2013–2016 · 3DS / 全球同步与立体世代 Game Informer 2014年02月14日

[访谈翻译] Game Informer 独家专访增田顺一:《宝可梦 X·Y》全景事后解密与宝可友友乐诞生

原文:Kyle Hilliard (Game Informer) 译者:Poke Amice Studio 受访:增田顺一
Archive record

档案记录

Date
2014.02.14
Source
Game Informer Issue #250 Unabridged Feature
People
增田顺一
Game / Work
未标注
Page
未标注
Language
en
Status
published
模式
氛围

2014 年 2 月,Game Informer 刊发第 250 期《宝可梦 X·Y》全景事后专访未删节完整版(Unabridged)。总监增田顺一深度解密了卡洛斯地区的诸多剧情未解之谜与技术抉择:巴拉法姆香殿烟花夜会中与莎娜(Shauna)的微恋爱心动感营造、三千年前古大战与 AZ 国王身高超过 2.7 米的生命能量辐射起源、超级进化(Mega Evolution)与超级超梦的双形态设定、为抑制龙系过强而创立妖精属性的平衡哲学、大地图关闭裸眼 3D 以保障最佳画质帧率的考量,以及增田顺一最喜爱的系统——与火狐狸亲密互动的‘宝可友友乐’(Pokémon-Amie)诞生过程。

Source shelf

原始资料

[访谈翻译] Game Informer 独家专访增田顺一:《宝可梦 X·Y》全景事后解密与宝可友友乐诞生

图像作为阅读入口保留;正文仍以可检索、可对照的文字档案为主。

访谈阵容
Transcript / Parallel reading

逐段译读

编辑部 受访
1 编辑部

原文

[This feature originally appeared abridged in Game Informer issue #250.]

译文

[本文最初以删节版形式刊登于《Game Informer》第250期。]

编辑部 受访
2 编辑部

原文

The latest core entry in the Pokémon franchise is the biggest step forward the series has taken in many years. It’s a huge game with a newly realized 3D world and 3D Pokémon, and it’s full of mystery in both its plot and its development. We spoke with series producer Junichi Masuda about the difficulties of taking Pokémon in this new direction, as well as questions about the plot, general Pokémon lore, and what’s going on with Klefki and Espurr.

译文

宝可梦系列的最新正统续作是多年来该系列迈出的最大一步。这是一款庞大的游戏,拥有全新呈现的3D世界和3D宝可梦,其剧情和开发过程都充满了神秘感。我们采访了系列制作人增田顺一,探讨了将宝可梦带入这一新方向所面临的困难,以及关于剧情、宝可梦总体设定、钥圈儿和妙喵的相关问题。

增田顺一 受访
3 增田顺一

原文

When this feature appeared in the February issue of the magazine, we cut a number of questions in order to save space. Below, you will find the full interview.

译文

当这篇报道刊登在杂志二月刊时,为了节省篇幅,我们删减了一些问题。下面,您将看到完整的访谈内容。

提问 提问
4 提问

原文

There are hints of a romance between the player character and Shauna, especially during the fireworks scene, did this romance angle come from the fact that Paris is the city of love? Or would you like future Pokémon games to include more of a love story?

译文

玩家角色与莎娜之间有一些浪漫的暗示,尤其是在烟花场景中。这个浪漫角度是源于巴黎是“爱情之城”这一事实吗?还是您希望未来的宝可梦游戏包含更多爱情故事?

增田顺一 受访
5 增田顺一

原文

Yes, with France being the basis for the region, I wanted to implement some elements of romance with Shauna when playing as a boy and express a deep friendship when playing as a girl. For example, when running through the forest early in the game, Shauna will stay behind the player. We did this to express that Shauna is interested in the player. The fireworks scene also expressed Shauna and the player becoming closer to each other – going from just having met, to becoming friends, to becoming very close friends.

译文

是的,由于该地区以法国为原型,我想在扮演男孩时加入一些与莎娜的浪漫元素,而在扮演女孩时则表达深厚的友谊。例如,在游戏早期穿越森林时,莎娜会走在玩家身后。我们这样做是为了表达莎娜对玩家感兴趣。烟花场景也表达了莎娜与玩家彼此变得更加亲近——从初次见面,到成为朋友,再到成为非常亲密的朋友。

增田顺一 受访
6 增田顺一

原文

In the future, I think I may add more romantic elements if I can do it in a fun way. However, I don’t think I want to take it in a direction that shows people fighting or a relationship falling apart. Doing that would take too much of the focus off of catching Pokémon! (laughs)

译文

未来,如果我能以有趣的方式呈现,我想我可能会加入更多浪漫元素。但是,我不希望朝着展现人们争吵或关系破裂的方向发展。那样做会过多地分散捕捉宝可梦的焦点!(笑)

提问 提问
7 提问

原文

What was the inspiration for Team Flare’s evil objective and the character of Lysandre?

译文

闪焰队的邪恶目标和弗拉达利这个角色的灵感来源是什么?

增田顺一 受访
8 增田顺一

原文

The idea for Lysandre came up when I was working on AZ’s character settings. He’s a person who thought AZ’s ultimate weapon was brilliant and became obsessed with it. However, he’s more obsessed with what he could do with the weapon than what the reason for its creation was originally. I wanted to express how terrifying obsession can be with this character.

译文

弗拉达利的想法是在我设计AZ的角色设定时产生的。他认为AZ的最终兵器很出色,并对此着迷。然而,他更着迷于能用这件武器做什么,而不是它最初被创造的原因。我想通过这个角色表达执念有多么可怕。

增田顺一 受访
9 增田顺一

原文

In Pokémon Black Version and Pokémon White Version, Team Plasma’s philosophy had a bit more of a serious tone to it. With Team Flare, I wanted to separate them from some kind of philosophy and make them a bit more goofy and funny.

译文

在《宝可梦 黑/白》中,等离子队的理念带有更严肃的基调。而对于闪焰队,我想让他们脱离某种哲学,使其更滑稽有趣一些。

提问 提问
10 提问

原文

The legacy of this gigantic war that raged 3,000 years ago is important to the story of the game. Was this inspired by the impact of World War II on France today?

译文

三千年前那场大战的遗产对游戏故事很重要。这是否受到二战对当今法国影响的启发?

增田顺一 受访
11 增田顺一

原文

It was not inspired by those events. It came from my desire for war and terrorism to vanish from the world. By showing the war that transpired in ages long past, I wanted the player to think about war. The fact that the same events may occur all over again – I wanted to leave that decision in the player’s hands. What I wanted to tell them was, “Don’t leave it up to others to change things – you have to be the one to enact change.”

译文

并非受那些事件启发。它源于我希望战争和恐怖主义从世界上消失的愿望。通过展示远古时代发生的战争,我希望玩家思考战争。同样的事件可能再次发生——我想把这个决定权交给玩家。我想告诉他们的是:“不要指望别人去改变,你必须成为那个推动改变的人。”

提问 提问
12 提问

原文

The exact details of the war and its impact on the world of Pokémon are ambiguous. Will we ever learn more about what transpired during that war?

译文

战争的细节及其对宝可梦世界的影响是模糊的。我们是否会了解更多关于那场战争期间发生的事情?

增田顺一 受访
13 增田顺一

原文

The war was a clash between two different countries. People treated Pokémon with special powers as mere tools in their conflict. They gathered lots of Pokémon and Pokémon with unique powers. This long conflict was drawn out and many lives were lost. In order to emerge victorious, the soldiers believed that they needed even more powerful Pokémon. AZ loved his Pokémon, which he had received from his late mother, but it was forcefully taken from him by the soldiers. His Pokémon ended up becoming just another sacrifice in the war. Distraught with grief, AZ began work on his machine. Little did he know that his creation would bring great sorrow to the world.

译文

这场战争是两个不同国家之间的冲突。人们将拥有特殊力量的宝可梦仅仅视为冲突中的工具。他们聚集了大量宝可梦和拥有独特力量的宝可梦。这场漫长的冲突旷日持久,许多生命逝去。为了取得胜利,士兵们相信他们需要更强大的宝可梦。AZ深爱着他已故母亲给他的宝可梦,但它被士兵强行夺走。他的宝可梦最终成为战争中的又一个牺牲品。悲痛欲绝的AZ开始制造他的机器。他万万没想到,他的创造会给世界带来巨大的悲伤。

增田顺一 受访
14 增田顺一

原文

Read on for details on the immortal character AZ to find out why he’s so tall.

译文

继续阅读,了解不朽角色AZ的细节,找出他为何如此高大。

[访谈翻译] Game Informer 独家专访增田顺一:《宝可梦 X·Y》全景事后解密与宝可友友乐诞生
提问 提问
16 提问

原文

The giant man named AZ was a surprising addition to the story of the game. Was everybody from 3,000 years ago on the Pokémon planet as big as him? What story was the team trying to express by including this character?

译文

游戏中加入名为AZ的巨人是个令人意外的设定。三千年前宝可梦世界的人都是像他那么巨大吗?团队加入这个角色想表达怎样的故事?

增田顺一 受访
17 增田顺一

原文

AZ used a machine to bring his beloved Pokémon back to life. By doing so, he gave his Pokémon eternal life, and he was also affected by this. Part of that was him turning into a giant and still living even after 3,000 years have passed. However, unlike his Pokémon, he still grew old. Was living so long a good thing for AZ? Was using the machine to give his Pokémon eternal life a good thing? I wanted to express these things as well as as the differences between the encounters and losses that we experience in our lives compared to what AZ feels about the encounters and losses he has experienced over 3,000 years. However, what I most wanted to express with this character was the bonds between people and Pokémon.

译文

AZ使用机器让他心爱的宝可梦复活。这样做赋予了他的宝可梦永恒的生命,而他也受到了影响。其中一部分就是他变成了巨人,并且在三千年后依然活着。然而,与他的宝可梦不同,他仍然会衰老。对AZ来说,活这么久是好事吗?使用机器赋予他的宝可梦永恒的生命是好事吗?我想表达这些,也想表达我们生活中经历的相遇与失去,与AZ在三千年来所感受到的相遇与失去之间的差异。然而,我用这个角色最想表达的是人与宝可梦之间的羁绊。

提问 提问
18 提问

原文

Fans have read into some of the dialogue from travelers in the game as being hints of an upcoming Ruby/Sapphire remake. Do you care to comment?

译文

粉丝们从游戏中旅行者的某些对话中解读出即将推出《红宝石/蓝宝石》重制版的暗示。您能对此发表评论吗?

增田顺一 受访
19 增田顺一

原文

Travelers play the role of characters who have come from other regions. We put them in the game to make sure people know that the new region is connected with the rest of the world.

译文

旅行者扮演着来自其他地区的角色。我们将他们放入游戏中,是为了让人们知道新地区与世界其他地方是相连的。

提问 提问
20 提问

原文

In our Pokemon’s Burning Questions interview in 2012, you said “Humans are definitely separate from Pokémon. The way you think about it is different than how we think about animals in relation to humans on Earth.” But then in Pokémon X&Y a character says, “They say that in the ancient days, man and Pokémon were the same.” I’m curious if you and the team changed your mind on this topic.

译文

在2012年我们的“宝可梦灼热问题”采访中,您曾说:“人类与宝可梦绝对是分开的。您对此的思考方式不同于我们在地球上思考动物与人类关系的方式。”但在《宝可梦 X/Y》中,一个角色说:“据说在古代,人类和宝可梦是一样的。”我很好奇您和团队是否在这个话题上改变了想法。

增田顺一 受访
21 增田顺一

原文

This is simply showing a different way of thinking from a past era. In ancient times, like in the myths and legends we put in the Diamond and Pearl games, it was said that Pokémon were the same as humans. However, I like to think of Pokémon as mysterious creatures – they’re closer to humans than dogs or cats that people might keep as pets.

译文

这只是在展示过去时代的一种不同思维方式。在古代,就像我们在《钻石/珍珠》游戏中加入的神话和传说那样,据说宝可梦与人类是一样的。然而,我更倾向于认为宝可梦是神秘的生物——它们比人们可能饲养的狗或猫更接近人类。

提问 提问
22 提问

原文

Occasionally in the game, most notably in Lumiose City, the camera’s perspective shifts to rest behind the character’s head. Is the team interested in trying to keep this closer perspective throughout an entire game in the future? Or do you see the overhead cameras as a key component of the Pokémon experience?

译文

在游戏中,尤其是在密阿雷市,偶尔会切换摄像机视角,从角色背后拍摄。团队是否有兴趣在未来整个游戏中保持这种更近的视角?还是您认为俯视视角是宝可梦体验的关键组成部分?

增田顺一 受访
23 增田顺一

原文

The overhead view makes it easier for players to be able to understand where they should go based off where their character is in the world in relation to where the grass is positioned. It makes it easier to know, for example, where you need to stand to get seen by another Trainer, or what the shortest route through a patch of grass would be. We implement the overhead camera more for gameplay reasons rather than for any visual reason.

译文

俯视视角让玩家更容易根据角色在世界中的位置以及草丛的位置来判断应该去哪里。例如,更容易知道你需要站在哪里才能被其他训练家看到,或者穿过一片草丛的最短路线是什么。我们采用俯视视角更多是出于游戏性的考虑,而不是视觉上的原因。

提问 提问
24 提问

原文

Which Pokémon proved to be the most difficult to take from a 2D sprite to a 3D model? Were any Pokémon’s inclusions removed because it didn’t seem like they would work as 3D models?

译文

哪些宝可梦从2D图像转换为3D模型时最为困难?有没有因为看起来不适合做成3D模型而删减某些宝可梦?

增田顺一 受访
25 增田顺一

原文

We’ve never decided not to create a Pokémon because it was difficult to make it work as a 3D model. However, some Pokémon that do special things, like the Mega Evolved Gengar, were very difficult to make–not just the 3D modeling, but also the programming involved to make them work in battles.

译文

我们从未因为某只宝可梦难以做成3D模型而决定不制作它。然而,一些有特殊表现的宝可梦,比如超级进化的耿鬼,制作起来非常困难——不仅是3D建模,还包括让它们在战斗中正常运作的编程。

提问 提问
26 提问

原文

The new 3D battles look fantastic, but I’m curious why the Pokémon still have the circular patch of grass or land underneath them? Is there a technical reason for keeping this remnant from the past?

译文

新的3D战斗看起来很棒,但我很好奇为什么宝可梦脚下仍然有圆形的草丛或地面?保留这个过去的遗留物有什么技术原因吗?

增田顺一 受访
27 增田顺一

原文

From a technical point of view, it would be easier not to have the circular patches. We use them as a way to express the space in which Pokémon exist. For example, it would look really strange to have Pokémon standing on top of the water without them.

译文

从技术角度来看,去掉圆形地面反而更容易。我们用它来表现宝可梦所在的空间。例如,如果没有这些圆形地面,宝可梦站在水面上会显得很奇怪。

提问 提问
28 提问

原文

The game launched the same day as the 2DS and the majority of the game is not in stereoscopic 3D. Was this a technical limitation? Or was it designed this way to lessen eyestrain for children and young fans?

译文

游戏与2DS同一天发售,但游戏大部分内容并不支持立体3D。这是技术限制吗?还是为了减轻儿童和年轻玩家的眼睛疲劳而这样设计的?

增田顺一 受访
29 增田顺一

原文

One of the themes we wanted to express in Pokémon X and Pokémon Y was “beauty,” so we wanted to use the 3DS’s rendering capabilities to their fullest, to focus on that aspect. By doing so, I think we were able to create some very impressive settings.

译文

我们在《宝可梦 X》和《宝可梦 Y》中想要表达的主题之一是“美丽”,因此我们希望充分利用3DS的渲染能力来专注于这一方面。通过这样做,我认为我们创造了一些非常令人印象深刻的场景。

[访谈翻译] Game Informer 独家专访增田顺一:《宝可梦 X·Y》全景事后解密与宝可友友乐诞生
增田顺一 受访
31 增田顺一

原文

Also, one of the cool things about the 3DS is that you don’t need special glasses to see the stereoscopic 3D effect. It’s not like in a movie theater, where you would need to put on 3D glasses if the scene were to switch to 3D midway. This feature of the 3DS allowed us to use the stereoscopic 3D effect at specific moments in the game where we felt it would be particularly effective.

译文

另外,3DS的一个很棒的特点是,你不需要特殊眼镜就能看到立体3D效果。这不像在电影院里,如果场景中途切换到3D,你需要戴上3D眼镜。3DS的这个特性让我们能够在游戏中我们觉得特别有效的特定时刻使用立体3D效果。

提问 提问
32 提问

原文

What were the discussions like behind the new approach to sharing experience this time around? Some have argued that this item makes the game too easy. Did you have to make an effort to balance the game for both players that used it and those that didn’t?

译文

这次关于分享经验的新方法,背后的讨论是怎样的?有些人认为这个道具让游戏太简单了。你们是否努力在使用了该道具和未使用该道具的玩家之间平衡游戏?

增田顺一 受访
33 增田顺一

原文

There are so many Pokémon living in the Kalos region, you can encounter a different Pokémon just about every time you go into the tall grass. We wanted players to try raising lots of Pokémon, which is why we changed how the Exp. Share item worked. Of course, we also made it so players could turn off the Exp. Share and still enjoy the game if they wanted to.

译文

卡洛斯地区生活着许多宝可梦,你几乎每次进入草丛都能遇到不同的宝可梦。我们希望玩家尝试培养许多宝可梦,这就是我们改变学习装置道具工作方式的原因。当然,我们也让玩家可以关闭学习装置,如果他们愿意的话,仍然可以享受游戏。

增田顺一 受访
34 增田顺一

原文

For more answers from Masuda, including his personal choice of starters and details on Klefki and what Espurr has seen to affect his facial expressions, head to page two.

译文

更多增田的解答,包括他个人对初始宝可梦的选择、钥圈儿的细节以及妙喵的表情变化,请翻到第二页。

提问 提问
35 提问

原文

Do you worry the small number of Mega Evolutions will limit competitive Pokémon in official tournaments? Do you see Mega Evolutions as a mainstay of the series moving forward?

译文

你是否担心超级进化的数量较少会限制官方锦标赛中的对战宝可梦?你认为超级进化会成为该系列未来的主打吗?

增田顺一 受访
36 增田顺一

原文

Because the Pokémon needs to use its held item slot for the Mega Stone that is required to trigger Mega Evolution, I don’t think it will represent a huge advantage in competitions. The 2014 Pokémon World Championships will take place in Washington D.C., and qualifying events are underway, so I’m excited to see how the games play out and decide what direction we want to take from there. I hope we get a lot of people to participate in the events.

译文

因为宝可梦需要使用其携带道具栏来装备触发超级进化所需的超级石,我认为这不会在比赛中带来巨大优势。2014年宝可梦世界锦标赛将在华盛顿特区举行,预选赛正在进行中,所以我非常期待看到比赛的结果,并决定我们未来要采取的方向。我希望有很多人参加这些活动。

提问 提问
37 提问

原文

What is the story behind the new Pokémon Klefki? Who’s idea was it and why did it make the cut?

译文

新宝可梦钥圈儿背后有什么故事?是谁的主意,为什么它能入选?

增田顺一 受访
38 增田顺一

原文

The base idea came from Ms. Ibe – one of our graphic designers. Since the Kalos region has a lot of history, we felt we could attach some story elements to a key design. The idea for Klefki came from thinking of old mansions and secret keys and such.

译文

基础想法来自井部女士——我们的一位图形设计师。由于卡洛斯地区历史悠久,我们觉得可以在钥匙设计上附加一些故事元素。钥圈儿的想法源于对古老宅邸和秘密钥匙等的思考。

提问 提问
39 提问

原文

Historically, your trainer’s father has been absent, but in Pokémon X&Y your father apparently purchased the computer that’s in your room for you. What is your father up to? And where are the fathers of the previous games?

译文

从历史上看,训练家的父亲一直缺席,但在《宝可梦 X·Y》中,你的父亲显然为你购买了房间里的电脑。你的父亲在做什么?前几代游戏中的父亲们又在哪里?

增田顺一 受访
40 增田顺一

原文

Wherever could they be? They’re probably off working somewhere, or maybe just having Pokémon battles? (laughs) It’s apparent that they are at least making enough money to buy the player’s character a computer! (laughs)

译文

他们会在哪里呢?他们可能在外面某个地方工作,或者只是在打宝可梦对战?(笑)很明显,他们至少赚了足够的钱给玩家角色买电脑!(笑)

提问 提问
41 提问

原文

In the Lumiose City art museum there’s a painting that looks like Red from Pokémon Red & Blue giving flowers to his mother. There are some people nearby that say they are from Kanto staring at the art mentioning how somebody they were traveling with really wanted to see this painting, but they are in the bathroom with stomach problems. The sign by the painting reads, “This masterpiece is a moving tribute to the artist’s departed mother.” Is this Red from the original Pokémon games? And did his mother pass away?

译文

在密阿雷市美术馆里有一幅画,看起来像是《宝可梦 红·蓝》中的赤红在给母亲送花。附近有一些人说他们来自关都地区,盯着这幅画,提到他们同行的某人非常想看这幅画,但那人因胃病在洗手间。画旁的标牌写着:“这幅逸品是对艺术家已故母亲的感人致敬。”这是原版宝可梦游戏中的赤红吗?他的母亲去世了吗?

增田顺一 受访
42 增田顺一

原文

What incredible imagination! I think that’s great. The tale about flowers is referring to Shaymin from the Sinnoh region. The guy who is stuck in the bathroom with stomach problems is actually a joke we put in about one of our graphic designers who came down with something while we were on location at the Louvre doing research for the game.

译文

多么惊人的想象力!我觉得很棒。关于花的故事指的是神奥地区的谢米。那个因胃病困在洗手间的人,其实是我们开的一个玩笑,关于我们的一位图形设计师,在卢浮宫实地考察为游戏做研究时突然生病了。

提问 提问
43 提问

原文

Is there any advantage to giving a tip to the camera man, or the story teller? I always offered a good tip, because I didn’t want them to think I was a jerk.

译文

给摄影师或讲故事的人小费有什么好处吗?我总是给不错的小费,因为我不想让他们觉得我是个混蛋。

增田顺一 受访
44 增田顺一

原文

Thanks for the tips! (laughs)

译文

谢谢你的小费!(笑)

增田顺一 受访
45 增田顺一

原文

I think we’ll be announcing what we wanted to do in regards to tips on the Pokémon Global Link or elsewhere soon.

译文

我想我们很快就会公布关于宝可梦全球连接或其他地方的小贴士方面的计划。

提问 提问
46 提问

原文

How long has Pokémon X&Y been in development? Had work already begun on the game while Black & White 2 were in development?

译文

《宝可梦 X·Y》开发了多长时间?在《黑2·白2》开发期间,这款游戏的工作是否已经开始?

增田顺一 受访
47 增田顺一

原文

Yes, the conceptual planning for Pokémon X and Pokémon Y began before Pokémon Black Version and Pokémon White Version were released. The idea for the game first arose around June of 2010. Then we spent 3 years developing the game, and – when you include the localization work – it ended up being a big project on which around 500 people were involved.

译文

是的,《宝可梦 X》和《宝可梦 Y》的概念规划始于《宝可梦 黑》和《宝可梦 白》发售之前。游戏的想法最初在2010年6月左右产生。然后我们花了3年时间开发这款游戏,如果包括本地化工作,最终这是一个大约500人参与的大项目。

提问 提问
48 提问

原文

The pacing of Pokémon X&Y is dramatically sped up compared to previous games. You have your first badge before you meet the Professor Sycamore. Can you talk about why that decision was made? Was there a fear that rookie players would be left behind?

译文

与前作相比,《宝可梦 X·Y》的节奏明显加快。在见到布拉塔诺博士之前,你就已经获得了第一枚徽章。能谈谈为什么做出这个决定吗?是否担心新手玩家会跟不上?

增田顺一 受访
49 增田顺一

原文

One thing that I can say is that people these days don’t have a lot of time. Kids today are overwhelmed with information and busy on social networks, blogs, etc. When considering the reality of the era, we wanted to make the games easy for new players to get into and also fun for players of previous games. The fact that you get your Pokémon from a group of friends you just met has a modern feel to it.

译文

我能说的一点是,如今人们没有太多时间。现在的孩子们被信息淹没,忙于社交网络、博客等。考虑到这个时代的现实,我们想让新玩家容易上手,同时也让老玩家觉得有趣。你从刚认识的朋友那里得到宝可梦这一事实,具有现代感。

增田顺一 受访
50 增田顺一

原文

Also, the professor being younger this time and the fact that he trusts the player and his or her friends kind of reflects modern times (in Japan these days, the relationship between teachers and students is more like a friendship than it was in the past).

译文

此外,这次教授更年轻,而且他信任玩家及其朋友,这多少反映了现代(在如今的日本,师生关系比过去更像是朋友关系)。

提问 提问
51 提问

原文

The Pokémon Espurr has become a popular internet meme with fans citing his vacant expression representing a troubled past. What happened to Espurr, or what did he see that made him so vacant?

译文

宝可梦妙喵已成为流行的网络梗,粉丝们认为它空洞的表情代表着一段困扰的过去。妙喵发生了什么,或者它看到了什么让它如此空洞?

[访谈翻译] Game Informer 独家专访增田顺一:《宝可梦 X·Y》全景事后解密与宝可友友乐诞生
增田顺一 受访
53 增田顺一

原文

I wonder what happened, too! (laughs) I’d like everyone to think about it. I’m not sure Espurr would be willing to talk about it even if we asked, though. (laughs)

译文

我也想知道发生了什么!(笑)我希望大家能思考一下。不过,即使我们问妙喵,我也不确定它是否愿意谈论这件事。(笑)

提问 提问
54 提问

原文

Why can’t you choose to wear no hat?

译文

为什么不能选择不戴帽子?

增田顺一 受访
55 增田顺一

原文

It’s a way to symbolize the player’s character. You can tell at a glance who it is because of the hat.

译文

这是象征玩家角色的一种方式。因为帽子,你可以一眼认出那是谁。

提问 提问
56 提问

原文

Will there ever be paid DLC for Pokémon X&Y where players will be able to purchase rare Pokémon or additional single-player content?

译文

《宝可梦 X·Y》将来会有付费DLC吗?玩家可以购买稀有宝可梦或额外的单人游戏内容?

增田顺一 受访
57 增田顺一

原文

While we won’t ever sell Pokémon, we do plan on releasing the Pokémon Bank as a downloadable 3DS application. With it, you’ll be able to bring over Pokémon from the previous games and also deposit up to 3,000 of your Pokémon in it.

译文

虽然我们绝不会出售宝可梦,但我们确实计划发布宝可梦银行作为3DS的可下载应用程序。通过它,你可以从之前的游戏中带入宝可梦,并且最多可以存放3000只宝可梦。

提问 提问
58 提问

原文

Who do you like to pick as your starters?

译文

你喜欢选择哪只初始宝可梦?

增田顺一 受访
59 增田顺一

原文

Fennekin, of course! I love playing with Fennekin in Pokémon-Amie!

译文

当然是火狐狸!我喜欢在宝可拍乐乐里和火狐狸一起玩!