太空戰士7 重製版

Final Fantasy 7 Remake news: Cloud voice actor confirmed



In the latest Final Fantasy 7 Remake news, we learn who will be playing the voice of Cloud Strife as we await for news about the anticipated release date of the PS4 HD update of a classic.

太空戰士7 重製版 消息 :克勞德 聲優確定!

在最新的"太空戰士7"重製版消息中,我們將知道誰將擔任 "克勞德 史特萊夫" 的聲優,我們迫不及待想知道這經典之作,預期的PS4 HD 的釋出日期的最新消息!


(克勞德4ni !不過我期待的是薩飛螺絲啊~~~)

Great Final Fantasy 7 Remake news! Voice actor Steve Burton has confirmed on Twitter that he will be reprising his role as Cloud Strife in the upcoming Final Fantasy 7 Remake.
Burton had previously voiced the spiky-haired hero in a number of projects over the years, including Final Fantasy VII: Advent Children, Dissidia: Final Fantasy, World of Final Fantasy, and Kingdom Hearts. As such, it’s unsurprising that Square Enix would want to employ his talents for what is perhaps Cloud’s most significant outing to date, going from silent protagonists to outspoken hero in the upcoming remake of 1997’s seminal RPG.

   太空戰士7的重製消息!聲優 史帝夫‧伯頓 已經在他的推特上證實,在即將到來的"太空戰士7"重製版,他將再次扮演 克勞德 這個角色的聲優。
    柏頓多年來已經在很多的專案中,擔任這尖銳髮型的英雄聲優,包括"太空戰士7"、"降臨神子"、"最終幻想:紛戰"和"王國之心",因此,無疑的 Square Enix 想要聘請他,這或許是到目前為止,對克勞德來說最重大的公布消息,從最沉默寡言到直率的英雄,在即將到來的重製版中,自1997年的重要RPG遊戲。

Final Fantasy 7 Remake release date still TBA
Final Fantasy 7 Remake was announced during Sony’s E3 2015 press conference, although we’re still no closer to finding out when the game will see the light of day. Square Enix’s recent financial broadcast confirmed that the hotly anticipated title (alongside Kingdom Hearts 3, another game that’s taking its sweet time to arrive) would arrive in ‘FY 2018 and beyond.’

太空戰士7 重製版 釋出日期 等待宣布中

太空戰士7重製版消息會在 索尼的E3 2015記者會中公布,雖然我們還沒有接近到可以看到這款遊戲重現光明的那天,Square Enix’s近期的金融廣播放送,令人熱烈期待的標題(王國之心3,另一款不急著立即做完)將在2018年後製作完成。

The upcoming revamp of PlayStation’s most iconic RPG will be implementing a number of changes on PS4, chief among which includes a new action-based combat system and the fact the game will be split into multiple releases. We’ll also see new areas in the game that were previously untouched in the original release, while the team has also promised to flesh out other characters, including AVALANCHE trio Biggs, Wedge, and Jessie.

即將推出PlayStation最具代表性的RPG將會在PS4上進行一些修改,其中包括一個新的基本行動的戰鬥系統,遊戲將分為多個版本。我們將會看到遊戲中新的區域,在以前版本中沒有的,而團隊也承諾讓其他人物更加生氣蓬勃,包含AVALANCHE三人組Biggs,Wedge和Jessie。

The original Final Fantasy 7 was released 20 years ago back in 1997 for the PSOne, having initially been planned as far back as 1994 for the Super Nintendo Entertainment System.
The game was a huge critical and commercial success, scooping numerous Game of the Year Awards and going on to sell over 11 million copies worldwide.

原始的太空戰士7,於20年前在1997年的PSOne上推出,最初的計畫早在1994年的超級任天堂娛樂系統上。
這款遊戲是商業成功的巨大關鍵,獲得無數的年度大獎,並在全球銷售超過1100萬套。

原始網址:http://www.psu.com/news/32901/final-fantasy-7-remake-news-cloud-voice-actor
The copyright of the article does not belong to me!
The translation of the article is only for practice which is not related to any business.
Please advise to remove immediately if any infringement caused.
文章版權不屬於我,翻譯僅供學習使用,絕無商業行為,若有侵權請來信,會立即刪除!
-----------------------------------心得補充分隔線---------------------------------------
翻譯這篇純屬私心啊,不過講真的,我不太在意克勞德的英文聲優,
雖然傳說史克威爾重製這款遊戲後就會倒掉(疑
不過身為一個玩家來說,還是非常期待這一款的重製,
看來要存錢買PS4了,天啊~~~
補充一下AVALANCHE三人組


(新版的Wedge,整型整太大,連克勞德都嚇到:你誰啊! Σ(;゚д゚))



-------------------------------------我是分隔線-------------------------------------------
1.TBA  (to be announced)

通常用在,待宣布、常用於活動公告
另外的可能是"將會安排"或是"將會建議"。

2.Take one's own sweet time
慢慢來~不太急的意思。

3.flesh out
當於中文說法「賦予血肉」、意思是更加完整、充實。

行走於黑暗



此時,如同行走於黑暗般,縱使路途黑暗,我還有你相伴


明天有新的地方面試,有點不安跟沒自信,
對於失去的勇氣感到徬徨與不安,
不過,日子還是一天一天的流逝中,

以前有的語錄,逐漸忘卻,讓之前的好友提醒
一個人垃圾話越多,代表他活得越快樂!

我也很想念以前寫的小雞劇場,
內容只有白癡跟歡樂
我不知道我是從甚麼時候慢慢地失去那些重要的東西的
不過,我會把他們找回來的!

所以我最近要開始記錄一些生活不太營養的東西了!



Postmortem: Joel McDonald's Prune 反思: 喬爾麥當勞的 "修剪" 翻譯練習3



Prune is a tiny mobile game about the simple pleasures of growing and cultivating trees.Of breathing life into barren soil and thriving against all odds in a hostile, indifferent world. It’s a delicate dance to remove that which does not matter in favor of that which does.

Prune is my love letter to trees.

"修剪"是一款關於種植以及栽培植物的簡單歡樂,小型手機遊戲小品。
讓會呼吸的生命進入貧瘠的土壤中,並在一個敵對、不利於生長的環境下,茁壯的發展。
這是一曲優雅的舞蹈,去除掉那些無關緊要的事情。

修剪 是我給予樹木的情書。


The game was originally supposed to be a short two to three month project to get my feet wet as a solo indie game designer. I had a fair amount of experience as a designer on large AAA teams but had never put anything out on my own so I figured I should start as small as possible. Unfortunately, three months quickly turned into six months, and finally into a year and three months.

這遊戲本來應該是一個短暫約兩、三月、讓我這個獨力遊戲設計師,小試身手的專案。
作為曾是AAA團隊的設計師,我有相當多的經驗,但我從未獨自投入過任何東西,所以我希望這個專案規模盡可能的越小越好。不幸的是,三個月很快地就變成了六個月,最後變成了一年三個月。

I, along with the help of Kyle Preston and Simon Ferrari, finally managed to get the game out onto the Apple App Store in July of 2015. For most of the game’s development I had zero clue as to how the game would be received since it was this weird procedural, interactive art thing. Prune has far exceeded any of the modest expectations I had for it. On release it garnered Apple's Editors' Choice award and more recently has been named TIME Magazine's Game of the Year for 2015 as well as Apple’s iPad Game of the Year.

隨著Kyle Preston 和 Simon Ferrari的幫助,我終於在2015年7月將遊戲推出至蘋果App Store。
對於大部分的遊戲發開,我沒有任何頭緒,在這一個奇怪的程序中,遊戲該怎麼樣接收,還有互動藝術。修剪已經遠遠超乎我對他的期望了!在發佈的時候,他獲得了蘋果的編輯選擇獎項,最近又被時代雜誌命名為2015年度的蘋果ipad最佳遊戲。

I wanted to write this postmortem for a couple reasons. First, I’ve been reading postmortems for a while now, starting with classic issues of Game Developer magazine, so it feels almost like a rite of passage when you finally get to write your own (as cheesy as that sounds). But more importantly, having read so many, I know it can be tempting to not exactly give the whole truth, to sugar coat things, to TED-ify the long arduous development into Five Easy to Digest Takeaways. And as a reader, especially as a young, thirsty game designer, it can be easy to convince yourself that if you just “do these five things, and avoid these five other things” you’ll be well on your way to your very own Notch house.

因為幾個原因,所以我寫了這個事後反思,首先,我已經讀了事後反思一陣子了,從經典的遊戲開發雜誌開始,所以當你終於寫出自己的東西的時候,就像是通過了某種考驗(就像聽起來的那樣"俗"),但更重要的是,閱讀了這麼多之後,我知道不給予所有的真相是很誘惑人的,像是糖衣的東西、技術化、漫長艱苦的開發之路記錄在"五個簡單的重點。作為一個讀者,特別是年輕且飢渴遊戲設計師,可以很容易的說服自己,如果你只做這五件事,和避免這五件以外的事,你將會有很棒的方式擁有你十分獨特的凹口小屋。


Just pick the exact right platform (Ouya obviously), iterate-iterate-iterate, and find the “fun”, all the while avoiding nasty things like feature creep and you’re set!!

只要選對平台(很顯然是 Ouya),重複、重複、重複,並找到樂趣,避免討厭的東西,例如你設定的"特徵蔓延"。

So with all of that in mind I’m going to try my best not to candy-coat the development of Prune. I want to try and illuminate some of the less talked-about aspects of indie game development, especially as it relates to success. Obviously game development is an incredibly messy and complex process and a single write-up is never going to paint a fully accurate picture, but hopefully it will help paint a slightly more honest one.

所以~考慮到所有的這一竊,我將盡全力的避免讓"修剪"金絮其外,我嘗試闡述獨立開發很少討論的那一面,特別是關於成功。顯然,遊戲開發是一個令人難以置信的凌亂複雜的過程,單筆是永遠繪不出一張十分精確的圖,但希望可以幫助繪出稍微、更加真誠的一個。

目前翻譯到這,因為他的五點真的很多,但是我很喜歡,所以最後還是選擇翻譯這篇。


文章來源:
http://www.gamasutra.com/view/news/264930/Postmortem_Joel_McDonalds_Prune.php


  • The copyright of the article does not belong to me!
  • The translation of the article is only for practice which is not related to any business.
  • Please advise to remove immediately if any infringement caused.
  • 文章版權不屬於我,翻譯僅供學習使用,絕無商業行為,若有侵權請來信,會立即刪除!

-------------------------------------心得分隔線-------------------------------------------

這個遊戲很精緻,我個人是將他歸類為富有禪意的精緻小品,整個遊戲就像一幅畫,
樹木優雅的生長,有點解謎成分,但是解謎同時又不是苦惱的,就像一切都很自然那樣,
遊戲規則也十分的簡單,就是讓樹生長、並且剪下某些樹枝讓樹可以長得更大、更加茁壯。


-------------------------------------我是分隔線----------------------------------------------
1.Get One’s Feet Wet  讓某人腳濕濕?
   其實是初試身手的意思,就像想要游泳的人,把腳趾伸進水裡面試水溫的樣子!

2.Takeaway
    帶著走的"重點"或"精華"的意思!

3.Notch-house
   notch有凹陷、V字口的意思,但是就美國的厘語來說有"妓院"的意思,
   所以我有點不確定翻地是否正確,但我猜作者也可能是用雙關。


4.feature creep  特徵蔓延(我覺得翻譯的不太好)
   意思就是軟體機能持續膨脹或增加,基本機能外的擴充機能。

   我個人的解釋是,"過於增加遊戲核心以外的功能",以一位製作過遊戲的人來說,
    挺能理解的,製作專案同時,總會覺得,如果加上甚麼,或許會更好,
    但如果處理得不好,專案時程會遙遙無期,遊戲核心也可能會亂套,
    就像是牛肉堡做完後,會想要變成雙層牛肉堡,做完後會想,加快薯餅會不會很創新那樣wwww


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