LV. 9
GP 75

RE:【情報】《刺客教條:梟雄》ATA整理之專訪情報翻譯

樓主 Ti Tiberium123
ATA在8月6號的科隆展Q&A影片
他們把影片作出字幕(雜音很多,真是辛苦他們了),有英文版和義大利文版,文章有點長,所以把字加大免得眼花。
我把字幕翻譯一下,內容是社群經理Justin(不瞭解遊戲)、遊戲總監Scott(負責系統)、資深製作人Jeff(負責劇情)的對話,包含劇情大綱(無劇透)

本影片為8/16日上傳。

Justin: Hello, I’m a community manager on Assassin’s Creed, I’m one of the Community Managers for Assassin’s Creed, Justin Kruger. Thank you guys so much for coming. Who enjoyed it? Show your hands! Yeah! It’s pretty swaggy. I mean all of your hands should be up! You, I saw you, I saw you, you’re on my list, man. Thank you guys so much. Today we have some very cool guys, very special guests. Scott Phillips, Game Director, If you guys want to come, and we also have Jeff Skalski, Senior Producer on Assassin’s Creed. How is it going guys?
賈斯汀:大家好!我是《刺客教條》的社群經理,我是其中一位《刺客教條》的社群經理,賈斯汀.克魯格,十分感謝各位來到這邊。誰很享受的?舉起你的手!耶!這裡超棒的。我是說你們都該舉起手!你,我看到你了,我看到你了,你被記到我的名單了,先生。很感謝大家。今天我們邀了一些男士,非常特別的嘉賓。史考特.菲利浦,遊戲總監,如果你們想到台上,還有我們的傑夫.斯卡爾斯基,《刺客教條》的資深製作人。今天如何?

Scott: Very Good!
史考特:非常好!

Justin: Cool, so Scott if you want to introduce yourself, tell them who you are and what you do.
賈斯汀:不錯,所以史考特你能自我介紹一下嗎?告訴他們你是誰還有你是做什麼的。

Scott: Sure, so my name is Scott Phillips, I’m the Game Director on Assassin’s Creed Syndicate. I’ve been at Ubisoft Quebec for about a year now. I’ve been a fan of Assassin’s Creed since the beginning, I’ve played all of them. I have not 100%ed them, I’m not that type of  gamer, I apologize. What I do on Assassin’s Creed is  work very close to the producers, the creative director. We come up with the vision for the game and I make sure that that vision gets down to the team and that we deliver that vision in what you get your hands on, how it controls, how it plays, how it sets up and I make sure that we can make the best Assassin’s Creed possible.
史考特:好,我叫史考特.菲利浦,我是《刺客教條:梟雄》的遊戲總監。我已在育碧魁北克工作好幾年了。我從一開始就是《刺客教條》的粉絲,我玩過所有的作品。我沒全部破到100%,在下不是那種類型的玩家,我在此抱歉。我在《刺客教條》的職位十分接近製作人的工作,就像是創意總監。我們做出這個有遠見的遊戲,而我確信這個這個觀點可以帶到團隊,然後把這個理念傳到你手上,如何去操控;如何去呈現;如何去設定,而我相信我們可以做出最棒的《刺客教條》。

Jeff: Hello everyone, my name is Jeff Skalski, I’m Senior Producer on Assassin’s Creed Syndicate. I’ve been a day-one fan of Assassin’s Creed since 2007 so it’s a little surreal for me to be working on Assassin’s Creed at the moment. This is both Scott and I’s first Assassin’s Creed actually so we’re super pumped and anxious for this one to come out and for you to put your hands on it. Part of my function really at the office is really just keeping people motivated and focused. I work with a lot of the the directors, like Scott, all the various different Project Managers, making sure we can deliver a great game, that it’s going to be on time and that everyone is going to be happy. So, yeah.
傑夫:哈囉各位,我叫傑夫.斯卡爾斯基,我是《刺客教條:梟雄》的資深製作人。我在2007年就是《刺客教條》終身粉絲,所以對我來說在做《刺客教條》的時候有點小小地脫離現實。這事實上是我和史考特的第一部《刺客教條》,所以我們都超級興奮和渴望將這個作品做出來和交到你們手上。我的部分工作其實只是在辦公室讓大伙積極和專注。我和許多監督工作,像史考特,所有各種類型的專案經理,相信我們可以開發一個好遊戲,那將會是即時且大家都會開心。所以,這樣子。

Scott: And we are a huge team as most Assassin’s Creed teams are. We are working around nine studios  across the entire world so we have great partners in Singapore, Montreal, multiple studios in France… so we are all over the place we get great feedback, great diversity from them so it really feeds a game that I think everyone in the world can enjoy.
史考特:而我們目前是最龐大的《刺客教條》團隊。我們有9個工作室,橫跨全球,所以我們有許多好夥伴在新加坡、蒙特婁,多個工作室在法國...所以我們都在我們得到很好的意見的地方,從他們極大的多樣性,所以我覺得世界上每個人都可以享受回饋一個遊戲。

Jeff: And I’d like to say that the sun never sets at Ubisoft working 24/7 on Assassin’s Creed.
傑夫:而我想說的是,日不落育碧的《刺客教條》每天24小時都在工作。

Scott: So the setting’s 1868 London, it's the height of the Industrial Revolution so the world is changing at a faster pace than ever. London is a sort of the center of that: steam power, electricity, the city is vibrant and alive. And so, our two protagonists, Evie and Jacob, allow us to tell two sides of that story. The side of a little more chaos with Jacob and then a little more refinement with Evie. She is focused mostly on stealth, her skills are ultimately better for that sort of “Take it slow” approach, take your time, plan up what you’re going to do and Jacob is a little more chaotic, runs in there, gets in the fight and causes mayhem. So the two of them, because you can choose to play either one of them, you get to really make your own decision and to play what type of Assassin you wanna be. And Jeff can talk more about the story, since it's the area that he focuses on.
史考特:所以設定是1868年的倫敦,這是工業革命的巔峰,世界以前所未有的速度變化,倫敦是一個如此類型的中心:蒸氣動力、電能,城市是熱鬧,充滿活力的。因此我們兩個主角,伊薇和雅各,讓我們用兩種角度講故事。雅各多一點粗曠,伊薇多一點精明。她主要集中在隱身,她的技能是最終的那種「慢慢來」的方式,花費你的時間,你真正能自己做決定而扮演自己是哪種刺客。然後傑夫能講多一點關於故事,他是專門這塊的。

Jeff: Yeah, I mean, right off the bat, when you start the game, you are two Master Assassins. Templars have complete control of London, and both Jacob and Evie, like kinda Scott was hinting at, have different thoughts on how to liberate London and give it back to its people. So Evie plays "There's something going on between the politics", there's something going on around this Piece of Eden, she's trying to track down this ancient artifact, she believes the Templars are going to use it she's not sure what it does. And then Jacob on the other hand has "no time for any of that magic", as he would call it, and he's just going straight after the targets. And together, kind of working together, they realize they need to rely on each other cause they have their strengths and weaknesses. And by doing that they can of course take down their ultimate target at the end of the game.
傑夫:是,我是說當你馬上開始遊戲,你就是兩個刺客大師。聖殿騎士已經控制整個倫敦,而雅各和伊薇,如同史考特所提示的,有不同的方式解放倫敦,交還到民眾手上。所以伊薇扮演「正在進行的政事」,這個伊甸碎片有某些事發生,她試圖追查這個古老的神器,她認為聖殿要拿它做些甚麼事。而另一邊雅各則「沒時間理會那魔法」,正如他說,他只是朝目標直行過去。然後在一起,我是說合作的那種,他們意識到他們需要依靠彼此的事業,他們有自己的長處和短處。然後遊戲最終他們奪下最後的目標。

Scott: So Evie has her missions, Jacob has his mission and then in the open world you can play as either one of them. So it's really up to the player how much you're going to spend time with Evie or Jacob.
史考特:所以伊薇有她的任務,雅各有他的任務,在開放式世界你能扮演其中一人。因此這真的讓玩家選擇花多少在伊薇和雅各的時間。

Jeff: It's literally... you press the start button and then you switch. And if you happen to be Jacob and you want to start off an Evie mission, as soon as you initiate that Evie mission, we switch you to Evie and of course viceversa, if you're Evie and you're going to do a Jacob mission, we switch you to Jacob.
傑夫:它字面上的意思是...你按下開始鍵然後讓你選擇。當你剛好扮演雅各時,你想執行伊薇的任務,只要你啟動伊薇的任務,我們會把你切換成伊薇,反之亦然。當你剛好扮演伊薇時,你想執行並啟動雅各的任務,我們會把你切換成雅各。

Scott: Yeah, so the setting of the demo that we have here at Gamescom, it's the first time anyone plays this demo, is the Tower of London, an iconic location in London which Evie needs to infiltrate. She need to take down an important Templar there, Lucy Thorne, so in order to do that, she takes part in a Black Box mission. Now, to us Black Box means the players gets to choose their... the way they complete their objectives. We give you a target and then we let you go. So we give you information about the opportunities while they're available, but it's all up to the player. When you get into the mission, that's where you get into the choice of your cane and accessories, see the differences of the skills. With Evie we're seeing the Chameleon (skill) that allows you to hide in plain sight, right in front of the enemies. They can walk right past her, which allows her to... as soon as she comes to a stop, she's invisible to enemies. That's a great skill, it really... It's a late game skill, so it adds a lot, once you've earned that skill and built up the experience and skill points to spend on that.
史考特:是,科隆展這裡所設定的遊戲展示,是每個人第一次玩的試玩版,這是倫敦塔,伊薇需要潛入這個倫敦塔的地標。她需要擊敗這裡重要的聖殿騎士,露西.索恩,所以為了做到此事,她參與一個黑盒子的任務。現在,對我們來說黑盒子任務玩家要去選擇他們...如何完成他們目標的方法。我們給你一個目標而你去達成。然後我們給你可行的機會任務資訊,但它們是玩家都能全部達成的。當你選擇執行任務,你就會進入選擇拐杖和裝備的選項(跟《湯姆克蘭西》系列一樣)。對伊薇來說我們可以看到「變色龍(技能)」讓你在眾目睽睽之下隱藏,就在敵人面前。他們可以經過伊薇身旁,讓她能夠...反正只要她停下腳步,敵人就永遠看不到她。這是一個很棒的技能,它真是...它是個後期的遊戲技能,所以如果你想獲得此技能就必須花費很多的技能點和經驗值在上面。

Jeff: I think fans of Black Boxes will be excited, we were trying to kinda push the mechanics even more. This is by far the most "leveled up" Black Boxes in any Assassin's Creed today. So there's definitely going to be some quite interesting things, how players can strategize and use all the different investigations to improve the end up of the Black box and how you're going to take down your final target.
傑夫:我想喜歡黑盒子任務的粉絲應該會十分高興,我們的工程師試圖做更多。這是一個今日《刺客教條》最多「升級」的黑盒子了。因此,肯定會出現一些很有趣的東西,玩家可以如何制定戰略,並使用所有不同的調查,以改善黑盒子的結束,以及如何你擊倒你的最終目標。

Scott: And the Voltaic bomb is a brand new weapon, sort of the focus of the era. So, electricity and that sort of power is brand new and what it does is that you can drop it at your feet and it will electrify enemies nearby and cause them to stun, they'll take damage from it as well. So it's... it's very effective as an escape tool, and it's also very effective as a first strike tool. So you can toss it at enemies, at a group of enemies, and it will harm multiple enemies and get them all in sequence and do damage to all of them. It's a really fun weapon.
史考特:而電流炸彈是一個全新的武器,時代焦點的前幾名。因此,電力和那種能源是全新的,你可以做的是,在你的腳下砸它,它就會在敵人附近通電,導致他們昏迷,它會傷害他們。所以它...它是個效果非常顯著的逃脫工具,也是個效果非常顯著的先發制人工具。因此你可以投向敵人,一群敵人,然後它會傷害所有人。這是一個非常有趣的武器。

Jeff: They're also great to toss at  rival gang members in carriages chasing it down the streets of London too.
傑夫:他們(指觀眾)也可以完美投向倫敦街上正在追逐馬車裡的幫派份子。

Scott: It's just a tool... messing with everyone.
史考特:它只是個道具...用在混淆所有人。

Jeff: I've been waiting for Gamescom for a very long time. You know, we wanted to make sure that Jacob and Evie would have their spotlight. So Jacob had E3, Evie's got Gamescom. So it's great to finally talk about her. Everyone was wondering "Is she going to have like one mission? Is that it?". That's not at all the case. There's plenty of missions for Evie and of course, as Scott was explaining, in the open world you can play as much as Evie as you want. I don't know about you guys, but in a typical AC game I'm putting in about 70 to 90 hours. So it's pretty much up to the player the choice of that quantity of time.
傑夫:我等科隆展好久啦。你知道,我們想展示雅各和伊薇的亮點。而雅各在E3電玩展,伊薇在科隆展。所以現在終於可以談論她了。大家都有疑慮「她只有這樣一個任務嗎?真的嗎?」這不是只有這樣的。還有很多能用伊薇執行的任務,如史考特解釋的,在開放式世界,你可以盡情扮演伊薇。我不知道大家的情形,不過典型的刺客遊戲花了70到90小時。所以會有十分足夠的時間讓玩家去選擇。

Scott: It's great to show her and I think she's a really interesting addition to the franchise and to Syndicate as well cause she, like I said, she allows us to tell two sides to that story. To me personally, as an Assassin's Creed fan, I like that sort of mystery, what are the Templars doing, what are the Assassins up to, which historical characters were part of one group or the other... Evie really delves into that, so I love what she brings to the story.
史考特:能這樣展示她真是最好的,而我認為系列作能為《梟雄》加入她很有趣,就像我說的,她讓我們能瞭解兩邊的故事。對我個人來說,做為一個《刺客教條》粉,我喜歡那種神秘感,聖殿騎士做了甚麼;刺客達成了甚麼,其中的歷史人物是其中一員或其他立場,伊薇真的深入探討那裡,所以我愛她帶來的故事。

Jeff: Justin let me add to that. What Scott was saying, what we also wanted to do really early on is we didn't want to have one of the main focuses in terms of the narrative, the story of the game, to be around a love story. We wanted to do something different this time, so having a brother and sister relationship, seeing that sibling rivalry going on with each other. It's definitely going to have some good laugh into the game for sure.
傑夫:賈斯汀讓我再說一下。剛才史考特說過,早期我們也是真的希望重點要圍繞一個愛情故事,在遊戲劇情方面這段時間我們想做些不同的,有這麼一個兄弟姊妹的關係,看到兄弟相互之爭這回事。相信這將會有一些善意的笑聲來肯定遊戲。

Justin: I remember talking about this last night, where you guys were just reading through the script and you were laughing, just dying of laughter.
賈斯汀:我記得在談論此事的昨晚,你們只是在那裡通讀劇本,你們在笑,只是微弱的笑聲。

Jeff: When you see your writers laughing again and again over the lines, it's a good sign. When you play, if you haven't played the demo yet we have here at Gamescom, when you use the Chameleon skill and kind of go transparent, and it looks like you're going to be invisible, that's only really a visual cue for the players so they understand they are in that matter. Really, Evie is there. In terms of how she's pulling it off, she's controlling her breathing, kind of becoming one with the environment. It's pretty much undetected.
傑夫:當你看到你的編劇逐行看下去笑了一次又一次,這是一個好兆頭。當你玩,如果你還沒有玩過我們這裡的科隆展試玩版,當你使用變色龍技能變成透明時,它將讓你看起來像是無形的,這只是個對玩家顯示的視覺效果,讓他們知道目前狀態。事實上,伊薇仍在那裡。對她來說把自己低調化,她控制自己的呼吸,一種轉變使其融入環境。這幾乎是很難察覺的。

Scott: And then there is... in terms of synch, there is 100% synch, there are certain challenges that you need to complete if you want that 100%. In terms of options, I mean... Throughout the entire franchise to complete if you want that 100%. In terms of options, I mean... Throughout the entire franchise you've been able to kill as many or as few guards as you want. Theoretically that should change history but it doesn't because that's actually millions of people that you killed during multiple Assassin's Creeds, so, those options are there for the player, but it's up to you to decide what that full synch is.
史考特:再來是...(應該是指黑盒子是否破壞同步率的問題)同步方面,有100%同步,若你想要100%會有額外挑戰。在選擇方面,我的意思是...縱觀整個部分來完成,如果你想100%。在選擇方面,我是說...縱觀整個部分來說,你可以盡可能殺死很多或很少的警衛。理論上,這應該改變歷史,但是不會。因為事實上你在《刺客教條》系列中你早就殺超過數以萬計的守衛了,所以那些選擇是給玩家們,由你決定是否完全同步。

Jeff: So actually we've been working on Syndicate for almost three years. A lot of people don't realize that. They think somehow we made it happen in a year or whatever, but we were pretty far with our game by the time Unity launched, so that's quite a bit of time that's gone in it for us, but we wanted to make sure this time around, that there's no co-op, there's no multiplayer. We really wanted to focus... re-focus back at the basics, make sure combat and nav(igation) felt good and not just deliver a good single player experience, but a great, amazing one. So it really was about focusing through the concepts early, we could focus on testing pretty aggressively, probably more aggressively  than we've done in the past. And we've got playable builds for quite some time.
傑夫:而事實上我們已經製作《刺客教條:梟雄》3年了(跟大革命同時開始)。很多人還不知道。他們還以為我們才做一年或隨便一點時間,但我們與我們的遊戲和《大革命》推出的時間很遠,所以我們為它花費相當多的時間,但我們證實這次沒有協力模式,沒有多人模式。我們真的希望把重點...重新聚焦回了基礎,確保連擊系統和自動導向(NAV)運作良好,而不僅僅是提供一個很好的單人遊戲體驗,而是一個巨大的,驚人的作品。所以,這真的是關於通過聚焦早期的概念,我們可以相當積極地重點測試,可能更積極,像我們在過去所做的那樣。而我們已經建好遊戲模組相當長一段時間了。

Justin: Yeah, it's pretty impressive that we have so many playable builds here at Gamescom.
賈斯汀:是啊,這是相當令人印象深刻,我們在科隆展有這麼多遊戲模組。

Jeff: It's actually a first.
傑夫:這事實上是第一個。

Justin: Yeah, it's the first time...
賈斯汀:是的,這是第一次...

Jeff: Actually it's two playable builds. We did one, unique for E3, and then one for Gamescom. So we really wanted players to put their hands on the controller, put the hood up and really get into the demos.
傑夫:實際上是兩個遊戲模組。我們做一個給E3展,而另一個給科隆展。所以我們真心希望玩家把他們的手放上搖桿,戴上帽兜進入遊戲展示。

Justin: Yeah, and I mean, you guys, getting your hands on the demos. That's...You can tell us what to do, you can tell us your feedback, what you like and you don't like and that's...
賈斯汀:是啊,我的意思是,你們讓你的雙手放在遊戲展示。這是...你能告訴我們該怎麼做,你能告訴我們您的建議,你喜歡什麼或你不喜歡甚麼,這就是...(一時語塞

Scott: That happened at E3. There was a worldwide... and everybody played the game and there'd be user researcher Jonathan Dankoff to collect development data or the feedback of the players, sent it over to us and so we tried to make changes on the game based on that. We do a lot of playtesting. It's intense for sure we want to do playtesting.
史考特:在E3展時就有做了。那是全球性的...大家都玩過遊戲,然後使用者研究員喬納森.丹可夫去蒐集開發數據或玩家的建議,將資料送給我們,我們試著基於這些資料改善遊戲。我們為遊戲測試做很多。我們強烈認為要做遊戲測試。

Justin: I got a question for you guys. So, while we're talking about Evie, what was the sort of challenging aspect of Evie while bringing that very visceral experience between Evie and Jacob, how is it creating this character and how do you really define who that person is, who that character is?
賈斯汀:我有個問題想問你們。所以,當我們在談論伊薇,當帶來伊薇和雅各之間核心的經歷,甚麼是伊薇挑戰性的類型,是如何創造這個角色而如何區分誰是誰,這個角色是誰?

Jeff: Actually it starts with the other sibling. As we are flashing out one sibling... Cause originally we kinda started and we had some thoughts about "How could we represent all these different facets of the British culture?" And then we realized there's a sense of like the rebel, and there's the sense of something like being preserved and then it was kind of spontaneous doing a brother and sister... The more we kind of flashed out Jacob, the more Evie made sense, and viceversa for Evie. It really went like hand in hand, and we experimented with something on one and see if it could work and if it didn't we kind of pulled that off and tried again. So there was definitely a very much  kind of intertwined process.
傑夫:事實上是始於其他兄弟姊妹。當我們都在構思一名同儕...原本因為我們有點苗頭了,我們有一些想法:「我們如何代表所有英國文化不同的方面?」然後,我們意識到有像叛逆的感覺,並有東西的感覺就像被保留著,而它是一種發自同儕的...那種越是閃現出雅各,就有伊薇的感覺,反之亦然(抱歉我也看不懂)。就像是手牽手,我們嘗試一些東西看看是否可行,如果不可行就推倒重來,所以肯定是非常像種相互交織的過程。

Justin: I mean I think we saw that in the trailer as well, where it's like, you see Evie saying "For family" and Jacob "For London" and I think that, you know, you really get a feel for who these characters are a bit more and, I mean, moving into that, how do you create a character that is sort of really true to Assassin's Creed? Cause Evie kinds of follows more the Creed, Jacob is like "I'm gonna break some faces and couldn't apologize for it" while Evie's like "You know, maybe there's a little bit of a better way to kind of work around this".
賈斯汀:我說我認為我們看到的預告片,正像你看到伊薇說「為了家庭」和雅各說「為了倫敦」(他講反了)而我想,你知道的,你會有種更瞭解角色的感覺,而我認為再深入一點,你們如何創造更貼近刺客教條的角色?因為伊薇看來是十分追尋教條的角色;雅各像是「我要突破某些層面而不後悔」伊薇則像是「你知道,或許這裡能點更好的方式解決」。

Jeff: We wanted to offer something different, you know, when the players are trying Evie versus when they're interacting with Jacob. So it kind of harmonize with the brother and sister relationship, how they make fun of each other... You know, Evie, she's all about the plan, she's very methodical with her thinking but you know, her weaknesses is she's not so much into improvising on the fly. Jacob, on the other hand, that's how he always is. He's like "Action first, consequences later, I dont' care" but, you know, he doesn't have a plan and he has to pay for that as consequences towards the end. And both of them, with their strengths and weaknesses, they actually complement each other, so by relying on each other, as you kind of heard, that's how they're the most effective and that's what the players will get to experience as they get through the game.
傑夫:我們想做點不一樣的,你知道,當玩家試玩伊薇時對上他們和雅各互動。因此會有種幽默的姊弟關係,他們如何逗樂彼此...你知道的,伊薇,她總是滿腹計畫,她思考周全,不過你知道,她的弱點是沒有即興的想法。雅各,另一方面他總是如此,他就像「先行動,影響後,我不擔心」但是,你知道,他沒有一個計劃,使他在結局時會付出相當的代價(雅各悲劇QQ)。至於他們兩個,有著強項和弱點,他們實際上互相補足,因此通過相互依托,有種你聽說過,這就是他們是最有效果的方式,這就是玩家通過遊戲體驗到的部分。

Scott: If you liked all the main characters in the Assassin's Creed series, they're pretty different. Altaïr from Ezio from Edward, they're all very different characters, so it's fun to create somebody that's fun and challenging, to create somebody that fits within that Assassin goal, but then also has their own unique place that will stand out, you know, in the future, that will stand out from all those different characters.
史考特:如果你喜歡所有《刺客教條》劇情中的主角,他們真的不一樣,從阿泰爾到艾吉歐到愛德華,他們都是非常不同的角色,所以有趣地創造某人物是很好玩有挑戰性的,去創造一個符合「刺客」目標的角色,不過他們在未來也有屬於自己獨特的地方出現,你知道,將所有這些不同的角色中脫穎而出。

Justin: Absolutely, I’d say like Jacob embodies maybe more like an Edward character and Evie like an Altair character, like a little more true to the Creed. Is that kind of accurate?
賈斯汀:當然,恕我直言,雅各也許就類似愛德華的角色,伊薇就類似阿泰爾的角色,有點更貼近教條。這樣講正確嗎?

Jeff: That’s pretty spot on, I mean, Evie follows the Creed by the letter, Jacob… you know… he kinda bends the rules.
傑夫:那是有點對上,我是說,伊薇遵循文字上的教條,雅各...你懂得...他有點曲解規則。

Justin: There are no rules for Jacob, it’s like “I’m just gonna do whatever I want”.
賈斯汀:對雅各來說沒有規則吧,就像是「俺就做俺想做的事」。

***

Scott: We wanted to integrate it into the parkour and make them complement to each other. You don’t get it immediately, so at the beginning of the game we ramp you up with parkour first and then through a series of events you get the Rope Launcher. It’s not a weapon but a tool which was prototyped very early on because we started building the city of 1868 and it's got the tallest buildings, the widest streets, all huge spaces so it provided a new challenge for parkour which was built for smaller scale, shorter buildings of the past time periods of Assassin’s Creed. So we wanted to do something that was special for the time period, the rope launcher really is what we found in play tests is that players used them both, so we don’t find that they’ve stopped using parkour. They choose when they use each one so if you wanna go pretty high and be quick, you just tap one button and you’re up and when you wanna have precision or you wanna go on a specific rooftop or air assassinate, you tend to use the parkour, so it’s great to see the mix of the two that players actually use.
史考特:我們希望融入跑酷讓它們互相補足(指繩標發射器)。你不會在一開始得到它,因此開始遊戲時我們讓你接觸跑酷,通過一系列的活動,你會得到繩標發射器的。它不是武器而是工具,原型非常早出現,因為在我們建成1868年高挑的建築、寬敞的街道,所有巨大的空間導致專為小規模設計的跑酷有了新的挑戰,《刺客教條》過去都是低矮的建築。有段時間我們希望做些特別的,我們發現繩標發射器真的使遊戲測試玩家使用兩者,所以我們並未發現他們停止使用跑酷。他們選擇當他們使用的每一個,所以如果你想要快速去相當高的地方,你只需輕按一個按鈕,你就能飛上去;當你希望有準確點或你想要去一個特定的屋頂或空中暗殺,你會傾向於使用跑酷的,所以我們很高興地看到實際上玩家兩者混合使用。

Justin: Yeah, I love the rope launcher personally I think it’s really… when I first tried it I was like “Holy Crap! I just scaled that building in one second!” and that chill… it gave chills for an Assassin’s Creed fan.
賈斯汀:是啊,我個人喜歡繩標發射器,我覺得它真的...我第一次嘗試時它就像「挖靠!我在一秒之間就登上建築物!」而打個寒顫...它會讓《刺客教條》的粉絲打個寒顫。

Jeff: When you do it at St. Paul's Cathedral… and the Big Ben… it’s super high and you go frequently. Also I like to use it when I’m running across the rooftops, then I quickly use it to snap across the street and then continue, you know, my parkour.
傑夫:當你用在聖保羅大教堂...還有大笨鐘...那超高而你上升更省時。我另外也喜歡跑過屋頂,然後快速通過街道然後繼續,你知道,我的跑酷。

Justin: Nice, I feel like there will be someone traditional that will go like: ”No man, I’ll only parkour”.
賈斯汀:好啊,我覺得會有某些堅守傳統的人會說:「老兄才不要,我只會用跑酷。」

Scott: I think one of the best benefits we’ve seen is that the use of the fast travel is way down. I consider it a huge bonus, The fact that the players are spending their time travelling the city rather than just say "It’s too far, let’s just skip it, let’s travel somewhere else".
史考特:我想最好的益處是減少使用快速旅行。我認為它是個巨大的附加功能,事實上玩家會花時間在城市中趕路,而不是說句「太遠了,我們跳過這裡,讓我們在別處旅行。」

Jeff: They get the train, hijack the carriages, use the rope launcher, there are a lot of means to kinda get momentum moving forward to get across the city pretty quickly.
傑夫:他們可以搭火車、搶台馬車、用繩標發射器,有很多方式能讓向前移動更快速來穿越城市。

Justin: I think for myself, I never really rely on fast travel too much unless I was really going fast and hadn’t much time but I think that like, the interaction with carriages, that’s going to be like a game changer. I feel like I'm not gonna ever use fast travel. I'll ride a horse to go there, I'll ride a carriage.
賈斯汀:我覺得自己從來沒有真正依靠快速旅行太多,除非我真的要快,沒有多少時間,但我認為像與車廂的互動,這將是改變遊戲規則。我覺得我不會永遠使用快速旅行。我會騎一匹馬去那裡,我會駕一輛馬車。

Scott: It’s just great because it’s really like playing in that world at the time instead of “use the Animus” to escape to other missions.
史考特:那是很好的,因為就像當時身處這個世界中,而非「用Animus技術」來跳到其他任務。

***

Scott: They're  a big part of the initial part of the story in which Jacob wants to build the Rooks, wants his gang. He's having  a really fun moment cause he’s super excited about having a gang. Once you get the Rooks, you can start improving them: we have a whole gang upgrade system. They are a pretty big part of the gameplay. How much you use them, is up to the player. So if you want to recruit them, get them on your carriage, bring them somewhere or just send them to attack enemies, you can totally play that way. If you want to use one to ambush someone or fire five bombs at the same time and attack your enemies very quickly, you can do that as well. So it’s a really a great option for the player and how much you do in the open world will improve how powerful the Rooks are so there a really great back and forth benefit of doing the open world to get the Rooks stronger and then they’re stronger so you can do more in the open world.
史考特:那是前期的大部分使雅各建立黑鴉幫,擁有他的幫會。一但你擁有黑鴉幫,你就可以開始改善他們:我們有一整個幫會升級系統。他們是遊戲中一個較大的團體,你可以隨心所欲使他們介入的多寡。若你招呼他們跟著,載他們上你的馬車,帶他們到哪去或只是送他們跟敵人作戰,你可以完整地用這些玩法。如果你想伏擊某人或同時發射出5枚炸彈(應該是小弟幫忙丟),非常迅速地攻擊你的敵人,你可以做到這一點。因此這是對玩家十分優秀的選擇,你在開放式世界所做的將提升黑鴉幫的能耐,而這是一個良好的回歸,在開放式世界增強黑鴉幫並讓你在開放式世界做更多。

Jeff: I guess, you know, as you conquer the various different boroughs in the game, and you take out the various different Gang Headquarters and then there's more Rooks on the streets, whereas you go into a district where you don’t have that much power, you're gonna see a lot more of the guys with kinda the red clothes, the Blighters, your rival gang. So it’s cool to get this sense of, you are dominating London and taking it back.
傑夫:我猜,你知道,當你在遊戲中征服不同的行政區,你會取得各種幫派總部,然後街上會出現更多黑鴉幫成員,當你進入一個區域,你沒有那麼大的權力,你會看到更多紅色的衣服的傢伙、混混,你敵對的幫派。然後得知這個情報真是酷極了,你會主宰倫敦然後奪回它。

Jeff: I actually had a couple of people ask me at Gamescom if can Evie lead the Rooks. Yes, her and Jacob are leaders of the Rooks so you can actually leverage the Rooks as you play Evie if you want to use them, as Scott was saying, as a distraction to reach your primary objective.
傑夫:之前確實有兩個人在科隆展問我伊薇能不能控制黑鴉幫團員。是的,她和雅各都是黑鴉幫的領導,你可以在扮演伊薇時完全使用黑鴉幫,如果你想用的話,就像史考特所說的,當作混淆去達成你的目標。

Justin: Which is really useful like in stealthy missions if you feel like... when you're not trying to kill too many...
賈斯汀:那真的在潛入任務時很實用,如果你想像是...當你不想殺太多...

Scott: If you send the Rooks to attack someone, the guards don’t know “Oh, that guy sent them!” You’re just some guy there. So they don’t see you, you can sneak right behind everyone while a big battle is on.
史考特:若你指派團員去攻擊某人,警衛當然不知道「噢!那個人派他們來的!」你只是某個待在那兒的人罷了。所以他們也不會看向你,你依舊能在大亂鬥時保持潛行狀態。

***

Jeff: So yeah, like in any traditional Assassin's Creed game, there's multiple outfits, we actually watched... I think in the trailer there's a couple of captions where Evie is in a different outfit, but there's some good ones, there's some pretty cool ones. I think there'll be nice throwbacks, people are gonna be pretty excited.
傑夫:所以呢,就像在任何傳統的《刺客教條》遊戲,仍有多種服裝,我們實際上看起來...我覺得在預告片中有兩幕伊薇有搭配不同服裝,但會有一些更好的,有一些更酷的。我認為會是不錯的回歸,大家都會非常興奮。

Jeff: So the question was "Why are the Rooks in green and yellow and Evie and Jacob are not?". The real reason behind that is we found during playtests, first we didn't actually have it like that and people were having a hard time understanding when they were in gang wars or when there's multiple fights going on, "Who's my ally? Who's my foe?". So it's one of those things which took us months to really align around from a visual standpoint and from a design standpoint, as that's the ship that Scott's driving, but eventually we landed where we're at.
傑夫:所以問題是:「為什麼黑鴉幫是綠色和黃色而伊薇和雅各卻沒有?」背後真正的原因是我們在遊戲測試時發覺,首先我們並未出現其他人花很長的時間理解幫派鬥毆或零星戰鬥時,「誰是我的盟友?誰是我的敵人?」所以那些部分我們花了幾個月從視覺的角度圍繞來調整,從設計的角度,雖然那些東西是史考特負責的,但事實上我們都會整合在一起。

Scott: Yeah, the Rooks look the way they do so that's easy to know who is who and because players... there's sort of the innate "Red equals bad guy and green is good guy". It's sort of like "Video game 101" so that everyone knows it and we couldn't really fight it basically. When we started playtesting we knew like "Ok, players, they understand a certain thing. Let's do that."
史考特:是啊,這樣看很容易知道黑鴉幫團員誰是誰,因為玩家...有某種先天的「紅色等於壞人,綠色的是好人」。這有點像「Video game 101」裡讓每個人都知道它,但我們不能動搖它的基礎。當我們開始遊戲測試,我們知道就像「好,玩家們,他們了解某些事。我們開始做吧。」

Jeff: Except for the police, the neutral faction, but it was obvious, we'd just go blue. So that it would make sense, cause that's how they dressed at that time anyways. So it kinda all worked out in the end.
傑夫:除了中立派的警察,但很明顯我們上次就轉成藍色了。所以這樣一切都合理多了,這就是要看他們當時穿著如何,反正這樣看到最後都不會錯。

Justin: Cool, yeah, and you're a cosplayer right? Yeah, so he's very very curious about the costumes. Cool, cool. Actually at E3 we had a Rooks cosplayer.
賈斯汀:哇,是的,你是那個Cosplayer對嗎?啊,所以他對服裝非常好奇。不錯,不錯。事實上在E3展就有一個黑鴉幫的Cosplayer。

Jeff: That's awesome!
傑夫:那超讚的!

Justin: She was great, right? She had like the top or bowler hat with a band around it. It was pretty sweet, yeah. And we all got arm bands...
賈斯汀:她人不錯,不是嗎?她喜歡上面有紐帶環繞著高禮帽。實在是太溫馨了,是呀。然後我們都得到臂章。

Jeff: Yeah, that's cool.
傑夫:是啊,那超帥。

Justin: Shoutout to Lorena if any of you guys know her... Any other questions? Alright, I think that's about time for the questions, if you guys want to give a round of applause.
賈斯汀:留言給蘿娜如果你們認識她的話...還有任何問題嗎?好,我想時間到了,如果你們大家想給些掌聲的話。

Scott&Jeff: Thank you very much for coming!
史考特和傑夫:感謝你們的前來!

Justin: Thank you very much to Jeff and Scott...
賈斯汀:非常感謝傑夫和史考特...
板務人員: