Joke Collection Website - Cold jokes - We tried the Chinese dubbing version of No Man's Land 3 and had a chat.

We tried the Chinese dubbing version of No Man's Land 3 and had a chat.

I woke up in Pandora's desolation, looked around blankly and thought, "Who am I, where am I, and what shall I eat tonight?" At this moment, a robot came to greet me, and it was the familiar opening sentence, "I'm a CL4P-TP housekeeper robot, and you can also call me Xiao Noisy." It is still a familiar echo device (but this time it has been upgraded to the third generation) and a familiar teaching task. As long as you have contacted the works before the series, you will be very familiar with the opening of No Man's Land 3, just like meeting many long-lost old friends on the wine table, fresh but nostalgic.

The only difference is that this time you can hear these old friends speak fluent Chinese.

Feel the intimate Chinese dubbing

Thanks to the invitation of 2K, I was lucky enough to go to Seoul, South Korea last week to experience the Chinese dubbing version of No Man's Land 3 for several hours. To tell you the truth, I didn't expect much from this Chinese pronunciation, because in the previous official notice of Chinese characters, except for the noisy ones, the dubbing of other characters was relatively dull and didn't leave much impression on people.

But in this experience, the overall dubbing effect of the game was completely beyond my expectation. After several hours of trial play, I was completely immersed in the game and didn't play because of the dubbing of the role. In addition to nagging and even singing a few words occasionally, the dubbing of these old characters, such as Lilith, who is very queen, and Vaughn, who is full of Beijing dialect, will make you smile, and even the protagonist we control will occasionally interact with other NPCs and spit a few words. Wonderful dubbing not only saves us time watching subtitles, but also greatly enhances the immersion when playing games.

Good dubbing is naturally accompanied by high-quality Chinese translation. The text in the game is very grounded most of the time. Although there is no swearing, you can deeply understand the madness and teasing style of the game, and the words spoken by the characters can't feel the feeling of reading. In order to experience the difference more clearly, I deliberately experienced the English dubbing version for a while, but I didn't expect it to be a little uncomfortable. The Chinese dubbing of some characters has even surpassed the original English version. I'm afraid that when you get used to it, you may never go back.

"There are many friends, and the road is easy."

In addition to the new Chinese dubbing, 2K finally brought us the last protagonist, a "friend" of the Beastmaster. As the name implies, BM is not the most capable individual among the four protagonists, but he definitely has the most friends. As the saying goes, friends have many roads, and BM can definitely be called "extending in all directions" in this respect.

BM's three skill trees correspond to three pet skills and active skills respectively. You can summon a grunt, a different dog or a spider ant to fight with you. How to choose these three kinds of pets in different situations has become a very interesting problem when playing BM. For example, when you are fighting, you may be more inclined to choose Mr. Qiu who can improve your damage, and when you are on the verge of despair, the spider ant who can help you recover your health continuously is a more ideal companion.

Actually, I personally like BM. This is a character who will feel very happy even if he plays by himself. With those ugly but loyal pets, you will never feel lonely.

We don't have to fight hand speed this time.

But even if you feel lonely, it doesn't matter. This time, no man's land 3 provides a local split screen for two people and a multiplayer online mode that supports up to four people. I also had the honor to experience a sideline task with my peers' media, and the feeling of brushing with my roommates in college came back.

In this game, you can finally get a favorite weapon without fighting with others. The new pickup mechanism provides a better experience for players. In the game, you will get your own equipment directly without any trouble. In addition, online also adopts dynamic difficulty, so we can clearly realize that the enemy's attacks have increased in the battle and become more difficult to deal with. Of course, the cooperation between teammates is more important. If you choose the right role, you can even ride on the shoulders of other people's mecha and fight with them.

The planet we experienced this time is called "Eden Six". The whole map is covered with Woods and swamps, and the enemies are mostly dinosaurs and insects. I am full of joy and hope that this online task may be able to beat monsters like giant dinosaurs. Finally, it turned out that we watched two monsters fight, and then waited for the residual blood to mend the knife. I thought it was ridiculous at first, but later I thought it was quite in line with the style of no man's land.

Other things.

I experienced the PC version. The PC is equipped with Ruilong 2700X CPU, Radium Dragon RX 5700XT graphics card and 16GB memory. There is no obvious frame drop in the whole game process, and the occasional jam is probably related to the current development version. I believe this problem will be solved when it is finally released.

Of course, there are some minor problems at present, for example, some tips are too small to be easily seen; For example, some sideline businesses are long and boring until they are completed; For example, the game added climbing and jumping, and some places in the map became very circuitous. In addition, the task prompt is not obvious. When doing an online sideline task, we almost played a puzzle game. ...

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After the demo, we also interviewed Scott, the artistic director of the game, and Anthony, the producer. The following is the interview record.

Q: The artistic style of No Man's Land series has always been unique. What do you think is the most unique charm of this style of painting?

Scott: It's beautiful. For me, I think it's the ink wind, such a scenery. We manually added black and white lines to all the content, which is called ink style in our studio. These are all added manually. The only thing that is not added manually is the outline of the character, which is generated, and other details are added manually. So I think this is why our scenery is so unique that it looks like a comic book or a visual novel.

Q: Judging from the information released so far, the personalities of several characters are very distinct. Which role do you like best? Why do you like such a person?

Anthony: It's really difficult to choose one, just like choosing one among children, because we add different movements, customization and so on, so it's difficult to choose one that we like. But for me, based on several facts, I like Amara, because I always like witches, I always like to play Lilith, and then my witch always talks to me, and I also like what she can do in this game. I like to shoot others myself. I think she looks cool, (I make her so cool), thank you for making her so cool, and then her voice is cool and her gameplay is good.

Scott: I find it difficult to choose, but I like praise best. I like his scenery, his play and his personality. I like that I can clone myself and go to another place. Then if someone starts hitting me, I can teleport and attack. I think his tactical style is cool. I just like it. I don't know what to say. The style of solid snake is a bit like a strong snake and a bit like a wild Irishman. I like his personality and things like that. I'm also glad that we have an Irishman to play football with. I am also excited about localization, such as how his accent will sound in all languages. We are also excited to support this.

Q: This is a shooting game with RPG elements. How to balance the refreshing feeling of shooting and the increase of numerical value?

Anthony: We have a special team to collect these data, fight a lot, test the damage, ability level and so on, so that they can determine the role, what weapons to use and, of course, what kind of enemies to face. Many of them are repetitive and research. We have a big studio. Although it is not big from a macro point of view, when more than 300 people have been playing games, giving feedback, discussing with each other and cooperating with each other, when they constantly communicate with these researchers, it can really bring great help.

Scott: We designed an adjustable system from the time of development. Am I hurt too much? Did my skills reach this level and cause too much damage? It's not easy. It takes a lot of effort. But in the end, because this is a PVE game, not PVP, we will tend to put these aside and let everyone have fun.

Anthony: We like things that look and feel cool. When we were playing, I rushed into a group of enemies and knew that I could kill people. It was very interesting.

Scott: We will definitely adjust something completely unbalanced. For example, this thing is extremely powerful or vice versa. After the release of Frontier 2, we saw that some guns began to become a little unbalanced. Some of them we will adjust, and some of them we just think it's good for everyone to have fun.

Anthony: We have been listening to the feedback from players. We have a close relationship with them. They are like an extension of the studio. We care about their voices and solve these problems through small patches.

Scott: It is impossible to achieve a perfect balance between all the different weapons and the abilities of the characters, from the skills of the characters, the modules used to the shields equipped. So let's open the floodgates and let's see what the problem is when it is released.

Q: Will this novel be different from the last one in narrative style?

Anthony: It's kind of like a mixture. 1 generation is serious, and the second generation is interesting and weird. This time we combine the two. But this is still a "no man's land", still the same as what you saw in the preview, or what you saw and heard about the game. It's still the no-man's land you expect.

Scott: There is black humor in it, but I think people will be surprised by the story or the way it is presented in the game. We think it must be a film narrative that extracts something from the second generation and then strengthens it to a higher level.

Anthony: There are many world-building and interesting challenges, and many tasks are based on our settings in the game world.

Scott: For us, side stories and optional stories have also brought great help to narrative. We hope that you can enjoy the fun of the game when exploring these side stories, and these stories will even enrich the plot than the main line.

Q: No Man's Land 3 will support both single-player games and multi-player cooperation. Which way do you think will be better? Why?

Scott: It's hard to choose. This is the best single-player game we have ever played, but it is also the best cooperative game we have ever played.

Anthony: Personally, I like being alone. I like doing things at my own pace. Before I become a busy game developer, I want to explore the whole map and find all the hidden contents. I find it difficult to play with other people who don't like this, such as friends and brothers. I can do these things, and then I won't feel that I have missed anything. Now we have added new social functions. Although I still like to play alone, if Scott finds some enemies in his game and then appears in my game, I will also play. If he finds a cool shield, he can mail it to me, so I don't need to play with him to get a cooperative experience. I can still do my own thing at my own pace.

Scott: I think from my point of view, I like to play with my friends and enjoy the experience of hanging out and exploding together. But like Anthony's point of view, I also have my own single role and multiplayer role. I will pay more attention to the degree of completion in this role, and I can also pay attention to the degree of completion in the other one. If a friend says to me, "Hey, let's spend some time doing this." But I really think we did our best. One of the reasons why I didn't want to play cooperative mode before was the level. If Anthony plays much more than me, he is 10, and I am only 5 (a: absolutely possible, I play alone). Now I feel that we are in the same level range and can play together, and then the game will adjust the damage and make everyone have fun. This is also the reason why I didn't want to play cooperation before, because if I play too much, I will feel that I have just arrived at you, and now I have a better experience playing with other people.

Anthony: It's the same to me. I can always play by myself and then join others' progress at any time.

Q: According to the information disclosed before, it seems that No Man's Land 3 will support cross-platform online games after it is released for a period of time. Can you specify which platforms and modes will be supported? Will the differences between different game platforms cause unfairness or imbalance to some extent?

Anthony: We can't reveal too much. This is still under development, but we are happy to do it, because one of our big goals is to let as many people play this game as possible.

Scott: Some options have not been possible until recently. What we are trying to do is to let as many people play this game as possible.

Q: No Man's Land 3 supports both Chinese and Chinese pronunciations for the first time, which shows that it attaches importance to China players and the market. Can you talk about the localization of the game?

Anthony: I like it very much. We hope as many people as possible can play it, and we hope they have the experience they deserve. The localization of words and sounds can make people understand our jokes, although they are all stupid jokes.

Scott: We use a lot of slang, some of which may lead to misunderstanding (A: Especially in pronunciation, such as the change of tone, it's like telling a joke, and the comedian's performance is difficult to convey in words). I look forward to seeing the results of localization. We hope that everyone will not encounter obstacles when playing this game, and we hope that more people can play it.

Anthony: We have removed many obstacles so that more people can play games together in the way they should. This is another thing we need to confirm.

Scott: We will do better and better.