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小島秀夫:我對MGS4十分失望

近日小島接受英國媒體訪問時,出人意料的表示了自己對MGS4成品的失望之情,並對05年到現在MGS影像的「縮水」現象做出了一些解釋。
Game-wise,it's pretty close to the original vision: you sneak into thebattlefield and can choose whether to do a stealth game or interferewith the battle more directly. But the graphic, side things likemotion-blending and the size of the map, totally was not accomplishedto my original vision - to my satisfaction.
"When we firstshowed the game engine at TGS, the staff were really proud and happy.PS3 was a dream machine, y'know, and we were going to work on this andthat - and we had so many ideas. But when we actually starteddeveloping the game, we realized there were a lot of restrictions andso it turned out how you see it today. The original vision was to goten steps further, the reality was just one step, which isn't to say wedidn't progress.
I remember saying three years ago that wewanted to create something revolutionary, but in reality we couldn'treally do that because of the CPU. We're using the Cell engine to itslimit., actually. Please don't get me wrong, I'm not criticizing thePS3 machine, it's just that we weren't really aware of what thefull-spec PS3 offered - we were creating something we couldn't entirelysee.
從遊戲性角度來看,和我的預想品質是一樣的:你處於戰場之中,或隱密潛行或直接現身來對戰局進行影響。但是在畫面角度來看,例如動作合成以及場景大小,都遠沒達到令我滿意的預想程度。
當年第一次在TGS上展出MGS4時,全體製作組人員無不信心十足壯志凌雲。「PS3是夢幻主機,我們有機會來為夢幻主機打造遊戲」——想到這裡大家都熱血沸騰。但是後來實際上開始開發工作時,無論是哪裡都遇到了無數的限制和掣肘,所以成品效果就變成了今天你看到的這樣了。如果說我的預想品質是走10步遠,那麼現實裡我們只走了一步——所以也不能說是一點進步也沒有啦~
我當然記得,三年前我放話說過我們要製作一款真正的革命遊戲,遺憾的是因為PS3的CPU我們放棄了這個夢想。Cell的能力我們已經儘可能使用到極限了。請不要誤解,我這裡並沒有要踩PS3的硬件的意思,應該說得是我們當初高估了PS3的能力和極限,而幾乎做出了眼高手低的事 |
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