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  • I had a wealth to say about Final Fantasy, mostly because it was one of the great last-ditch

    我對《最終幻想》有很多話要說 主要是因為它是偉大的最後的努力之一。

  • success stories in the early days of gaming. But you can’t really get into such floral

    遊戲初期的成功案例。但你無法真正進入這樣的花色

  • verbiage about Final Fantasy II. And, just so that were on the same page, I’m talking

    關於《最終幻想II》的口頭禪而且為了讓我們的觀點一致 我說的是...

  • about the real II. Not the II you might know, on the SNES, which was actually IV. We gave

    關於真正的II。不是你可能知道的SNES上的II,實際上是IV。我們給了

  • up that pretense back in ‘97. Get with the times, folks. This is Final Fantasy II, released

    在97年的時候就開始假裝了與時俱進吧 夥計們這就是《最終幻想II》

  • just 365 days after the original Final Fantasy, and initializing the complaints ofIf it’s

    就在《最終幻想》原作的365天后,並初始化了 "如果是

  • Final, why are there two ofem?” Did you honestly think Square was going to let

    決賽,為什麼有兩個人?"你真的以為Square會讓... ...

  • this now-very-recognizable name go to waste? Of course not.

    這個現在非常知名的名字被浪費了嗎?當然不會

  • II represents the seriesmovement from a D&D-style party, where you begin the game

    II代表著該系列從D&D風格的派對,你開始遊戲的時候

  • by tailoring the classes of your team, to a new, strange, classless system where proficiency

    通過為你的團隊量身定製班級,到一個新的、奇怪的、無等級的系統,其中熟練度

  • is determined by repetition. Use an axe, and youll improve your axe attacks. Take damage,

    是由重複性決定的。使用斧頭,你會提高你的斧頭攻擊。受到傷害。

  • and youll get more HP. Cast magic, and the magic and your MP will improve. On the

    你就會得到更多的HP。施放魔法,魔法和你的MP會提高。在

  • one hand, it’s a clever system, and allows for the most fluid character development this

    一方面,這是一個聰明的系統,並允許最流暢的角色發展,這個

  • side of Final Fantasy XI. On the other hand, like XI, it often demands grinding and grinding

    方面的《最終幻想XI》。另一方面,和XI一樣,它也經常需要磨合和磨合

  • and grinding, and woe betide ye if you want to switch weapon focus halfway through the

    和磨練,如果你想在中途切換武器的重點,你就有禍了。

  • game.

    遊戲。

  • The plot concerns a rebel faction fighting off the incursions of an evil empire, and

    劇情講述的是一個反叛派對抗邪惡帝國的入侵,以及。

  • if that sounds a whole lot like Star Wars... well, it kinda is. Perhaps this very parallel

    如果這聽起來很像《星球大戰》的話... 嗯,確實有點像。也許這個非常平行的

  • is what lead to Enix’s Star Ocean franchise taking its inspiration from Star Trek, thus

    是導致艾尼克斯的《星際海洋》特許經營權從《星際迷航》中獲得靈感的原因,是以。

  • creating an apt rivalry... only to be quelled by the merger of the two companies. In a unique

    創造了一個合適的競爭... ...只是被平息了兩個公司的合併。在一個獨特的

  • innovation for the series, and one which I believe shouldve been carried into further

    該系列的創新之處,我相信應該會被進一步延續下去。

  • installments, some keywords in your conversations with NPCs will be highlighted. These terms

    分期,你與NPC對話中的一些關鍵詞將被突出顯示。這些詞

  • can be learned, and then suggested to other NPCs elsewhere in the game to change dialog

    可以學習,然後建議遊戲中其他地方的NPC改變對話方式

  • paths, utter passwords, or ask for additional information relevant to a particular subject.

    路徑,說出密碼,或詢問與特定主題相關的其他資訊。

  • It’s a slick system... shame we haven’t seen it again.

    這是個狡猾的系統... 可惜我們沒有再看到它。

  • Much like its predecessor and companion in this Final Fantasy Origins version, II comes

    在這個《最終幻想起源》的版本中,和它的前輩和同伴一樣,《II》也是如此。

  • equipped with a dynamically-updating bestiary, a spiffy new CGI intro trailer, and a bevy

    裝備了一個動態更新的獸譜,一個全新的CGI介紹預告片,以及一系列的。

  • of Yoshitaka Amano concept art. This augments redesigned sprites and artwork, richer backgrounds,

    的天野義孝概念圖。這增強了重新設計的精靈和藝術品,更豐富的背景。

  • and a remastered soundtrack that’s par for the course in the FFO package. At the time

    以及重製版的背景音樂,這在《FFO》的包裝中是順理成章的。在當時

  • of its PS1 release, this was the only way to get your hands on Final Fantasy II in English.

    的PS1版本,這是唯一的方式來獲得你的手在英語的最終幻想II。

  • Granted, since that time, weve seen remakes on the GBA, PSP, and iOS devices, making it

    誠然,從那時起,我們已經在GBA、PSP和iOS設備上看到了重製版,使之成為了

  • no longer the rarity it once was.

    不再是以前的稀罕物。

  • But let’s not look past II’s most significant contributions to the series: Chocobos and

    但我們不要看過去二世對該系列最重要的貢獻。Chocobos和

  • Cid. Yes, those big, hulking, often-flightless overgrown canaries got their start right here,

    希德是的,那些大塊頭,笨重的,經常不飛的雜草叢生的金絲雀就是從這裡開始的。

  • though their role in the game is primarily as a convenient means of escape. Cid, on the

    雖然他們在遊戲中的作用主要是作為一種方便的逃學生手段。希德,在

  • other hand, is exactly the airshipmeister you’d expect him to be, bouncing your protagonists

    另一方面,正是你期望他成為的飛船師,彈跳你的主角

  • all over the world (for a fee, of course). I mentioned recently that no one ever really

    世界各地(當然是收費的)。我最近提到,從來沒有人真正

  • references FFII, and while that’s most often the case (except for outliers like IX and

    參考FFII,雖然這是最常見的情況(除了像IX和

  • XIII-2), perhaps the reason is because these classic Final Fantasy elements, by nature

    XIII-2),也許是因為這些經典的《最終幻想》元素,本質上是

  • of their very existence, are a permanent callback to one of those games that kinda just fell

    他們的存在,是一個永久的回調 這些遊戲之一,有點只是下降。

  • by the wayside.

    旁觀者清

I had a wealth to say about Final Fantasy, mostly because it was one of the great last-ditch

我對《最終幻想》有很多話要說 主要是因為它是偉大的最後的努力之一。

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