المساعد الشخصي الرقمي

مشاهدة النسخة كاملة : مجلة XBN تفجر معلومات كبيرة عن فايبل......



xenosaga
07-05-2003, 01:23 PM
الموضوع ضخم جدا جدا جدا..........
بعد مااقرأه راح ألخصه بالعربية انشالله;)

الموضوع:
Telling Tales...

Fable, formerly Projext: Ego, has become something of a legend. Xbox Nation separates its fact from its fiction.

Perhaps it is the tale, and not who tells it. Maybe, just maybe, there would be no stories without someone to tell them.

This is the story of a man. He might be a hero. He might be a piece of unreclaimed scum. During the course of his life, he might find love, prform great deeds, win fans, carve out a safe place in an otherwise cruel world, don a chicken suit. The way he lives his life and the deeds he does will decide whether he's loved or hated, remembered or consigned to a mere footnote in the pages of a dusty history text.

Tis is also a story of the men and women who gave birth to the man, creative souls who've toiled on a project that's equal parts id and unrestrained ego. They took an idea from one man's mind and built a world around it. With time and technology, they gave life and purpose to the man.

This is the story of a game. Man is the storytelling, game-playing animal. Over time, the stories get bigger and bigger, and the games get more and more complicated, but it all amounts to the same thing. Man wants to be entertained. He wants to be amused. He wants to laugh, and cry, and clap his hands, and be challenged. He does not want his life to be filled with dull things.

So the story and the man and the men and women and the game are all in place for something momentous. Amid the backdrop of a very real world, a place of fantasy has been conjured. It's a world where a man clad in Union Jack underwear and packing a frying pan can do battle with a huge dragon-and maybe even survive the experience.

Despite it's fantastical bent, this world is not so entirely different from our own. It's a world full of champions and willains, and ordinary people who need someone to look up to. It's a world where stories are told of men who do great deeds, and other stories are told of the evil men who try to stop the good ones. It's a world where stories matter. A world still very much in need of heroes.

Geriatric rocker Tina Turner once crooned, "We don't need another hero."

Maybe she was wrong.

Fable will cure your acne. It will make you seem like a giant, bestriding the Earth in massive, mile-eating steps. You will emit a pleasant, lemony-fresh scent in its presence. Fable will also. in no particular order, defeat all those who oppose you, organize your sock drawer and, should the unthinkable occur, perform life-saving CPR while simultaneously acting as a flotation device in the event of a water landing.

Much-hyped but seldom seen in motion, the Xbox RPG Fable has created its own legend. More accurately, Fable's legend has been created by its overseer Peter Molyneux. Molyneux, famous for PC titles such as Black & White and Populous, has served as evangelist for the project since its early days as Project:Ego, spreading the gospel to anyone with ears to hear it. Last year, he stood in front of a packed crowd at the 2002 Game Developers Conference and said, "I'm now going to say a bold, bold claim, which you are going to throw back in my face, time and time again. And this is a stupid thing I'm going to say, and I don't know why I'm going to say it, but I'm going to say it anyway. I reckon that Project: Ego is going to be the greatest role-playing game of all time, which is insane. I could say the second greatest, I could say quite good, I could say, 'Hmmmm, it's quite nice,' but I'm going to say greatest game of all time."
:واو: :واو: :واو:

In Godalming, England, they're looking to fill some Paul Bunyan-sized shoes and tensions are a bit high at Big Blue Box Studios. In the company's cramped and low-ceilinged offices, someone's posted the Official Big Blue Box Cracker Board, running odds on which staff member involved in the making of Fable will snap first. Ominously, on this spectacularly sunny March day, two of the three company founders, Simon and Dene Carter are running third and fourth, respectively.

Yet despite great pressure, the company has managed to get the first playable build of Fable up and running before May's big Electronic Expo (E3). It's an all-important step in the creation of the best RPG ever.

It all begins in Godalming, where Big Blue Box's artists and animators can peer out the windows to take inspiration from ivy-covered trees, Weeping Willows, and the River Wey. "We wanted Fable to be a Grimm's fairytale kind of thing," Simon says. "A European folktale."

A brief peek into the game's creatures shows off the creators' fantastical bent. An animated nymph flips around madly on one computer monitor, it's wings flapping all the while. Fable holds four different types of nymphs, including one of the pants-stealing variety. "They nip your clothes when you're swimming," Simon says, adding they'll also use trickery to make mischeif while Fable's hero is fighting by desecrating the sanctity of his pantaloons: "I know I'd be quite disturbed if my pants fell off during combat."

At other stations, an undead character rises up from a nonexistent bit of earth; with the right magic, it will be possible to raise the dead. As the zombie struggles from its resting place, Simon promises enemies in Fable won't just appear out of thin air as they do in some other RPGs. Instead, they'll leap out from behind trees, jump down from heights, crawl out from the ground, and so on. Others, like the Rock Troll, will be hidden in plain sight, and will unfold from huge stone outcroppings, much like Yarnek the Excalbian from the Star Trek episode " The Savage Curtain." The Rocks Troll's counterpart, the Earth Troll appears as a gigantic pile of dirt, leaves, and grass, with vines for veins.

"We can tell two things from these designs," Simon says. "First, the environments are very much influenced by our surroundings. Fable is very much set [here] in Goldalming. Second, the creatures oftentimes reflect the artists who made them." Pointing to Senior Artist John McCormack, he says, "That's John."

"That's slander!" McCormack says. At Big Blue Box, the person who created a creature or character sees it through to completion, with the idea being that the person who knows it best is best qualified to determine how it looks, how it should be textured, how it moves. In the case of McCormack, there's no real resemblance between his physical appearance and that of the trolls he's creating, but that deters neither Simon nor Dene.

"And note the beady little eyes," Dene says. "Which look vaguely suspicious."

There are Balverines on another screen, werewolf-type creatures that can infect the hero with their infirmity, turning him into a lycanthrope. Their yellow eyes will haunt darkened forests, and Simon promises they'll use group tactics and employ a pack mentality. A novice attacking multiple Balverines will quickly find himself overwhelmed; in Fable, a hero will have to know when to run away, and he will likely have to do so multiple times before he's strong enough to take on certain enemies.

To create the game's fantasyland feel, artists work on a game editor that's described by Simon as "too powerful, really." With it, artists can lay down grass, rocks, and leaves as if they were creating a watercolor; the detail, down to the individual blade of grass is astounding, if highly memory intensive. "We give a level to an artist at 60 frames per second, it comes back at 10 frames per second." Simon says. Even though the artists tend to be overly hard on the game's otherwise smooth framerate, Simon says the game's areas don't look real until the artists get their hands on it.

"We will always go out of boundaries," Big Blue Box's Senior Artist Ian Faichnie says.

The greatest RPG ever requires the greatest protagonist ever:you. Players take the role of a male hero, 15, as he comes to the city seeking information as to his parents' murder. Given time and many hours of gameplay, the boy will develop into a man, either the greatest hero to ever put sword to flesh, or a greasy no-goodnik who would shiv his own mother for loose change and then attend her funeral to shake down his relatives and mock the corpse. Or anywhere in-between saintly and devilish.

Text hyping Fable on Big Blue Box's Web site proclaims, "Earn scars in battle. And lines of experience with age. Each person you aid. Each flower you crush. Each creature you slay. Will change this world forever. Who will you be?"

This may not be hyperbole. "One of the key things in the game," Simon says, "is the fact that the hero and the world will actually adapt to the way you play. Depending on how you play, your hero will change. In addition, you can make a number of decisions about the way your hero appears, so you can change his hairstyle, his clothing, lots of things like that." There are threee major attributes for Fable's main character, and each can be developed or neglected to suit a player's needs. "If you go around and you just hit things over the head all the time with the sword, your strength will go up," Dene says.

يتبع................

xenosaga
07-05-2003, 01:24 PM
"If you take things a bit more carefully, " he says, "using your bow and stealth attacks, your skill will go up. If you use your magic and awful lot, your willpower will go up."

When Simon and Dene tinker with their on-screen hero so that he's 100 percent strength and zero skill or willpower, the result causes Cathy Campos, public relations manager for Molyneux's Lionhead Studios to cry out "Bloody Hell!" The hero has become a brutish walking rug with a mat of hair on his forearms, chest, and back. Clad only in a pair of underwear with the Union Jack on it, this sasquatch of a man cuts a most disturbing figure.

A skillful hero will have a more toned, muscular physique. He'll look like a leaner version of the men whose chiseled bodied appear on the cover of magazines such as Ironman or Muscle & Fitness.

With great willpower, apparently, comes male-patter baldness. As the hero develops his willpower, his hair will recede and he'll start developing arcane tattoos on his body. An energy trail, and electric-blue combination of swirls and haze will encircle him.

"Of course," Simon says, fiddling with the computer, "if you actually go with the goatee beard..." At once, the hero becomes the spitting image of his older brother Dene.

"He's a good-looking chap, it must be siad," Dene says. "And buff."

"This, apparently, was accidental," Simon responds.

Aside from the major skills, a morality quotient will affect the hero's appearance. Do evil deeds, and a character's visage will tighten and darken, and flies may even begin buzzing around his body. "Flies are obviously attracted to evil, "Dene says. Heroes will tan in the sun, could possibley develop hay fever, and will have to watch what they eat. In Fable, all food has a caloric content. Pie will go to a computer-generated gut.

Fable's world will be dynamic and littered with heroes, all more or less in direct competition with one another. "The idea being you should be able to stand somewhere, even out in the deepest woods," Dene says, "and occasionally find a villager wandering on past, rather than just kind of feeling that there's this static world where nothing happens very much. You also get the sense it's a dynamic world because, after all, in an RPG the one thing you want to fell is that you make an impression on the world and its people, and that things are different after you've been there rather than it being the same no matter what you've been doing. That's the fundamental thing that's very depressing about playing the Final Fantasy games; it all felt very much like it had been set up for me as entertainment and then, having turned the machine off, nothing was happening anymore."

Subtly or otherwise, Fable concerns itself with the culture of fame; as the world changes, so does the hero's standing in it. As a hero performs deeds both heroic and dastardly, his fame and renown increase. "What happens is people have a general idea of how they're going to react to you. Most people, at the very least, will treat you with vague indifference," Dene says. "However, some people have had personalitites set up for one reason or another, which means that if you're not famous enough they'll actually treat you quite violently. They'll think, 'Why should I be scared of you? I'm going to bully you. I'm actually going to try and mug you for money or treat you badly to get my personal renown up so the people think I'm better than you are.' We want to start the game with you coming to the big city for the first time and having people around you treating you as if you're nobody.

"As your renown goes up," Dene continues, "you'll see those people become friendly toward you. The people who were previously friendly to you will become very friendly to you. They'll come and gather their friends up, saying, 'Look! It's him! It's my mate! He's my best friend, you know! He talked to me once!' That sort of thing." A popular hero will find himself the object of women's desire and will have an easier time performing certain tasks.

"We have the ultimate evil in the game," Dene jokes. "We have realestate salesmen." Under normal circumstances, these salesmen will be indifferent to anything but profits, but if they're attempting to curry favor, they might just be willing to offer a sweet deal on a great house. A popular hero, one who's known throughout the land, becomes the object of women's desire and may be able to use his popularity to buy shops or shares of inns at reduced prices.

If he becomes famous enough, other adventurers will attempt to make their name and reputation at the hero's expense. A hero might be asked to speak at schools or take students on a field trip to monster-filled woods, that is if Microsoft doesn't balk too loudly. "Most of the time, we're trying to keep the kids [in the game] away from weapons," Simon says.

"We're a bunch of geeks," Dene says, and this helps to explain why the prompt for the playable demo of Fable has been swiped directly from the Matthew Broderick epic WarGames. "Would you like to play a nice game of chess?" the prompt reads before being replaced with the more momentous, "Welcome to Fable: First Playable."

"This is a story of a her," the game proclaims. After an introductory sequence where the hero encounters a beggar, Simon directs his character to the Sunnyvale Heroes' Center. Here, a player will be able to choose quests from a long list. One requires a hero to travel to a farmhouse to protect a jewel. A second asks the hero to travel to the same farmhouse, this time to pilfer the gem.

Outside the Center, a hero can visit the boasting platform to possibly gain additional fame by agreeing to complete his mission under special circumstances. Each challenge is represented by a target dummy with a bullseye heart; knocking it thusly accepts the burden. A hero might agree, for example, to complete his mission using only a frying pan, or to accomplish a task without taking damage. For the cheeky in the audience, still another challenge requires a player to get the job done clad only in skivvies.

At Orchard Farm, the game begins to show its luster. Dene chooses to defend the farm and its precious jewel from enemies. Had he chosen to steal the jewel, he likely would have found the farmer enlisted the help of another hero to guard the treasure, or perhaps even a group of lesser heroes.

يتبع.........

xenosaga
07-05-2003, 01:26 PM
Both Dene and Simon note that Fable's combat will be highly stylized. Dene, the more animated of the two, swings an imaginary blade in a wide arc to illustrate the game's heavy, Celtic-style sword fighting. The idea here is to make a player feel as if he's a true warrior, wielding a blade that's as heavy as it is powerful.

All fights take place in real-time, with a hero able to cast spells by selecting from a series of icons that, when called up, sorround the hero. A hero will be able to use just about anything, including his own bare fists, as a weapo0n and, once an enemy is on the ground, it will be possible to stab them-a totally evil deed for those keeping score at home.

As Dene defends the jewel against swordsmen and archers, farmhands cheer him on, keeping score of the number of thieves dispatched. Using magic, enemies are set aflame and scurry wildly in pain; Dene later employs a spell to slow time whereby on-screen enemies appear to be moving through molasses.

Throughout the game, players will have access to a customizable camera, and the developers have struggled long and hard to get this portion of the game just right. "We had a really weird problem because we had some people who like to see their hero really, really close up all the time-because, as far as they were concerned, the game is about the hero and that's what they want to see," Dene says. "They also wanted the other people in the world to be really close up as well. Of course, the problem with that particular view is that you have no idea where you are in the game world because you have very little context to put it in. And then, we've got this lovely landscape all around you, and you can see very little of that. So, then we also have people who really like to see the world like that [Dene pulls camera up and out to show an almost godlike view], because it's a lovely view, you can tell where you are in combat, you've got loads of room to see around you, and gives you a real feel for where you're going. So that was our first problem, because everybody seemed to want something different with the camera.

"We then thought, okay, well the cunning way around this is to do exactly what happens with Resident Evil or Devil May Cry and make sure that everywhere has a whole bunch of different cameras set up for it, so that as you move into a new region it's got assigned camera for its particular situation. Of course with our game, that situation can be one of many things. A town isn't just a town. A town is a place you get chased out of. A town is a place where you might be asked to perform an assassination mission. It was almost impossible to put the camera in the right place.

"We found that half the office absolutely hated that sort of prescripted camera, so we went, 'Okay, well, let's just do a pure form Zelda-style camera where you pretty much are in one place on the screen. And then [what] we found was we ended up with that whole zoomed-in-on-the character thing. People said ,'I can't tell where I'm going.' So, in the course of this, we've actually developed one of every single type of camera that's ever been in any game ever, including a strapped-to-the-back, Lara Croft-style camera [and] the Zelda-style camera. We had a camera that was very much modeled on Outcast for PC. We had Resident Evil cameras where the view is static. And nothing's ever pleased anyone. Ever.

"So what we've now got is this bizarre situation where we've got a weird combination of every single camera that's ever been invented, and we're using them all."

Fable will take players from the hero's move to the big city through old age. The game will be told in chapters, with the story divided into two parts. The first part deals with the hero investigating his parents' murder; the second deals with fitting this mystery into a larger narrative. "What we're trying to do is create weird bubbles of gameplay," Dene says. "What happens is players do what they want within a region.[Then] There'll be something that pops up allowing a player to continue on the main quest."

Dene points to a series of ruins in Fable's environments, bits of green-gray stone, some shaped like gargoyles, that are clearly out of place, are clearly indicative of an oler civilzation. The mystery of these ruins, their origins, and why no one remembers them, Dene says, forms the basis of Fable's second half. "There are fairly good reasons why no one remembers," he says. " And , as you can expect, it's all linked to the Heroes' Guild. But I'm not telling you any more than that."

Perhaps overly grandiose in its scope, Fable has been a long time in development; the title has been floating around since the debut of Xbox. In this time its legend has grown appreciably, perhaps even past the developers' abiliity to deliver. Early hype had said it would be possible for a hero to cut down a forest to build his own house or ride off into the sunset on a white horse. Whether these features were ever part of the game's design document is uncertain, but BBB will definitely not be including mounts in Fable.

No matter. Through it all-the plot, the combat, the all-things-toall-people camera-everything in the game is anchored by imagery that's at once pretty and powerful.

Simply, there is gorgeous, and then there is Fable. Whether it's al beautiful, reflective pool of water, a rolling set of greay-black clouds, or an ominous, crag-filled moon ("Our moon is great," Dene says. "You can't argue with our moon." Simon says, "Our moon is so detailed, you can zoom in three or four times without it pixelating."), it's clear that Fable will be one of Xbox's most graphically eye-popping adventures.

This is the Carter brothers and BBB's world and, so far, it's wonderful-so much so that Fable 2 is a foregone conclusion for BBB. The legend of "the best RPG ever" will continue before it's ever realy begun.

حتى الان فهمت:
بداية اللعبة تتحكم بالبطل وعمره 15 سنة وتجول بضعة قرى سائلا عن مقتل أهلك وسبب ذلك والفاعل......الخ,وهالشيء يذكرنا بشين مو1 طبعا:-)

ترقبوا المزيد قريبا!

سلاموف:-)

king_zell
07-05-2003, 01:35 PM
يفضل انه يكون عند كلمته هذا اللي اسمه مولينكس!

التنين المائى
07-05-2003, 02:26 PM
الرسالة الأصلية كتبت بواسطة king_zell
يفضل انه يكون عند كلمته هذا اللي اسمه مولينكس!


صحيح الانه كلامه هذا يعتبر تحدى كبير لى العاب الار بى جى اليابانية المنتظرة مثل دراجون كويست8 و فف12:أفكر: فمن الاحسن ان يكون كلامه صحيح


وشمكرا زيو على الموضوع;)

xenosaga
07-05-2003, 02:51 PM
التنين المائي......زيل:
اي3 باقيله 7 أيام;-)

معلومات أخرى أكتشفتها من قراءة الموضوع:

1-الكاميرا في اللعبة شيء خيالي,فهي خليط بين كاميرا زيلدا وتومب رايدر ورزدنت ايفل.............كيف؟
بامكانك تقريب الصورة على الشخصية أو ابعادها(zoom in-zoom out)والدوران من حولها مثل زيلدا وتومب رايدر.........أما داخل المباني وفي بعض الأماكن فالكاميرا ستكون ثابتة في زاوية محددة مثل رزدنت ايفل!........ابداع!,استفادت بيج بلو بوكس من مزايا كاميرات أشهر الألعاب وخلطت بينها لتخرج بذا ألتمت كاميرا كما يصفونها في بيج بلو بوكس!":"

2-فيبل ستنقسم الى قسمين في القصة......قسم تتحرى فيه عن مقتل أسرة البطل,القسم الثاني عبارة عن حرية في اختيار طريقك!!!
في بداية اللعبة سيرمى بك الى مدينة ضخمة حيث تعج المدينة بالضوضاء والناس وهم غير مكترثين بك ولايعطونك اهتماما,ومع أدائك للمهمات وذيع صيتك سيتقرب بعض الناس منك حتى يصبح لك أصدقاء,ثم أصدقاء حميمين,ثم تصبح مثلهم الأعلى,وسترى محاولة تقرب النساء منك أيضا:D ,واذا عدت مثلا من رحلة طويلة الى مدينة زرتها سابقا سيجتمع من تعرفهم حولك وسينادي صديق لك:Hey,This Is My Friend,he's back....وسيجتمع الأطفال والناس من حولك شاكرين لك على انقاذك مزرعة ما مثلا من اللصوص أو القضاء على عصابة تهدد المدينة من الخارج......تخيل معي الاتي:
طلب منك السفر الى مدينة ما والقضاء على وحش مريب يهددها,وعليك الوصول قبل حلول الفجر,وأنت كالعادة كسول ولن تصل في الوقت المناسب,ماذا سيحدث؟
لن تأتيك شاشة Game Over كباقي ألعاب الأر بي جي,ففيبل لعبة حرة,وعليك تحمل عواقب هذا الكسل والتباطؤ,وسيعيبك أهل المدينة بسبب تأخرك ومالحق بهم من أذى!
اذا كنت بطلا حقيقيا,ستأتيك دعوات من المدارس لأخذ الأطفال في جولة في غابة أو منطقة معزولة,وسيرحب بك مأمور المدينة في بيته في أي وقت,وسيهتف ويتلملم حولك الناس طالبين الحديث معك ووو.........عالم متفاعل تماما;)

غدا أو بعده باذن الله ترقبوا صورا جديدة;-)

سلاموف:-)

aoks
07-05-2003, 02:56 PM
لو ما كان قد كلمته....لن اثق بتصرياحت العاب مايكروسوفت بعد الآن:أفكر:

We6fe
07-05-2003, 02:58 PM
مشكور زينو وننتظر الترجمه .. الله يعينك :أفكر:

حاول تلخص كبر ما تستطيع عشان لاتتعب نفسك وايد ;)

انتظر اللعبه بفارغ الصبر :واو:

DeadLy_
08-05-2003, 11:56 AM
اخخخ .. ناطرها على نااااار