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We grill Capcom’s legendary game designer on Xbox 360 titles Dead Rising and Lost Planet
Microsoft made a lot of noise about certain Japanese developers signing up to make games for the Xbox 360, and while Sakaguchi and Mizuguchi’s involvement got us excited there was one big name that we were particularly chuffed to see.
That name was Keiji Inafune. Having worked on the Megaman, Street Fighter, Resident Evil and Onimusha series during his time at Capcom, Inafune is a true game industry legend - and now he’s turning his talents to Xbox 360.
Inafune has two games in development for Xbox 360: Stunning zombie game Dead Rising and recently-announced third-person shooter Lost Planet. Dead Rising takes Inafune’s evident love for the undead to the extreme, looking you in a shopping mall with millions of shufflers and introducing a new comedic twist to the usually po-faced survival horror genre.
And Lost Planet is a futuristic shooter set on the frozen wastes of a mysterious planet. It merges on-foot and vehicle combat with plenty of big, scary aliens, and even introduces some new gameplay elements like ensuring you’re aware of the outside temperature - brrrr.
We recently had the pleasure of chatting to Keiji Inafune as he demoed Dead Rising and Lost Planet at a Capcom event in Las Vegas (tough job but somebody has to blah blah blah). Enjoy.
Let’s start with Dead Rising. Capcom’s zombie games in the past have been quite serious and often very scary, but Dead Rising has a more comedic tone. Why did you decide to make that change?
Keiji Inafune: Already we are making Resident Evil 5, so we’re going to have a serious zombie game too. But look at zombie movies. They’re not all deadly serious - there are comedy zombie movies, even romantic zombie movies! I think comedy is one of the few areas where games have been successful. It’s always been tough to make and sell a comedy game. But I think it’s important now as we move to a new piece of hardware that we try different genres, different ways of playing and engaging with a game. It’s up to us to be original and that’s why I made the choice. I’ll be delighted if people enjoy playing the game, which is the most important thing, but also find it funny.
Dead Rising’s lead character Frank has a very distinct look, almost like a wrestler. How did that look come about?
Keiji Inafune: We wanted to make Frank look like a very normal person, the everyman. We didn’t want him to be a super cool police officer or military man trained to snipe zombies. I’ve had enough of those cool, well-trained characters in the past and I think it’s all a bit boring. We were thinking about what a real person would do if he was stuck in this situation. But if he was too skinny then the zombies would just eat him, so we needed to make him quite strong. A lot of normal Americans are quite heavily built, perhaps they lift weights and work out, or maybe they played American football at college, so that’s the kind of character we wanted to aim for.
Dead Rising’s killer next-gen feature is the amount of zombies milling around. What’s Lost Planet’s big feature that sets it apart as a next-gen game?
Keiji Inafune: With Lost Planet was to make sure it had great online modes and really beautiful graphics. When you see the game running at hi-def on one of these big screens, it really does look amazing. In Dead Rising our focus was to get as many zombies as possible on screen at one time so we didn’t make each zombie look as beautiful - or ghastly! - as we could. In Lost Planet, however, you’ll see that each enemy is beautiful, and the winter environments look stunning. As for the online modes, we’ve worked hard to make sure there are lots of Xbox Live features that take advantage of the system.
Are Lost Planet’s beautiful visuals superficial or can you interact with and destroy the environment?
Keiji Inafune: There are lots of areas in Lost Planet where you can interact with the environment. You can create avalanches if you shoot at snowpacks, you can shoot out windows and damage buildings, so there will be a certain amount of strategy in how you interact with an manipulate the background. However, we wanted to retain a certain amount of reality and to blow up everything is not very realistic! So you can shoot out chunks of buildings, but they won’t just come crashing down. The same thing applies in Dead Rising - you can pick up certain objects, but not everything. For us it’s important to keep some sense of structure otherwise everything is too open, and that’s not much fun.
We’ve noticed a temperature reading on the screen in Lost Planet. How does this affect gameplay?
Keiji Inafune: The different mechs, or Vital Suits (VS) as we call them, all require thermal heat energy as power, so depending on the temperature you’ll need to use more or less power to keep your Vital Suit going. The temperature does directly influence how you play the game - the colder it is the more energy your VS requires, but if its warm then that’s less of a problem. If you’re in a particularly cold environment you’re under more pressure because you have to fight your way out quickly, otherwise you’ll run out of energy and you won’t be able to use your VS any more. And if you don’t have a VS you have to be on foot, which is a huge disadvantage if you come up against an enemy VS or creature.
Dead Rising is clearly inspired by zombie films like Dawn of the Dead and Braindead. Was Lost Planet inspired by any movies?
Keiji Inafune: There are a lot of cinematic influences in Lost Planet. If you look at the creature design I’m sure you will recognise some features from the monsters in Starship Troopers. Some of the combat and the way the enemies attack is based on Aliens. I’m also a huge fan of John Carpenter and his movie The Thing, so that ties in loosely with the plot of the game. Some of the VS designs are based on Japanese anime like Appleseed. So we’ve taken inspiration from a lot of different areas.
We’ve noticed some familiar looking landmarks when we’ve seen Lost Planet, particularly something that looks like the Arc de Triomphe in Paris. Is the Lost Planet actually Earth?
Keiji Inafune: Ha! That’s going to be one of the big plot twists in the story. I’m not going to give too much away, because I’d rather that you played the game and discovered for yourself exactly what the planet is.
Many thanks for your time Mr Inafune!.
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以下为我的原创翻译,第一次翻译,有何不妥欢迎指出!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
我们&盘问&了《丧尸围城》和《失落的星球》的capcom传奇游戏制作人(稻船敬二)。
& &微软先前放出了许多确保日本游戏开发者为XBOX360开发游戏的言论,在Sakaguchi和Mizuguchi的
加入使我们兴奋时,我们很高兴看到了另一个名字。
& &这个名字就是稻船敬二。在capcom他制作了洛克人、街头霸王、生化危机和鬼武者系列,稻船是
一个不折不扣的游戏业界传奇------现在,他把他的才能转移到了XBOX360上。
& &在XBOX360上稻船有两个正在开发的游戏:惊恐丧尸游戏《丧尸围城》和刚刚公布的第三人称射击
游戏《失落的星球》。《丧尸围城》把稻船对不死物(丧尸)狂热的爱好发挥到了极致:你在满是拖着
脚走路丧尸的商城中(进行游戏)并且在这个本该是冷峻的生存恐怖游戏中加入了一些新兴的喜剧纠缠
& &《失落的星球》是设置在一个神秘星球的冰冻垃圾堆(?)上展开的未来派射击游戏。它将与巨大的、
恐怖的异型生物步行战斗和车械战斗融合在了一起,并且加入了一些新奇的游玩元素如确保你要在意
室外温度--brrr。
& &在拉斯维加斯capcom游戏日上稻船敬二演示了《丧事围城》和《失落的星球》,所以近期我们有幸
和他作了一次访谈。(是艰苦的工作但是有人要废话(这句什么意思??求达人))。开始了:
让我们从《丧尸围城》开始。capcom的丧尸游戏过去一直很严肃并且十分惊恐,但是《丧尸围城》有一些
喜剧风格。你为什么要作这种改变呢?
-稻船敬二:我们现在确实在做《生化危机5》,所以我们也会有严肃的丧尸游戏。但是看看一些丧尸电影。
它们并不都是一贯的严肃---有喜剧丧尸电影,甚至是浪漫丧尸电影!我认为喜剧是众多游戏成功的领域
之一。做好并卖好一个喜剧游戏常常是很艰难的。但是我认为由于我们转换了硬件平台,尝试一些新的游
戏以及一些新的玩和处理游戏的方法是很重要的。我们需要原创且这就是我做这个选择的原因。如果玩家
喜欢玩游戏我将会十分高兴,这是最重要的,同时我也觉得这很有趣。
《丧尸围城》的主角Frank有一个十分有个性的形象,很像一个摔跤手。这个形象是怎样产生的?
-稻船敬二:我们希望把Frank做得像一个十分正常的人,一个十足的人。我们不想让他变成一个超级酷的
警官或一个训练有素的军人以此去阻击丧尸。我们之前已经有了那些酷的、训练有素的角色,同时我觉得
(这些风格)有些乏味.我们在考虑如果一个真正的人困于这种环境会怎么做。但是如果他太弱小的话丧尸就
会轻易把他吃掉,所以我们需要把他做的强壮一些。许多美国人都经过很强的(身体)塑造,也许他们刻意
增加体重(?)并且进行高强度工作(?),又或许他们在大学玩过美式足球,那就是我们想要塑造的角色。
《丧尸围城》的次世代杀手锏要素是出现大量的丧尸,那《失落的星球》会使用什么来证明它是次世代游戏
-稻船敬二:对于《失落的星球》而言,毫无疑问我们将让他拥有极强的网络模式和真正漂亮的画面。当你
看到这个游戏以高清模式运行于那种大屏幕时,你将会感到十分的不可思议(惊艳)。在《丧尸围城》中我们
把精力集中于让屏幕同时显示尽可能多的丧尸,所以我们没有将每一个丧尸都做得尽可能的漂亮---惨白。
对于《失落的星球》,然而,你将会看到每个敌人都很漂亮,并且冬季的环境看上去将会使人晕眩(很华丽)。
对于网络模式,我们努力确保让众多的XBOX LIVE要素为它提供优势。
那么《失落的星球》那漂亮的画面仅仅是停留在表面上还是可以对它进行互动或者去破坏(游戏中的)环境呢?
-稻船敬二:在《失落的星球》中有许多可以让你与环境互动的区域。如果射击积雪那你就可以制造雪崩,
你可以射向窗外并且毁坏建筑,因此将会有许多要你熟练运用互动环境的战术安排。然而,我们希望在保
留一定程度真实(物理上的--译者注)场景的同时加入一些并非完全真实的要素。所以你可以打坏庞大的建
筑,但是它们并不会彻底倒塌。在《丧尸围城》中我们也提供了相同的理念---你可以举起一定数量的物体,但
是不是所有物体。因为保持一定的建筑格局是很重要的,否这将会太过开放(空旷,如果你把建筑打完就很
空旷了--译者注),这样将不那么有趣了。
在《失落的星球》中我们注意到了屏幕上的温度读数。这将会在游戏中起什么作用?
-稻船敬二:我们管它们(游戏中的装甲武器--译者注)叫做不同机械化部队,或者说生命装甲(VS),他们需
要热能来提供能量,所以你要用多少动力来使装甲运转将取决于温度。温度将会直接影响你游玩的过程--
(周围--译者注)温度越低装甲将需要更多的能量供给,反之则需要较少的能量。如果你处于一个较冷的环境,
那么你将会感到更大的压力,因为你需要尽快打开出路,否则你将会耗尽能量以至于再也不能用你的VS了。
你如果没有VS那就意味着只能徒步行进,如果这时你遇到了敌人的VS或者敌对生物的话就将会十分棘手。
《丧尸围城》明显是从丧尸电影如Dawn of the Dead和Braindead中获得灵感的,那么《失落的星球》也是
从电影中获得灵感的吗?
-稻船敬二:《失落的星球》中有许多来自电影的影响。如果你看到了其中怪物的设计,那你就会注意到一
些来自电影Starhip Troopers中怪物的特征。一些打击场面和敌人的攻击方式是基于Aliens的。我本人是
一个Jon Carpenter和他的电影The Thing的忠实fan,因此一些游戏中的情节与它有着某些联系。一些VS
的设计则是基于日本动画片《苹果核战记》。所以我们是从许多领域得到灵感的。
当看到《失落的星球》时我们注意到了一些熟悉的路标,特别是某些东西很像巴黎的Arc de Triophe(?)。
那么游戏是发生在地球吗?
-稻船敬二:哈!那将会是故事中最大的情节纠缠(情节悬念?---译者注)之一。关于这方面我不准备透露
太多,因为我想让你玩过之后自己探索这究竟是什么星球。
非常感谢您给我们的宝贵时间,稻船先生。
☆◎King of the Pop◎☆
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Thank you! Nice translation! ^_^
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这游戏不错~~~~
什么叫专业?
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我们&盘问&了我们&盘问&了
IER -- 邪恶?喧哗?内行
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只看好僵尸围城...................
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丧尸围城不错,可惜本人不敢兴趣。
失落的星球的游戏方式本人很感兴趣。可是看见男主角就想吐。
他朝?忘?水?
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超期待这2个游戏啊,希望360赶快出D~
谢谢楼主出色的翻译!!~~
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