2007年11月7日 星期三

Mario & Sonic at the Olympic Games IGN評測翻譯

Mario & Sonic at the Olympic Games IGN評測翻譯
http://wii.ign.com/articles/833/833014p1.html


Nintendo and SEGA host a mascot mash-up in this entertaining, surprisingly addictive ode to the Olympic games.
任天堂和SEGA 用他們的吉祥物創造一個有趣、令人驚訝、令人沈迷的(北京)奧運遊戲

by Bozon

Wii的玩家應該對小遊戲類型感到不陌生,因為這些簡單、每個人都很好上手的遊戲已經發行太多,但並不一定每個都好玩,我們隨便舉例就有Mario party 8、第一次的Wii、Namco博物館、壞力歐、雷曼兔1(和2)...等,即使是任天堂的Wii sports也算是其中之一。雖然這些遊戲讓Wii的創新感體得到發揮,但是玩法都過於簡單。當我們看到Mario & Sonic at the Olympic Games(以下翻譯簡稱MS ... ^_^)時, 也覺得和其他小遊戲類型一樣,有創意的玩法、鮮明的風格、雖然動作簡單卻仍然好玩吸引人並且有挑戰性。

MS 並沒有提供太多讓Wii玩家激動之處,像NES的Track & Field一樣,MS把奧運分為幾個重要的挑戰項目,每一樣都基於速度、時間和一點策略。總結來說MS有很多像打鼓一樣的操作、一些搖動操作和一些創新的玩法。像是其他的反對者所想的,一開始我們也是認為MS只是有超強的角色但是操作重覆遊戲性不高,但玩過後我們卻不這麼認為,MS用混搭風格與遊戲性來改變最簡單的概念。

MS使用14個核心的操作機制(看你怎麼定義)來完成24個比賽項目,不像其他令人喜愛的小遊戲類合集,這些比賽項目都注重在位置的策略然後再動作(謀定而後動?)。例如,你找不到一個比賽只要簡單的快速揮動remote,這些比賽總是有其他方面要考慮。每個比賽歸類為九個不同的型態,包含竸技、體操、射擊、划船、Dream Events、箭術、水上運動、劍術和乒乓球,另外總共有從Mario和Sonic裡找來的16位選手,當然也可以用Mii來代替這16人。

我們認為MS成功之處在於每個比賽的細微差異。例如在跑步比賽中,你要預測(讓比賽開始的)槍響時機來獲得起步加速。當你開始起步你需要快速按B鈕來獲得加速,並在槍響後立刻像打鼓般的揮動來跑步。在接力賽中起步加速可能不是那麼重要,但是在100m賽跑中就很重要了。遊戲中的其他項目也像賽跑一樣有簡單的操作,就如跳高需要在最佳點離地,速度和起跳長度決定你在空中飛行時間,動作太慢你跳不遠,動作太快你可能會失敗,這就需要技巧。

如果整個遊戲就只有24個比賽就有點太少了。遊戲提供像Mario Kart(馬車)一樣的循環賽,你完成後可以打開新的地區,每個地區不只是難度差異還有更多的比賽。還有不管是單人還是多人遊戲,比賽都提供(好孩子不能玩的)賭博系統,壓得夠高可以加倍,壓得太低你會輸光所有。
另一個我們花很多時間的是任務模式(mission mode)--讓遊戲中16位選手有六個特殊角色的任務。這些任務有像和Bowser比丟鎚子這樣簡單的,或是比較難一點像和Mario(或Sonic)比100m賽跑。在主要遊戲中,每個選手能力都很平均但有些不同,如Sonic的加速、Bowser的怪力。但是在任務模式中每個選手都變強,所以在Mario挑戰中你要試著趕上超快Sonic,在半小時的挑戰中,我們所有人都不能打敗Sonic。

我們很高興有線上模式,可惜不能像有些DS遊戲一樣和對手在線上比賽。每天打破世界記綠都會記錄在線上排行榜,所以當你打破記錄遊戲會顯示你已打破世界記錄。(以下大概就是挑戰線上世界記錄讓你有動力玩下去)

總體來說MS很好玩,但也不是沒有遺憾。例如100m/400m/4x100m接力賽跑和110m/400m跨欄基本上是相同的遊戲。相對來說,像劍擊或是箭術就很有趣,你需要用IR來描準,nunchuk傾斜來控制弓的角度。SEGA也改變了Dream Events,基本上是重覆了奧運的四個核心比賽例如劍擊或乒乓球在加入一些元素,比較像是傳統Mario運動系列,例如超級攻擊、馬車(Mario Kart)的阻擋道具和加速。

乒乓球也不錯.....

這是Mario和Sonic的第一次合作,所以合了任天堂的配樂與SEGA Sonic3D式的介紹影片,動畫很美麗,角色模型也很好。但仍有些缺點,如有些流暢性問題(low frame-rate)讓即時重撥不佳,在比賽中缺少電影般的效果,雖然遊戲提供視角的變化但沒有慢鏡頭,除了在dream events外沒有Mario sports的風格,在遊戲刺激時沒有好的配樂只有觀眾的聲音且過程緩慢。

結論:
這個遊戲用簡單的操作帶來有趣的遊戲性,和傳統的動遊戲比起來,MS讓我們非常驚訝。在24個賽事中的賽跑重覆性高(就像是實際的比賽一樣),但是其他比賽就很不一樣。雖然有些比賽和NES的Track & field類似,但是箭術和Dream events的原創設計是很有趣的體驗。還有可以用Mii來玩、線上排行榜模式、特殊角色任務模式都帶遊戲更高的耐玩度。整體的風格令人印象深刻,選手的平衡度也佳,而且多人同樂時更好玩。我們也許玩過同質的遊戲像Mario Party 8或雷曼兔,但是Mario 和 Sonic的混合更令人注目(令人期待混合更多的大亂鬥)。當然這個遊戲如果有更多的比賽、任務、Dream events和線上對戰會更好。Mario 和 Sonic二大集團合作的MS真是有趣。

IGN評分(總分為10)

表現:8分
16個選手參加24個比賽,每個比賽有都簡單的操作。Mii、IR和一些線上模式增加深度

圖形:7.5分
16:9與480P,還不錯的動畫,有時流暢性(frame-rate)不足,沒太多的特效與視角 (你是和馬銀比嗎?)

聲音:8.0分
有選手、觀眾與司儀的聲音。樂音有些平常,但是會聽到一些Mario式的史詩級配樂。

遊戲性:8.0分
雖然一些比賽感覺重覆,但都很好玩。Dream events 讓MS比傳統運動遊戲佳。任務模式(Mission mode)也不錯。

耐玩性:7.5分
多人同樂很有挑戰。線上等級是好的開始,但是線上模式沒有更多的不同的比賽。

總分(不是平均):7.9

Mario & Sonic at the Olympic Games Review

November 6, 2007 -  Wii owners are no strangers to the mini-game genre. Now only a year after release, Nintendo's new system is being bombarded with simple, "everyone-friendly" titles that deliver en mass, but not always with quality in mind. Even looking at the top-tier titles in its category Wii is already pretty saturated, with things like Mario Party, Wii Play, Namco Museum, Wario Ware, Rayman (and its sequel), and countless others. Even Nintendo's own pack-in product Wii Sports gives off a similar vibe as well, proving time and time again that Wii is about innovation, but also about a generally simpler style of play all around - with a few exceptions, of course. So when we're met by games like Mario & Sonic at the Olympic Games, it's tough to get really pumped for what can often feel like just another waggle experience. At the same time, with enough style, innovative gameplay, and overall charisma even the simplest actions can still be extremely fun and competitive. Case in point, Mario & Sonic's first gaming mash-up.

Aside from maybe a few very specific instances, Mario & Sonic at the Olympic Games won't deliver any mind-blowing gameplay for Wii owners. With a similar format as the NES's own Track & Field, M&S divides the world of the Olympics up into a few key challenges, each based on speed, timing, and a little bit of strategy. What it'll boil down to, however, is a whole lot of controller drumming, and bit of semi-needless waggle, and a few more innovative experiences sprinkled in there as well. As the kicker though, we went in knowing exactly what Mario & Sonic was bringing to the table (strong characters, generally repetitive gameplay) and come out weeks later now having a blast with the game. It just goes to show you that the right mix of style and gameplay can change up even the simplest of concepts.

Mario & Sonic delivers 24 different events focused around 14 or so core mechanics (depending on how you classify things), and while it isn't a mind-blowing amount of mini-games, these events focus more on situational strategy than just one motion over and over again. You won't, for example, find a single event where you simply drum as fast as you can; there's always another aspect of it to work with. Each of the events split into nine different classifications, including athletics, gymnastics, shooting, rowing, dream events, archery, aquatics, fencing, and table tennis, with specific events fitting into each of those respective sections. In addition you've got 16 characters from both the Mario & Sonic franchises, as well as the ability to use your Mii on the field instead of a key franchise character. Not a bad mix of events, characters, and options.

Where Mario & Sonic becomes a success in our minds, however, is in the nuances of each competition. In running events, for example, you'll need to anticipate the gunshot if you want to get a starting boost; no easy task. While you set up at your footholds you can tap the B button as fast as possible to build up a potential boost, and then begin drumming the instant the shot is made, launching yourself into an easy lead right off the bat. In events like the relay race - where action can go for a minute plus at a time - this lead isn't a huge issue. Line up for the 100m dash, however, and your start will absolutely make or break your place. Other sections of the game do a great job of taking simple motions and running with the concept as well, as long jump will train you to sprint and then take off at the perfect point, using the speed and length of your "jump" flick to determine just how far you'll fly through the air. Motion too soft and you won't get any distance, but motion too hard and you'll also fail; it's all about finesse.

If the entire game was centered only on these 24 events it would have been far too thin, and simple more of the same gameplay you'd find in things like Rayman Raving Rabbids. Thankfully, there's more to the game than it initially suggests. You'll have the same circuit-based gameplay as something like Mario Kart, with new areas opening after you defeat prior competitions, each of which not only opens the next tier of difficulty, but also more events to rip through. While in either single or multiplayer competition, there's also a very welcoming token system that allows each player to bet on one event throughout the competition. Place high enough in the event and you'll double your points in it. Place too low, however, and you get nothing.

Another section we ended up sinking a ton of time into was the mission mode, which gave each of the game's 16 competitors six character-specific missions to complete. These can be as simple as having Bowser throw a specific distance in Hammer Toss, or as incredibly difficult as requiring the player to beat Mario's rival (Sonic, of course) in a 100m dash. In the main game each of the characters are balanced pretty well, though you'll of course have small changes such as Sonic's slight speed boost or Bowser's extra power, but in Mission mode the generally even feel of each character is thrown right out the window, so with Mario's challenge you're literally trying to catch a ridiculously fast Sonic in his best event; no easy task. Mission mode is a simple addition to the package, but it adds a ton to it. After a half hour of trading the controller off between players we still couldn't beat Sonic at his own game. Needless to say, we now have noodle arms, as well as a newfound respect for the fastest character in gaming.

It's also great to see online integration make an appearance, although it's a shame no direct competition could be included; something the DS version makes use of. Online leaderboards will allow new world records (obviously the biggest aspect of the Olympics) to be broken on a daily basis, so while those amazing moments occur in the game where you're swimming to the finish line literally watching yourself go neck-in-neck with a red "World Record" pace bar, now it'll be even more of a challenge to not only beat the game's default records, but also those of competitors around the world. Yes, it's simple, and of course we're disappointed that pure online couldn't be included this time around, but leaderboards certainly make sense for a game like this, and we can only imagine how competitive it'll get. As another simple addition to the game, players can also earn achievements for breaking records or winning specific events under certain circumstances. It's simple, but it's just another way to reward players for going back and breaking records time and time again.

In general most of the events in Mario & Sonic were fun to play, but there were also some misses too. In the case of track events, there are a good five or six that feel nearly identical, using only a couple minor changes to mix up the feel between 100m, 400m, 4X100m Relay, and the 110m and 400m hurdles. Obviously these events are similar in real life as well, but it's still a ton of drumming, and not a whole lot of diversity. On the opposite side of the fence, however, were things like archery, which is a nearly-perfect event in our opinion, blending IR control with a pull-back motion and nunchuk tilt for the bow's angle to make what ends up being an impressively deep target challenge. SEGA also changes things up with the Dream Events, which are basically repeats of four of the core Olympic events in the game such as table tennis or fencing, and these end up stealing the show, as it turns the generally straightforward feel of the events into true Mario Sports experiences, including super attacks, Mario Kart item blocks and speed boosts for foot races, and interesting spins on the general rules of the events.

Table Tennis ends up getting the best conversion overall, as matches are now scored based on how long a volley goes before being won, and with matches going up to 50 you could essentially be dominated by a better player over and over for short volleys, only to have an amazing comeback in a long-running back-and-forth to come behind for the win in one single point. In fact, should SEGA and Nintendo team up for a sequel we'd definitely want to see far more dream events, as they're easily the best in the package. Team that with online and more character missions and you'd have an extremely rewarding package.

As for the actual pairing of the two franchises, Mario & Sonic does a decent job of bringing the mascots together for the first time. You'll get some familiar remixed Nintendo music (or tunes that are obviously influenced by them), an intro video akin to Sonic's 3D adventures with extremely high production value, and some generally beautiful animation and modeling all-around. There are still some graphical oddities though, including some low frame-rates that make for some pretty uninspired instant replays, and a general lack of cinematic feel when playing through the events. You'll get camera changes and general shot set-up based on the event, but there's no over-the-top bullet time, larger-than-life visuals, or extreme "Mario Sports" style outside of the dream events. We were always waiting for that intense moment where the audio drops out, the gameplay slows down, and only the sound of the crowd can be heard as we make some dramatic, moment-defining action. Sadly, that type of in-your-face cinematic feeling is never really there, and it did leave us wanting more in the mid-event presentation department.

Closing Comments
For being a game that’s made up of simple gestures and “been there, done that” gameplay, Mario & Sonic is a huge surprise in its ability to still pull us in and really deliver pure, classic entertainment. The 24 events have a bit of repetition when dealing with the same general classification – all racing events feel similar, for example – but even then there’s enough of a difference to set them apart. While some events feel like throwbacks to the NES days of Track & Field, others such as the innovative archery mode and dream events give the experience a huge push in the direction of style and overall freshness. Team that together with playable Miis, online rankings for event-by-event world records, and character-specific missions and you’ve got an experience that goes well beyond just delivering a few rushed minis to a successful system. The overall style is pretty impressive, the list of characters balance out well, the game becomes increasingly entertaining in multiplayer mode, and it’s generally fun to play all-around. Yeah we’ve seen it all before in things like Rayman or Mario Party 8, but this mascot mash-up is more focused, refined, and classically rooted. There’s certainly room to grow, as the game could use a huge focus on more events and missions, more dream events, and full online multiplayer, but as a first pairing between a few of the industry’s top mascots Mario & Sonic truly delivers in the fun department.

IGN Ratings for Mario & Sonic at the Olympic Games (Wii)
Rating
Description
out of 10
8.0
Presentation
A 16 character roster is met with 24 events, most of which are based on a few motions and pretty straightforward. Mii integration, IR, and some basic online add to the depth.
7.5
Graphics
16:9 and 480p team with some decent animations, a few instances of lower frame-rate, but an all-around solid effort. There’s a minimal use of effects or cinematic feel though.
8.0
Sound
Character VO, crowd chants, and announcers are all included. Music can be a bit generic, but often harks back to Mario-like themes for a more epic feel.
8.0
Gameplay
Some of the events feel repetitive, but all in all it’s a fun experience. Dream events make the game, and are an essential basis for any sequel. Mission mode is also a nice addition.
7.5
Lasting Appeal
If you’ve got a few friends, Mario & Sonic can get competitive. Online rankings are a good start, but full online is essential, as are more events and some added diversity in them.
7.9
Good
OVERALL
(out of 10 / not an average)