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【PS4/XO/PC】Tom Clancy's The Division -

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发表于 2013-6-13 10:12 PM |只看该作者 |倒序浏览
本帖最后由 kirassss 于 2014-6-11 12:30 PM 编辑



  该作描述了一场大规模生化袭击彻底瘫痪了整个美国社会,全面瓦解了医疗、物流、能源等职能部门,整个国家陷入人人自危的瘫痪状态。

  玩家所扮演的精英执法人员,来自特别行动部"The Division",专门负责疏导难民,打击犯罪,在稳定危局恢复秩序的同时还步步进逼幕后真相。

  该作采用随时加入/退出合作模式,与队友共同打扫战场,捡拾装备,升级技能。执法组不依赖外部条件独立运作,其持续作战能力完全仰仗就地补给。游戏提供了成百上千种武器装备及技能组合,纽约当地能不能恢复秩序就看玩家与同伴的表现了。

Plot

The Division is inspired by Operation Dark Winter and Directive 51, real-world events which "revealed how vulnerable we've become"; society has become "fragile" and "complex". In the game, a disease that spreads on Black Friday causes the United States to collapse in 5 days.The player is part of an unconfirmed group that was established to combat the threat and do whatever it takes to "save what remains" in a massive multiplayer online situation, putting them against friends, AI and other players.

Developer(s)开发商:Ubisoft Massive
Publisher(s)出版商:Ubisoft
Engine引擎:Snowdrop
Platform(s)平台:PlayStation 4, Xbox One
Release date(s)发售日:Q4 2014
Genre(s)类型:Massively multiplayer online game, Third-person shooter, action role-playing
Mode(s)模式:Single-player, multiplayer































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2#
发表于 2013-7-1 06:51 PM |只看该作者
育碧官方带来惊艳大作《隔离区》更多新细节

  资深开发者 Antoine Emond带来了《隔离区The Division》新的多人合作模式和对战信息。



  育碧在E3展上公布的开放世界的在线RPG游戏《隔离区》给人留下深刻的印象。但同时也留下了很多关于游戏的问题。最近育碧工作人员就在最近的一次Q&A中解释了一些《隔离区》的多人模式和pvp模式的问题。



  《隔离区》是一个多人在线开放世界的游戏。让玩家在游戏中探索和完成任务是必不可少的。你可以和一群朋友组队一起合作,也可以无缝的进行pvp游戏,充分体验游戏中的一切元素。



  玩家在游戏中的作用将会非常的重要,在游戏中玩家可以选择让城市不断恢复正常也可以让暴乱的城市继续混乱下去。在游戏中你遇到的人也许是朋友也许就是你最大的敌人,所以需要你不断的做出决定,而且将会影响游戏中的世界。

  育碧还承诺游戏中将会提供丰富的个性化定制的功能,游戏中将会有大量的武器类型和组合技能让每一位玩家都成为独一无二的。






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3#
发表于 2013-7-21 10:52 AM |只看该作者
育碧CEO暗示《隔离区》到2014年末才会发售

  育碧CEO Yves Guillemot在财报说明会上表示《隔离区》的发售日将会是在2014年底,但是依然没有公布具体日期,还强调不是财年年底而是真正的2014年底。



  《隔离区(The Division)》游戏设定在2001年,一组科学家和政客发起了名为黑暗之冬的项目用于测试生化攻击的应急反应,模拟显示人类应对危机的衰败时间,大规模的伤亡,以及城市文明的崩塌。却意外导致病毒扩散。

  游戏中的生化疾病始于黑色星期五,一年之中最为旺盛的购物季,病毒也得以大规模的人人传播,在一天后医院即达到了饱和,48小时候整个区域就发生连锁反应,第三天,股票崩值,第四天,能源衰竭,市场再无供货,仅仅五天内,每个人的生活都收到了威胁。

The Division begins recruiting 'closer to the end' of 2014

During Ubisoft's first quarter investor call today, CEO Yves Guillemot narrowed the release window of open-world Xbox One and PS4 RPG The Division to late in 2014.

"We can expect it will be closer to the end of the year than the beginning," said Guillemot, adding a follow-up clarification that he meant for the calendar year and not the fiscal, which would have meant January-March, 2015.

Today's call emphasized Ubisoft's next-gen strategy, which will be a heavy investment and focus on open-world games with multiplayer components.

http://www.joystiq.com/2013/07/1 ... to-the-end-of-2014/






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4#
发表于 2013-8-20 07:59 PM |只看该作者
本帖最后由 kirassss 于 2013-8-25 08:08 AM 编辑

展示平板游戏体验 《全境封锁》gamescom宣传片

  《全境封锁》在gamescom放出了一部最新宣传片,片中展示了移动客户端和主机板以及最新公布的PC版的不同之处,下面就让我们一起来看一下吧!







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发表于 2013-8-22 06:37 PM |只看该作者
微软公布:《隔离区》将有XBOX ONE独占内容

  微软虽然没有在科隆前召开大型发布会,但是为了这个小型发布会他们还是做足了准备,除了拉拢EA和动视之外,微软还拉拢了索尼的好朋友育碧。微软在科隆游戏展上公布育碧旗下全新游戏《隔离区(The Division)》将推出XBOX ONE独占内容。

  独占内容的名字为“before and after”,但是官方并未放出具体的内容。除了XBOX ONE平台之外,该作还将登陆PS4平台,近日育碧还公布该作将登陆PC平台。本作是一款在线的开放世界RPG,玩家需要不断的探索和寻找同伴,游戏也会拥有PVP模式。






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6#
发表于 2013-8-25 08:12 AM |只看该作者
科隆2013:育碧宣布《全境封锁》将登陆PC平台



  育碧宣布旗下末日题材次世代新作《全境封锁》将登陆PC平台。

  《全境封锁》的背景设计是在2001年,美国遭到生化武器袭击,行动代号“黑冬”,几天之内,一切状况都失去了控制,此次事件导致了社会关键部门垮台,平民生活陷入混乱无序,大量人员死亡,它暴露了人类的弱点。

  2007年,美国政府悄悄生效了一项新总统法案,指导政府处理危机情况,该法案被称为“51号法案”,传闻其中涉及到秘密机构,秘密监狱,秘密特工。但一切都无从证实。我们复杂的世界在受到混乱的打击以后一蹶不振,只剩下一个问题:要想拯救残存的东西,要付出怎样的代价?

  人类社会已经崩坏,你们是人类最后的希望。

  《全境封锁》由育碧Massive开发,今年E3上正式公布,之前只宣布了登陆Xbox One和PS4两大平台。







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发表于 2013-8-29 12:31 PM |只看该作者
本帖最后由 kirassss 于 2013-9-1 07:02 AM 编辑

The Division Q&A




Q: The Division is based upon Operation Dark Winter. Will we see the five days leading up to the collapse of the US, or will we only be playing through the aftermath?

A: There is a reason why we picked 22 days later. We wanted some time to have passed for a few reasons. Firstly we wanted to give enough time for factions to form and people to start to group together. We also wanted to ensure that there is a rich world for players to enter into. A world that is already full of content and context, so when they start playing the game they don’t quite have the full story – they have to explore, uncover and get immersed in the world in order to really progress.

Q: In what year will The Division be set?

A: We don’t specify a year; the setting is the “near future.” It’s a Clancy game so it’s definitely grounded in reality, but we’re using all the wiggle room we can in order to try to create the world we want.

Q: We know it’s set in Manhattan, but will we have to chance to explore some territories outside of the New York area?

A: Absolutely. Exploration is key to the game. The majority does take place in Manhattan – but, yes, you will be able to explore other areas in the game.

Q: Will there be serious decisions that will change the overall storyline? And will there be side quests?

A: The content is emergent and at the heart of the game it is about the player’s choice. The stories behind how each player develops and grows will always be different, which makes this quite unique. The storyline is the storyline, but how you unravel it and how you get there is really up to you. A lot of what we were trying to do with the demo was hint at the idea of discovery; it’s hugely important to the game. We will probably never reveal in full how the game works before we release it because really at the core of the game is the idea of discovery and exploration.

Q: Will PvP be included in the storyline?

A: Yes! Unfortunately we can’t get into too many details yet, other than to say PvP is incredibly important to the game. We were asked how we wanted to do it and we realized that separating it out as a multiplayer wouldn’t make sense. We looked at a range of different games and then decided we wanted to keep it ambiguous. We wanted to integrate it into the storyline and add an element of mystery, so you don’t know who is a friend and who is an enemy. To be honest, it’s the thing I’m most excited about for the game!

Q: Will the shooting/combat system be focused on RPG features like skills, damage, statistics, and critical hits? Or will it be more a more traditional skill-based shooter?

A: We are an RPG first and foremost. So the emphasis for the game is definitely on skill/talent synergies along with your weapon characteristics. We are a Clancy game, we are also an open-world game but really we’re an RPG first. Gear will be important, levels will be important, modifications to weapons will be important… everything that makes a fantastic RPG will be important to the game.

Q: What impact will the actions of the players will have on the game? For example: During the gameplay video you showed us at E3 the players cleared the police station from hostile NPCs. What will happen to this station afterward? Will there be new mission opportunities that unfold from there?

A: To answer it simply: Yes, your actions as a player are very important; the game world will change depending on your actions or inactions. I’ll try to give you a little more than I did at E3. We’re fixing New York, the whole quest or overarching objective of The Division is to get the “grid” back online and functioning; by grid, we mean water, power, sewerage, sanitation, etc. Your actions will change the face of your New York.

Q: What kind of loot can we expect to see and how does it affect the skills of the player character?

A: The short answer is that I believe in loot-based RPGs; I think they’re fantastic and loot will be hugely important in The Division. You’ll have a range of items from gear to weapons, each of which will have various mods and things that we’ll get into later on. However, we don’t want this to become one of those loot-based RPGs where it’s all about gear and there is a ridiculous gap between old and new players; if I’ve just started playing the game but my friend has been playing for a few months, we want those guys to be able to play together. It’s a tricky balance and one that we want to try to solve.

Q: Will we see content in the game that will require you to group up with more than four players?

A: For retention and the end game, “group-plus” content will be really important. I can tell you that there will be multi-group content. I can’t get into it too much, but I can say there will be at least eight-player content.

Q: Can we customize our weapons?

A: Yes, absolutely, weapons are very important to the game and depending on the type there will be a range of different customizations and modifications that you can do. We’ll get into that a little more soon.

Q: Will the companion app be exclusive to tablets, or will it work on smartphones as well?

A: We’re shooting for all the major mobile OS for release, including both phones and tablets, so Android, iOS and Windows. In terms of tablets compared to smartphones, there may be a slight difference between screen type and quality but overall it will be the exact same experience.

Q: Are we able to customize or upgrade the drone?

A: Absolutely! At the moment we only have one in development, but this is going to increase as we continue to develop the game, it will also depend on what type of drone you want to be. Customization and socialization of the drone are really the key elements of the companion app so yes these will definitely be available.

Q: Do dogs have any significance in the game?

A: Well, it’s a next-gen game so obviously it’s got to have dogs! No, dogs won’t have any special significance other than the fact that New York has over 300,000 dogs living in the city, so imagine if they are all let loose at once… You may encounter some particularly nasty ones, but no they don’t play a significant role.

Q: What are the primary challenges faced in developing for next-gen consoles?

A: For me I would say making sure you set the scope of the game correctly: It has to be big but also possible, and that’s a fine line to walk. Recently we announced the game for PC, so really the way we look at it now is that we have three games. We have an Xbox One, PS4 and PC game, each of which we are developing for. We can’t just port to PC; we are building all of these games simultaneously and it’s a huge undertaking. But having said that, we have a fantastic team at Massive and we’ll be working with some other studios at Ubisoft to get the job done.

UbisoftBlog:http://blog.ubi.com/the-division-community-interview-loot-combat/

《全境封锁》最新问答互动:解释PVP和探索等内容

  育碧的E3大展上首次展出的《全境封锁》向玩家展现了许多游戏中玩家可能遭遇的事件,最开始是与AI敌人对抗争夺警察局,随后遭遇了人类玩家并展开激烈交火。一位制作者在最近一次问答活动中对游戏进行了进一步解读。

  因为《全境封锁》的单人游戏和多人游戏是无缝连接的,一个小队可能会同时遭遇AI敌人和其他人类玩家。游戏知道Ryan Barnard在科隆游戏展的问答环节中回答玩家提问,确认游戏中会存在PVP,但没有具体解释育碧的计划。

  “我们现在无法透露太多细节,但可以确定,PVP将是游戏非常重要的一部分。我们发现,将PVP单独抽离出来做成一个多人模式是不可行的。玩家会在探索曼哈顿市的时候随机遭遇PVP。《全境封锁》的大部分内容都发生在曼哈顿市内。但玩家也可以探索其他区域。”

  E3大展上,《全境封锁》的展示中玩家夺回了警察去,释放了里面关着的警察,并补给了紧缺的资源。Barnard解释称,“玩家在游戏中的行为非常重要,游戏世界会根据玩家的行为或者不作为而发生改变。






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8#
发表于 2013-9-5 07:34 AM |只看该作者
《全境封锁》加入动态生成内容 故事结局多样化

  育碧公司对于其即将推出的最新游戏《汤姆克兰西:全境封锁》(The Division)有着这样的要求,那就是“无限的动态剧情”。开发商Ubisoft Massive公司是这样表述的,游戏将能够为玩家们提供动态的游戏内容,从而实现“无限剧情。”

  在谈论到有关这部游戏的最新视频与Xbox官方杂志对游戏相关评论时,Ubisoft Massive公司的雷恩·伯纳德(Ryan Bernard)说到,“我想提到的这样几件事情,如果你有看到过游戏的官方视频,你会发现许多游戏中的动态内容。当然,团队合作也是是游戏的一大组成部分。我们想要做的鼓励玩家一起来进行合作,从而实现更好的游戏体验与更多的游戏奖励。”

  “游戏的故事结局对我们来讲是很重要的,这对玩家对于游戏的留存率影响很大。我们会在游戏中加入大量随机要素,来实现游戏中玩家体验的“无限性”,要详细谈论这些东西需要花很长时间。但是不可否认,这点对我们是将确实很重要。”

  伯纳德说,尽管该作被定位成一款RPG游戏,但它的开发商会保证游戏中将包含大量随机突发剧情来打破单调剧情可能对游戏造成的缺陷。“对于RPG游戏,故事剧情可是非常重要的,”他说,“我们希望我们创作的故事对于每一位玩家都会有一些不同。游戏中会有一个整体固定的主线故事,但丰富的随机剧情会使玩家们的个别感受大相径庭。所以当你在游戏中的世界触发各种事件时,这些事件会将你引向别的故事,这可能会最终导致游戏故事的巨大不同。这将是你的故事,它更加富有个性化,这一点将能够满足那些探索欲强大的玩家。”

  《全境封锁》将于2014年在PC,Xbox One与PlayStation 4平台登陆。






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9#
发表于 2013-11-18 07:08 AM |只看该作者
《隔离区》制作组称线上游戏社区已死需重造

  Massive团队的Ryan Barnard说线上游戏没有真正的友情了,每个玩家都很担心小白的叫嚣,而开发者与发行商都很想把秘密说出来:玩家其实不需要互相帮忙。Barnard计划以《隔离区》改变这一切,它是一款末日题材的生存游戏,该作将登陆PS4、PS3、XBOX360、XBOX ONE和PC推出。

  “我对《隔离区》的个人目标就是重新创造社群。”他向英国Xbox官方杂志说道。“游戏已经失去这部份了。玩家很怕在游戏中交谈,因为他们很怕被12岁的小孩问候自己的娘亲,或其他类似的叫嚣。我们希望能帮助重新创造社区。”

  Barnard觉得现代的数位分享方法太不个人化了,而且太少游戏敢挑战如假包换的神秘冒险氛围。“线上游戏的社群老早就死了。这有一大部分是因为我只要用Google或Youtube就能查到攻略,或是游戏本身就帮我指引好了。玩家之间没有真正的互动了。”

  “我个人是希望游戏推出之前,能尽量少破梗就别破梗,玩家只要放手去玩,享受美好时光,然后自己发现乐趣。”他补充说。不过Barnard倒是很开心地透露了一点《隔离区》的幕后配对系统:它不只追踪你的等级,连你细微的偏好它都知道。像是你喜不喜欢组团出任务、对玩家对战的喜好,以及你喜欢打造道具的程度。

  Barnard已经准备好要跟育碧的行销团队周旋了。“我已经厌倦在游戏上放吊钩,让游戏还没推出之前玩家就知道如何创造一切。我会让品牌与行销团队如坐针毡,因为我认为只要告诉玩家本作的前提设定,让他在游玩本作的时候自己发掘这游戏的真正面貌。”

  关于《隔离区》还有些必知情报:本作“潜能无限”并且不会强迫玩家长时间黏在游戏上,提供数千种武器类型,Xbox One版本还有独占DLC。






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发表于 2013-11-26 07:10 PM |只看该作者
育碧脸书十万粉丝达成

  育碧官方庆祝facebook上达成10万粉丝,游戏制作团队放出《全境封锁》新截图。《全境封锁》育碧公开的次世代游戏之一。

感謝各位玩家的支持,Ubisoft 官方專頁達成 160 萬名粉絲!這裡我們為大家獻上由我們 Tom Clancy's The Division《湯姆克蘭西:全境封鎖》開發團隊所帶來的獨家遊戲畫面慶祝。

1,600,000 Fans. Thanks for your support! Here’s an exclusive screenshot to celebrate. With love, from the Tom Clancy's The Division Dev Team.








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