's like: That's me...

  Cory Barlog: We.. I think we've urbanely abused each other (multable) time during the day, It's one of these great high-low thing, start out the day we were really happy and then through out the day we get very upset with each other, and then happy with each other and then upset... hopefuly we can leave more we happy with each other and then we come back we're happy with each other again...

  Ken Feldman: I'm always the guy that the engeineers wanna to trangle, because I tried absolutlly put this engine to the max.

  David Jaffe: We've wanted to trangle each other at least once a week.
  (xxx): The prospect of beating the shit involve the work has a... you know occasionly reason...

  David Jaffe: We have not actually had any faith fights on the game yet.
  Shannon Studstill: urgh... no, faith fights certainly aren't urmm... allowed in a professional enviroment.

  David Jaffe: If we're getting to do the physical fight, It's gonna  happend in the next three month... we're going to the.. ergh.. the most stressful time of making a game which is the Alphabet process.

  ALPHA

  Emploees: ALPHA~  ALPHA..  ALPHA!!  ALPHA BABY~  ALPHA.....~~~~~

  David Jaffe: So we're an hour for ALPHA, Noyhing's tune nothing's finished....

  EMPLOEES: What I am is TIRED.... TIRED~~ TIRED~~ TIRED!! TIRED and more TIRED...

  David Jaffe: This is what ALPHA is right.., all the pieces are there..., but it doesn't play right yet... It doesn't feel right yet... and...

  Debugger: There're couple of bugs, the people're working on, we have to get them by 7, and then will get them by eight or nine or ten...

  ???: Three years and we're almost done! ly at the end of the tunnal!
  David Jaffe: I'm really.. I'm so happy we're... our way from being  to say: at least we have the game!

  TESTING

  Tim Moss: Play testing is urgh... fantasicly important, and this is the first game we've really gone to (xxx) on the play testing what the game is being developd ... we'll bring... you know five to six people from eugh... the local colleges, and we'll sit them down in front of the lightest first version level what we've been building, and we'll watch them play it, and we'll notice all of the things they don't do right, or all the times they can't find the way to solve the puzzle cause we (xxxxxxxxx) high light it well enough or if I can't see the door in the background then I'm add extra lightings so it's high-lighted. It's really kind of like making err... you know it's making a movie.

  At the beginning of the project we decided we'll gonna build a.. yeah... a play testing room... you know office, and that has proved to be a very good decision.

  E3

  David Jaffe: There's our huge playStation... so so good to be one of the big titles share, so I'm afraid we'll get some tension of it, we think we deserves.

  WINNER:"Best PS2 Game" E3 2004 Gamespot
  NOMINAED "Best Original Game"E3 2004 Game Critics Award
  NOMINATED "Best Console Game" E3 2004 - Game Critics Award
  WINNWE: "Best of E3 2004 - Best PS2 Game over all" - GameSpy
  NOMINATED "Best Action/Adventure Game" - Game Critics Award
  "Most impressive PS2 title on display" - Newsweek

  David Jaffe: I think whether you're in the mythology or not, I think you can't deny the power of a game made by passional people.

  Shannon Studstill: God of War is a game that urmm.. anyone can pick up and play and have really funny experience.

  Richard Forge: You should play God of War cause it'll give you a laid.

  David Jaffe: This is the adventure that the (back and barks) always promise you.

  Richard Forge: God of War is FUCKING RIGHT!
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发表于 2011-2-18 03:46:00 | 显示全部楼层
不好意思啊、、版主、、我就想问问 现在怎么样了、、? 快了吗? 呵呵 我有点心急 莫怪啊 ! 你以前的完美剧情汉化 和天幻合集 我都有 要是在来个 完全汉化 就更好了! 我们好多都是玩模拟器的 请照顾一下我们 最好别出合盘、、!
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发表于 2011-2-18 23:52:00 | 显示全部楼层
版主! 能透漏点进展情报吗。。?
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发表于 2011-2-22 08:29:00 | 显示全部楼层
支持了~~~~~~~~
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发表于 2011-3-2 07:56:00 | 显示全部楼层
耐心等待中、、、按说不该打扰版主、、实在忍不住想知道进度、、、实在想要版主的完美汉化版!
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发表于 2011-3-4 18:19:00 | 显示全部楼层
不好意思啊、、版主、、我就想问问 现在怎么样了、、? 快了吗? 呵呵 我有点心急 莫怪啊 ! 你以前的完美剧情汉化 和天幻合集 我都有 要是在来个 完全汉化 就更好了! 我们好多都是玩模拟器的 请照顾一下我们 最好别出合盘、、!
xiexinyu1980 发表于 2011-2-18 3:46:00


那几乎可能性不大啊............
因为本来007就是打算给主机用的...............
反正大多数人都有机器.............买得起带的动PS2模拟器的高端电脑,买不起800元的PS2我不信..............
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发表于 2011-3-4 21:34:00 | 显示全部楼层

回复 74# adsl_95 的帖子

主要现在战神模拟的很不错了啊! 再说模拟器的效果比主机好! 高精度 高解析度! 不信你可以试试!
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发表于 2011-3-28 16:22:00 | 显示全部楼层
期盼中、、、、版主不用急、、期待完美的作品、、
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发表于 2011-3-30 09:06:00 | 显示全部楼层
又来了 -皿-

DELETED LEVELS

  Voice of: David Jaffe

  视频参考:http://v.youku.com/v_show/id_XMjU0NTA3NTEy.html

  This... this is our sort of batche of things that you didn't get to see, it... some of... some of them I'm glad you didn't (xxxx) , I wishing what if time permitting but it wasn't, so... Here we go.

  OK now, this.. is actually this now was the deleted level, this was urgh... the (xxxx) the team put together, urgh... I don't even know the date this is, but.. but you know three years of... ago, and it was really just get.. getting the basic mechanics, not even tune anything... but you know you can run, you can swim, you can swing... and urgh... If you, If you look at this level a little bit, you'll see a... we certainly didn't use urgh... any of the made-art, but you'll see kind of like ( ) there... sort of the precarious some of the shots we have in the game... err... the rope swing mechanic... A lot of this you'll recognize urgh... If you played the game and remember the game urgh... you'll recognise some of the... like the level when you pulled in Athens first ... this this bottom section is based on that, urgh... and the whole cliffs you climbed here we actually just rippped these out directly from the demo... and built the cliff level, cliff of the madness, the cliff of the insanity, every ( ) that recalling urgh... kind of amazing to see this little guy running around, it look so... not like Chratos emm... that guy there was a original Cyclops she is dying urgh.. who is just never look like a Cyclops she was just a little guy with a big stick.

  And this was the room... the only room we built was like the final  room, and everything on was kind of rough, I remember thing that thing going...  Ev.. everybody saw this is the man.. this looks a awsome and then they were like: how and hell are we gonna get... you  know all the levels in the game looking as good as that, and urgh... I don't know if we can get more looking as good as that but I think can move closer and I thought we were... This.. this level is pretty cool, this is our test level for urgh... the Icarus wing,so when... you know Icarus and 代达罗斯 urgh... Icarus story where he fully close to the sun with wings he made in the wax melts made him fell to the death... that was sort of the the the inspiration for the mechanic. I I still love this I absolutely wish this had made it in the game urgh... we just... you know we really came down to the time and going you know let's get ou fighting really good, let's get our platforming better... let's get our puzzles working and may be we can come back this ( ) off the cages just never have the chance to... So I'd love to see something like this urgh... you know in future God of War titles urgh... cause I think it's great, it's just fun... it's fun to fly around. What was cool about this is it wasn't just the flying level, that was... you know you can land, you can walk around, It.. it was very ( ) experience you know now it's time for the flying levels, so... that was pretty cool. Yeah, I look at this now like: damn we should got not in, very awsome.

  These 鸟人 they were a lot bigger, they still read better they look awsome but urgh... we just realize we needed it more like a bad-like small-like little... annoyance enemy urgh... these guys play like the skeleton's base play, fly verges the skeleton, then... there's just wasn't much of difference in the game play so we ended up kind of shrink him down and making him bats...

  This was what we call the melting the Titan level which is the chrono the giant Titan in the desert... And sadly right now the only way you get on the Titan is urgh... through movie and originally this was how it's gonna be... you see this big... you can see it be a (watermellon ?) at the back ground, that's actually chronos, urgh... ( ) the designer, he's gotta tell him a moving, torch the player... those things that her follow in you light mountain they're crumbling stuff... so... it's kind like chronos is rushing torch the player (xxxing), and you're trying to run ahead them, and this platforming sections... so that you can ultimately jump upon to the structure that's on it's back and that'll lead upto the temple... and I still love that idea I really... really wish we could've done it... and.. and.. just we showed this to the tec-guys... we showed it to the artists ( ) dude ,that's... that's gonna take forever.

  Thi.. this was the original boss... there was a boss that originally urmm.. arr... look at that it's awsome... that originally got in Pandora's box and again we just didn't have time and I know it's lamed that just one thing I regret about the Pandora design... is there're no bosses that urgh... guard the box... you have the Minotaur boss down below, then we got this ( ) section that's kind of add, so we just run out of the time... this was really pretty cool it was... you know you have this moving platform ( ), you have this giant... kind of Harpy... water in the center... arr...that was guarding the box... you... and she had it's eggs scatter all around the level, and... we want to sort of enticer the fly around, you have to go find her eggs and break the eggs, and you kind of take the little baby bird inside, you kind of carry him around using his ( )... and again that was kind of cool mechanic cause you have to gets... you're slower, you carry these things around urgh... but also I think it really help with the charactor Chratos when here is you know... crack open the eggs ripping out little infant birds, using them for urgh... his own desires urgh... it really pissing off this mama bird I thought was pretty cool, so..

  Here's just another quick idea this is almost little ( ) for level, it's here where you... you have a big open environment and then you've got the wall come down comes amaze and... you either do something and the walls come back up or up to the timer... and we didn't tune to these things you know, when I have an idea or designer have an idea... I was like you know... try... try something like this.

  So this level urgh... is actually a level we... we went so far as we should depressed, we got in magazines and... this... this was  a really hard cut frost-make arr... for.. specially for (mini-make).. I.. I love the mechanic and I love the platform in the concept, in the concept was you're ridding this elevator, and urgh... you know if you get knocked off urgh... I will see you die... and if you get off the elevator, the idea was gonna originally to be chased to be this massive sand storm, and the elevator was really the only thing that was in through the machieve elevator that'll protect you from the sand, and if you got off the elevator, urgh... the elevator'll bypass you and the sand storm will go fill and kill you, and we just... the two things we didn't have time to do is we didn't have time to tune it, and we didn't have the time to build the sand storm, but what I love to this whole idea you know.. getting off the elevator and havng a catch back up with it urmm... so you know you.. you have this little frost in the road... either you'll be forced like coming up you'll be force to get off the elevator, urgh... or you can choose different path urgh.. if you took one path with more combat (heavy) one path with more platform (heavy)... And you can see it: we had this pretty much finished from this stand point of urgh.. the art and the set up that we were missing the big sand storm and we were missing the urgh... the tuning time that really make this fun, and so we ended up with getting a cut...

This I love, this was great, this is grand I love, this is the elevator now get smaller... I guess we.. we talk about putting this in the actual urgh... see this ... I could ever play this, could keep up with the elevator but that was whole idea... trying to keep up with the elevator... so It's tough, it's really tough when you have to cut ideas that you're really passion about the game, but... you.. you do so... so you can make the other ideas, you do have the game shine even brighter so... It's sort of constant processs or constant aspect to the process, just really tough thing that you gone through but urgh.. I think it's worthy cause it makes the over all product better...
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发表于 2011-3-30 09:09:00 | 显示全部楼层
BIRTH OF THE BEAST

视频参考:http://v.youku.com/v_show/id_XMjU0NzQzMTIw.html

  When man ask for the origin of Chratos, the true tale was never known... The truth is ... that Chratos like all man, begun a life as a child.

  But childhood in ancient Sparta was a brutal existance. Children dimed fitten strong were trained to be warriors, the protecters ofSparta... The weaker children were caged, sent to the mountains defend for themselves, they were not expected to survive. And while Chratos escaped the fate of the weaker children, his brother was not so lucky... The two once inseparable went out alone...

  Chratos would become a legend, but the story of his brother has gone untold...

  A child left in the mountains... he had died years before, coming away in the under world, he had but one desire: revange againest the brother who deserted him... all those years ago...
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发表于 2011-3-31 12:41:00 | 显示全部楼层
HEROIC POSSIBILITIES

  Voice of Terry Smith - Art Director

  视频参考:http://v.youku.com/v_show/id_XMjU1MDMxMjAw.html

  Some of the earlier characters that... that'd been played around was urmm... some of the them again, just didn't feel right for the... for the time period, some of them you'd felt over (drasted) felt too fantasy... a lot of the concepts too urgh... not very deatailed, there were lots of flowing things it's... there's a lots of hair... there's a lot.. of things that we had to just model it, it probaly would've been a little bit tougher to pull it off, there was one character I remember when I first saw they had kindda of urgh... almost kind of a trible feel too... a very kind of African feel too... urgh... which that was pretty cool urgh... didn't say agree but I... at... at the same time when I look at that urgh... you know you could that was be pretty cool character to work with...

  Voice of Charlie Wen - Concept Artist

  We went to images of the lone wolf ( ) characters we're urgh... may have hear with a little baby or dog on it's back so just kindda give something different you know about the character, and something that you can kindda relate to.

  Voice of David Jafee - Game Director

  When the original concepts behind the hero for God of War was to come up with the guy who... with his.. his whole face was in case of the mask, we thought they going with a mask would be urgh... you know being able to pain his face in broaber strokes, so that when you were playing the games he still have a lot of personality you can still sort of read that when you saw the mask, but we actualy got in the game that ended up feeling with very sour, so that you didn't feel the guy had a personality. Tha.. that was... that was always one of the big... big elements that we're dealing with mmm... you know it was difficult, urgh... you know we would often here...

  It's not Greek enough 笑笑笑... and really close I mean 笑笑笑... I mean urgh... actual arr... you know that's so cause we will use it, we will take right from Greek urgh... some Greek sources you know err.... it's very Greek but I think it'll... we really start the thing was: OK no, it's not emm... it's not Greek enough according to what the general public konws... and that's kindda what we have to go torch...

  Terry Smith: These're again urgh... very traditional some of these're very traditional, kindda of Greek images again and again the more traditional I've got, the more armor we put on them, the more he loses urgh... he's individual.

  Charlie Wen: Every time we put something on, you know David was like: arr it doesn't brutal any more... And we start realizing brutal also kindda of  related to the primal part of him... you know... and then... and so it's been a lot of time going through that and urgh... then we ended up with still taking his close off... that's we well 我艹 呵呵呵...

  David Jafee: When I first saw this from Charlie It was the first time that I really saw.. the brutal nature and the violent nature in through of animal realistic equality that would really become the foundation for Chratos, so I think starting to see these images was just like urgh... sort of comformation that this idea can really work instead of giving him a traditional sward... urgh going with this sort of chain-blade was gonna be much more dynamic and fluid very fun to play with.

  David Jafee: The main goal for the character in the game was always to creat someone that urgh... really brutal... and really nasty and really violent. Instead of sort of going down the traditional ( ) of a iconic Greek hero with... with the plume helmet, the skirt ( ) the scaldals, we wanna some one who really made player feel like he was being able to unleash the dark side, so the idea was always: how can we make him little more brutal, how can we make him look more violent and inposive and nasty, and that desire always superseded sort of his ( ) accuracy, so while you look at this guy, he may like totally feel at home an ancient Greece from a costume stand point. I think you achieve the greater purpose which is to give players character that they can play who... really does like them just going nuts... urgh... unleash the nasty fantasies they havn't ever had.
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发表于 2011-3-31 12:43:00 | 显示全部楼层
GOD OF WAR

  VISIONS OF ANCIENT GREECE

  Voice of Terry Smith - Art Director

  视频参考:http://v.youku.com/v_show/id_XMjU0NTEwOTEy.html

  So the idea on the enviroments and trying to creat a Greek world was trying to creat a feeling that reminds you of Greece, and didn't  feel too fantasy, So we are trying to walk that fine line between a fantasy game enviroment, and a traditional Greek enviroment. It's a part of that was getting try to get that just made it feel like Greek, not Roman but Greek.

  Voice of Cecil Kim - Concept Artist

  OK when we first urr.. start concepting of... err...the enviroments, it wasn't really defined as levels you know... we... picked out the important locations such as PANDORA and Anthen and Hades and... all I knew is that the campaignship feels reall big, which means there's no like cramped arena.. it's more like challeng against the god.. and like shoot the monsters.. the look of MAMMA should be like.. like huge you know, so with each of the enviromrnts what we were trying to do was urgh... kind of move you through the world using color urgh.. to kind of urgh.. help to move David's story alone and kind of emphasize emotional impact of what we was trying to... the story was trying to tell.

  But the same time if I just come out of.. of.. the ocean, where I'm battling the Hydra, where we've got.. in that case you know there's more kind of greens and.. and.. blues and things like that.. urgh... I don't wanna go in to that same 平常的 colourize again, urgh.. it's like put the whole game in black and white, you'll get in part of bored with it after a while...

  So one of the awsome interesting aspect urgh.. especially in the Pandora's section was a lot of time you'll see (multi-elevations? 意思就是各种各样活动的,我不确定单词是什么,不过日版战神里面翻译成:様々な動く。) on.. on.. status.. as well.. and one of the reasons was one of David's idea was he wanna those status to come alive, for that the Atlas or Poseidon rising out of the water... the things that oriented in that enviroment, the objects.. the architectures... those types of thing should reflect what was going on in the game with David's story. Urgh.. so in Pandora's example, urgh.. that whole sequence is about urgh.. an architect who in David's mind is.. is.. basically gone mad. And so the idea was the structures the traps the visual look of that should begin to reflect urgh.. kind of.. kind of a mad man in summons.

  I did that piece even.. the level.. the design wasn't sought yet, so.. but my... explanation always thinking it like.. things're like : There's no gravity but the same time things are like kindda of shifting all the time, and this infinate distance in the back, things are flying forming exploring... the mountain Olympians,that one.. that one particually.. we don't.. it's not for the game art, it's more like: "Ok we want to talk about mountain Olympians. So where's the image?" That kind of thing...

  Voice of: David Jafee - Game Director

  The goal of the.. the world of God of War was really to creat a plate that felt like.. you know.. a giant theme park... you know a giant set on this Greek high adventure movies urgh... places you really wanna to eplore and spend time and really feel like you're having this granted adventure, I think these guys.. you know week after week continuely urgh... we're able to come up with set pieces and ideas that they.. they.. thought themselves constantly and continuely, and they really gave us a great world to play and.. I.. I.. think they did an amazing job, I.. I.. am so grateful, the players that I get actualy play in the space.
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