[访谈翻译] THE PEOPLE BEHIND POKEMON
档案记录
- Date
- 2013.07.31
- Source
- THE PEOPLE BEHIND POKEMON
- People
- Pokemon.com, 增田顺一, 海野隆雄
- Game / Work
- 宝可梦
- Page
- 未标注
- Language
- en
- Status
- done
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Load Indicator2
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View Profile
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查看个人资料
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Tokens
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代币
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Play! Pokémon Opt in to Rankings!
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Play! Pokémon 选择加入排名!
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“ X ”
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“ X ”
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Flip over to view Pokémon
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翻转查看宝可梦
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集换式卡牌游戏高级积分
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Inbox Flip Gear
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收件箱 翻转齿轮
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Your Favorite Pokémon
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你最喜欢的宝可梦
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Drag a Pokémon to rearrange its position. When you’re done, click “save” or go to the Fun Zone to edit your 6 favorites!
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拖动宝可梦以重新排列其位置。完成后,点击“保存”或前往游乐区编辑你的6个最爱!
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Save!
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保存!
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Saving
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保存中
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Close Drawer
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关闭抽屉
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Join The Pokémon Trainer Club Now! Join Now!
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立即加入宝可梦训练家俱乐部!立即加入!
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Pokémon
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宝可梦电子游戏
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Online Pokédex
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在线宝可梦图鉴
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See All Games
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Video Game News
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Play! Pokémon
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宝可梦对战!
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FEATURED IN VIDEO GAMES:
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电子游戏精选:
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Pokémon Mystery Dungeon: Gates to Infinity
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宝可梦不可思议的迷宫:极大之门与无限迷宫
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Trading Card Game
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集换式卡牌游戏
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Pokémon Trading Card Game
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宝可梦集换式卡牌游戏
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TCG Home
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卡牌游戏首页
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TCG Expansions
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集换式卡牌游戏扩展包
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Pokémon TCG Online
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宝可梦集换式卡牌游戏线上版
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Trading Card Database
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集换式卡牌数据库
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TCG Strategies
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集换式卡牌游戏策略
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TCG News
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集换式卡牌游戏新闻
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Play! Pokémon
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宝可梦对战与活动
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FEATURED IN TCG:
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集换式卡牌游戏精选:
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Pokémon TCG: Black & White—Boundaries Freeze expansion
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宝可梦集换式卡牌游戏:黑·白—冰冻边界扩展包
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SEARCH THE TRADING CARD DATABASE:
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搜索集换式卡牌数据库:
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Animation
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动画
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Pokémon TV
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宝可梦TV
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Watch Pokémon TV Now!
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立即观看宝可梦TV!
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Upcoming Online Episodes
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即将上线的网络剧集
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Episode Encyclopedia
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剧集百科
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Pokémon TV News
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宝可梦TV新闻
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Watch Ash’s adventures in Unova on Pokémon TV!
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在宝可梦TV上观看小智在合众地区的冒险!
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Pokémon Movies
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宝可梦电影
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Movie Encyclopedia
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电影百科
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Pokémon the Movie: Kyurem vs. The Sword of Justice
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宝可梦电影:酋雷姆VS圣剑士
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Fun Zone
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游乐区
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Pokémon Fun Zone
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宝可梦游乐区
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Play Maractus’s Blooming Blossoms in the Pokémon Fun Zone!
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在宝可梦游乐区玩沙铃仙人掌的绽放花朵吧!
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Pokémon Fun Zone!
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宝可梦游乐区!
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Online Games!
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在线游戏!
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Trainer Builder
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训练家创建器
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Pokémon Trainer Store
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宝可梦训练家商店
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Cool Downloads
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酷炫下载
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Pokémon Trainer Club Spin
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宝可梦训练家俱乐部转盘
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News & Events
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新闻与活动
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Pokémon Global Link
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宝可梦全球连接
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Pokémon Trading Card Game Online
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宝可梦集换式卡牌游戏在线版
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Watch Pok#233;mon Online Now!
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立即在线观看宝可梦!
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The People behind the Pokémon
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宝可梦背后的创造者
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原文
01 Oct, 2012 in Video Games
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2012年10月1日 发布于电子游戏分类
原文
The Pokemon.com team sat down with two of the creators of the Pokémon Black Version 2 and Pokémon White Version 2 games.
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Pokemon.com 团队采访了《宝可梦 黑2》和《宝可梦 白2》的两位创作者。
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Junichi Masuda and Takao Unno have been deeply involved with the development of Pokémon video games for many years. Their understanding of the Pokémon universe and what goes into making a Pokémon game is unrivaled. Hear what they have to say about the new Pokémon games and much more.
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增田顺一和海野隆雄多年来一直深入参与宝可梦电子游戏的开发。他们对宝可梦世界的理解以及对制作宝可梦游戏所需要素的把握是无与伦比的。来听听他们对新宝可梦游戏以及其他更多话题的看法吧。
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P.Com: Thanks, Mr. Masuda and Mr. Unno, for spending some time with us. Give us a brief explanation of your jobs and what you do on a daily basis.
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P.Com:感谢增田先生和海野先生抽出时间接受我们的采访。请简要介绍一下你们的工作以及日常工作内容。
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Mr. Masuda: That’s difficult! Well, I’m the development manager at GAME FREAK. I’m involved in the management of the company. But on a smaller level, I work as a game director, I’m a music composer, and I develop a lot of the scenarios of the game and more detailed work. I’m not sitting at my desk very often—I’m usually running around the office or I’m participating in meetings! A lot of different things.
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增田先生:这个问题有点难回答!嗯,我是GAME FREAK的开发经理,参与公司的管理工作。但在更具体的层面上,我担任游戏总监,也是音乐作曲家,还负责游戏剧本的编写以及许多更细致的工作。我很少坐在办公桌前,通常是在办公室里跑来跑去,或者参加会议!要做的事情很多。
原文
Mr. Unno: As an art director, which is what I normally do, except for Pokémon Black Version 2 and Pokémon White Version 2 where I am the director, I’m involved in the general design direction for how to create Pokémon. I’m also involved in creating the 2-D and 3-D graphics, as well as the user interface for the games. I also design Pokémon myself.
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海野先生:我通常担任艺术总监,负责宝可梦的总体设计方向。同时我也参与2D和3D图形以及游戏用户界面的制作。我自己也会设计宝可梦。不过,在《宝可梦 黑2》和《宝可梦 白2》中,我担任的是总监一职。
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As the overall director of Pokémon Black Version 2 and Pokémon White Version 2 , I was more involved in the general design of the games and bringing everyone together to develop them.
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作为《宝可梦 黑2》和《宝可梦 白2》的总监,我更多地参与了游戏的整体设计,并协调大家共同开发。
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P.Com: I’ve played a little bit of Pokémon Black Version 2 , and it’s surprising how different these games feel from the outset than the first two games in Unova, from the look to the Pokémon you’ll encounter. They feel more original than, say, Pokémon Emerald does from Pokémon Ruby and Sapphire . Was this a particular point of emphasis during development?
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P.Com:我玩了一点《宝可梦 黑2》,令人惊讶的是,这两款游戏从一开始就与合众地区的前两款游戏感觉截然不同,无论是外观还是遇到的宝可梦。它们比《宝可梦 绿宝石》相对于《宝可梦 红宝石/蓝宝石》的感觉更具原创性。这是开发过程中的一个特别重点吗?
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Mr. Unno: It was definitely something we paid attention to during development. When we first decided to make a true sequel to Pokémon Black Version and Pokémon White Version and set it two years later, we had two big concerns.
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海野先生:这确实是我们在开发过程中关注的重点。当我们最初决定制作《宝可梦 黑》和《宝可梦 白》的真正续作,并将时间设定在两年后时,我们有两个主要的担忧。
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One, by setting them in the same location it would kind of feel the same to the players who had played the previous games. The other was that as a sequel, it would maybe feel intimidating to new players, and they wouldn’t know what to do. We tried to get around that by giving the game an all-new story, increasing the number of Pokémon you can encounter in the region, introducing new towns, and making the protagonist a completely different character.
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其一,如果设定在相同的地点,对于玩过前作的玩家来说可能会感觉雷同。其二,作为续作,可能会让新玩家感到不知所措,不知道该怎么玩。我们试图通过以下方式来解决这些问题:为游戏设计全新的故事,增加在该地区可遇到的宝可梦数量,引入新的城镇,并让主角成为一个完全不同的角色。
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Plus, the route through the Unova region is also different. With all that, we think we have created a sense of freshness for both new and old players alike. Pretty much anyone can get in and enjoy the games. We also hope that new players may even become interested in the originals— Pokémon Black Version and Pokémon White Version —after enjoying Pokémon Black Version 2 or Pokémon White Version 2 .
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此外,穿越合众地区的路线也有所不同。通过这些,我们认为我们为新老玩家都创造了新鲜感。几乎任何人都可以轻松上手并享受游戏。我们也希望新玩家在享受《宝可梦 黑2》或《宝可梦 白2》之后,甚至会对原作《宝可梦 黑》和《宝可梦 白》产生兴趣。
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P.Com: How far into the development of the first games were you when you started working on the sequels ?
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P.Com:你们是在初代游戏开发到什么阶段时开始制作续作的?
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Mr. Masuda: In terms of Pokémon Black Version 2 and Pokémon White Version 2 , it was actually near the end of the development of the first games when we started talking about what we wanted to do next. It was maybe only three or four months before the actual release of Pokémon Black Version and Pokémon White Version in Japan.
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增田先生:就《宝可梦 黑2》和《宝可梦 白2》而言,实际上是在初代游戏开发接近尾声时,我们才开始讨论下一步想做什么。那时距离《宝可梦 黑》和《宝可梦 白》在日本正式发售可能只有三四个月的时间。
原文
By that time our internal staff was able to play the game even though it hadn’t been released yet. They were able to go through the whole scenario and start getting feedback about how the story was good, and they enjoyed characters such as N and Ghetsis. But our staff was very interested in what happened to these characters after the ending.
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那时,我们的内部员工已经能够玩到这款游戏,尽管它还未发售。他们能够体验完整的剧情,并开始反馈故事如何精彩,他们喜欢N和魁奇思等角色。但我们的员工对这些角色在结局之后的故事非常感兴趣。
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From all this feedback, we got the idea that would could expand on the story using those characters, and that’s when the idea of a direct sequel came up. We figured it’d also be a good challenge for us because we had never done a direct sequel before.
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从这些反馈中,我们萌生了利用这些角色扩展故事的想法,就在这时,直接续作的点子出现了。我们认为这对我们来说也是一个很好的挑战,因为我们以前从未制作过直接续作。
原文
P.Com: Let’s talk about one new exciting feature, Pokéstar Studios. I’ve played it a little bit and it’s quite different from other experiences I’ve had in a Pokémon game. What was the inspiration for creating this feature?
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P.Com:让我们来谈谈一个令人兴奋的新功能——宝可梦好莱坞。我玩了一点,感觉与我在宝可梦游戏中的其他体验截然不同。创造这个功能的灵感是什么?
原文
Mr. Unno: The main idea behind Pokéstar Studios was to really expand on the expressive visual opportunities of the Pokémon games. Whenever you’re making the game you have to keep track of the reality of the universe and make sure that everything is believable and isn’t something that’s too crazy. Creating a believable reality for the Pokémon universe is very important.
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海野先生:宝可梦好莱坞背后的主要想法是真正扩展宝可梦游戏的表现性视觉机会。在制作游戏时,你必须保持宝可梦世界的现实感,确保一切可信,不会太过疯狂。为宝可梦世界创造一个可信的现实非常重要。
原文
But, by making movies with your Pokémon and having them star in movies, you can put them in exciting scenarios that aren’t really possible in the reality of the Pokémon universe, such as battling against a giant UFO, traveling with a magnificent wizard, or battling a giant robot. Having these adventures should be very new and exciting for players.
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但是,通过让你的宝可梦出演电影,你可以将它们置于宝可梦世界现实中不可能出现的激动人心的场景中,例如与巨大的UFO战斗、与一位伟大的巫师同行,或者与巨型机器人战斗。这些冒险对玩家来说应该是非常新奇和令人兴奋的。
原文
Another exciting part of Pokéstar Studios is that you follow a script but battle using actual gameplay elements. And by following the script, you learn a lot of basic elements of Pokémon battling in general from making these movies.
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宝可梦好莱坞另一个激动人心的部分是,你虽然遵循剧本,但战斗使用的是实际的游戏元素。通过遵循剧本,你可以在制作这些电影的过程中学到许多宝可梦对战的基本要素。
原文
P.Com: Bringing players together through the games has always been an important part of Pokémon. What new ways are you most excited for to connect players in the new games?
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P.Com:通过游戏将玩家聚集在一起一直是宝可梦的重要组成部分。对于在新作中连接玩家的新方式,您最期待哪些?
原文
Mr. Unno: One of the biggest features is the Funfest Missions, where up to 100 players can play together simultaneously. One player can start a Funfest Mission, and anyone in the area who is playing will get an invitation to participate.
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Unno 先生:最大的特色之一是“游乐项目”,最多可有100名玩家同时一起游玩。一名玩家可以开始一个游乐项目,该区域内正在游玩的任何人都将收到参与邀请。
原文
Funfest Missions are always cooperative, with everyone trying to complete the same goal. It might be collecting Berries or searching for a specific Pokémon. By hitting these goals, everyone gets points, which will then earn you items that could be very helpful during gameplay.
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游乐项目总是合作性质的,每个人都努力完成同一个目标。可能是收集树果或寻找特定的宝可梦。达成这些目标后,每个人都能获得积分,积分可以换取在游戏中非常有用的道具。
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P.Com: It has always seemed like there is an emphasis to create a strong personal bond between the player and the in-game character. Why do you feel that is important with Pokémon games?
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P.Com:似乎一直强调在玩家和游戏角色之间建立牢固的个人纽带。您为什么认为这对宝可梦游戏很重要?
原文
Mr. Unno: As you know, the protagonist in the game never speaks. The idea is to make it feel like the player is that character as much as possible. By doing this we’re also hoping that the player has a better bond with the Pokémon they encounter, as well as the people they meet inside the game.
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Unno 先生:如您所知,游戏中的主角从不说话。这样做的目的是尽可能让玩家感觉自己就是那个角色。通过这样做,我们也希望玩家能与他们遇到的宝可梦以及游戏中遇到的人们建立更好的联系。
原文
P.Com: How big a role does the Memory Link play with this notion of a direct sequel and managing what happened earlier?
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P.Com:在直接续作和承接前作剧情方面,记忆链接扮演了多大的角色?
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Mr. Unno: The idea of the Memory Link was to allow players who had played the first games to enjoy the story on perhaps a deeper level, with the chance to see how the Unova region has changed, as well as how the people—their ideas and feelings—have changed. The Memory Link is really sort of a “present” to the players of the first games.
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Unno 先生:记忆链接的构想是让玩过前作的玩家能够在更深的层次上享受故事,有机会看到合众地区的变化,以及人们的思想和情感的变化。记忆链接实际上是给前作玩家的一份“礼物”。
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P.Com: What was behind the decision to create two follow-up games as opposed to a single game, as Pokémon Platinum was to Pokémon Diamond and Pokémon Pearl ?
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P.Com:是什么原因决定制作两款续作,而不是像《宝可梦 白金》之于《宝可梦 钻石/珍珠》那样只制作一款?
原文
Mr. Masuda: In terms of why it’s usually one—that’s usually because we want to specialize in something. Like in Pokémon Platinum , our goal was to really focus on battling, so we really needed one version.
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增田先生:关于为什么通常只有一款——那通常是因为我们想要专注于某一方面。比如在《宝可梦 白金》中,我们的目标是真正专注于对战,所以我们只需要一个版本。
原文
In the new games, before we even had an idea for the story, we came up with the Key System. We didn’t have enough time to get it into Pokémon Black Version and Pokémon White Version . One aspect of the Key System is that when someone completes his or her game, they’ll get a key that they can give to someone else which can adjust the difficulty of his or her game. The idea is that if one player has siblings or friends, he or she can help them. Since that concept really needs two games, that was really when we made the decision.
译文
在新作中,在我们构思故事之前,我们就想出了“钥匙系统”。我们当时没有足够的时间将其加入《宝可梦 黑/白》。钥匙系统的一个方面是,当玩家通关后,他们会获得一把钥匙,可以送给别人,用来调整对方游戏的难度。这样,如果玩家有兄弟姐妹或朋友,就可以帮助他们。由于这个概念确实需要两个游戏,那时我们才做出了决定。
原文
Also, since these games are true sequels, it felt like a much more natural progression from the first two games.
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此外,由于这些游戏是真正的续作,因此感觉比前两款游戏更自然地推进。
原文
P.Com: In the 15 years that Pokémon games have been around, they have been remarkably consistent in their style and quality. Do you have a philosophy for how you produce games over the years?
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P.Com:在宝可梦游戏存在的15年里,它们在风格和质量上一直非常一致。您多年来制作游戏有什么理念吗?
原文
Mr. Masuda: That’s a difficult question. Obviously our focus is always on quality. Whenever we make a game, we concentrate on what first-time players will think when they play it. Those first-time players, they change as time goes on. Nowadays kids have computers and the Internet. That kind of technology is commonplace, and sort of a given for them, where that wasn’t really the case before. So we’re always focusing on that new audience.
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增田先生:这是个很难回答的问题。显然,我们始终专注于质量。每当我们制作游戏时,我们都会关注初次游玩的玩家在游玩时会怎么想。这些初次玩家会随着时间而变化。如今孩子们有电脑和互联网,这种技术对他们来说很常见,几乎是理所当然的,而以前并非如此。所以我们始终关注新的受众。
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Also, in regard to graphics and animation, there’s sort of a universal sense of what’s comfortable… what’s natural to everyone across the world. We want to make the game feel comfortable for everyone in the world, no matter where they live. We make sure that everyone in the staff is aware of this and that we’re all on the same page—that’s important to the design.
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此外,在图形和动画方面,有一种普遍的舒适感……即对全世界每个人来说都自然的感觉。我们希望让游戏对世界上每个人来说都感到舒适,无论他们住在哪里。我们确保所有员工都意识到这一点,并且我们意见一致——这对设计很重要。
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P.Com: As much as the games have been consistent in quality, they have also been fundamentally similar in plot and structure. Do you ever consider taking the core games in a different direction, and maybe changing up how the plot unfolds?
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P.Com:尽管游戏在质量上一直保持稳定,但在情节和结构上却基本相似。您是否考虑过让核心游戏朝着不同的方向发展,或许改变情节的展开方式?
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Mr. Masuda: We’ve obviously thought about those things before. For example, changing the number of Gyms that appear in the story, or maybe making the selection of starter Pokémon be five instead of three, or having different types such as Steel-type or Poison-type starter Pokémon.
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增田顺一:我们显然考虑过这些事情。例如,改变故事中出现的道馆数量,或者让初始宝可梦的选择从三只变为五只,或者使用钢属性或毒属性等不同属性的初始宝可梦。
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But every time we make a new game, we try to start fresh and think about what’s necessary to make a really good game. And whenever we reconstruct it in that way, we find out that it’s often the same elements that make the most sense, that are easiest to understand.
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但每次我们制作新游戏时,都会尝试重新开始,思考什么才是制作一款真正优秀游戏所必需的。而当我们以这种方式重新构建时,往往会发现,正是那些相同的元素最有意义、最容易理解。
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For example, having three starter Pokémon of three types that work in a kind of rock-paper-scissors relationship is very easy to understand for players. So, very often—even though we’re rebuilding it every time—the games end up having similar construction.
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例如,拥有三种属性的三只初始宝可梦,它们之间存在类似石头剪刀布的关系,这对玩家来说非常容易理解。所以,很多时候——尽管我们每次都在重新构建——游戏最终的结构还是相似的。
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P.Com: Many of the Pokémon are obviously inspired by real-world animals and objects. Mr. Masuda, I know that you travel quite a bit. Can you say that there are places you’ve been that directly inspire locations in the game in the same way as Pokémon themselves?
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P.Com:许多宝可梦显然受到现实世界动物和物品的启发。增田先生,我知道您经常旅行。您能说您去过的地方是否像宝可梦本身一样,直接启发了游戏中的地点吗?
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Mr. Masuda: In regards to setting, at least, whenever a theme is decided we’ll start thinking about specific locations. For example, in Pokémon Black Version and Pokémon White Version the general theme is Manhattan and New York City. In more general terms, I try to be inspired by everything, by noticing and observing differences in the places I go. I try to take all my experiences from day-to-day life and put them into what I create, so it’s hard to pinpoint one exact thing.
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增田顺一:至少在设定方面,每当主题确定后,我们就会开始考虑具体的地点。例如,在《宝可梦 黑/白》中,整体主题是曼哈顿和纽约市。更广泛地说,我努力从一切事物中汲取灵感,通过观察和留意所到之处的差异。我尝试将日常生活中的所有经历融入我的创作中,所以很难指出具体某一样东西。
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P.Com: There are so many Pokémon now, as well as so many different ways to battle, such as Triple Battles and Rotation Battles, the testing to ensure gameplay balance must be incredibly difficult. How does gameplay testing work for these kinds of games, such as making sure no Pokémon or moves are too powerful?
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P.Com:现在有这么多宝可梦,以及如此多不同的对战方式,比如三打对战和轮盘对战,确保游戏平衡性的测试一定非常困难。对于这类游戏,游戏测试是如何进行的,比如如何确保没有宝可梦或招式过于强大?
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Mr. Masuda: On the GAME FREAK staff, we have a group that is constantly examining each Pokémon and figuring out what kind of parameters they would have. They’re focusing on the fine details of each Pokémon. This group is constantly battling to test out new moves and how they interact with each other. And their focus is to make sure everything is balanced.
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增田顺一:在GAME FREAK的员工中,我们有一个小组不断检查每只宝可梦,并确定它们会拥有什么样的参数。他们专注于每只宝可梦的细节。这个小组不断进行对战,以测试新招式及其相互作用。他们的重点是确保一切平衡。
原文
But obviously you can’t predict everything. By going to events such as the World Championships and watching the players there, a lot of unexpected things come up. We pay attention to the trends of the competitive players and see what is strong, and work those ideas back into the next games later on. It makes live events very exciting for us to watch.
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但显然你无法预测一切。通过参加世界锦标赛等活动并观察那里的玩家,会出现许多意想不到的情况。我们关注对战玩家的趋势,看看什么很强,然后将这些想法融入到后续的游戏中。这使得现场活动对我们来说非常激动人心。
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P.Com: How good at battling are these balance testers on your team?
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P.Com:你们团队中的这些平衡测试员对战水平如何?
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Mr. Unno: I always lose when I play them!
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海野隆雄:我和他们打总是输!
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Mr. Masuda: We have tournaments inside the company, and those guys are very strong.
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增田顺一:我们公司内部有锦标赛,那些家伙非常强。
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P.Com: It’s pretty well understood that designs in the video game lead the other aspects of Pokémon. Mr. Masuda, how often do you get consulted for upcoming animation and Pokémon TCG plans?
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P.Com:众所周知,电子游戏中的设计引领着宝可梦的其他方面。增田先生,您多久会被咨询一次关于即将推出的动画和宝可梦集换式卡牌游戏(TCG)的计划?
原文
Mr. Masuda: There’s obviously talk between the different elements of Pokémon. For example, when the new movies or animation series are being planned, I participate in the meetings and discuss what’s going to be featured. In terms of the Pokémon TCG, we leave the mechanics and the balance up to them. But some of our staff, including Mr. Unno here, contributes illustrations for some of the card images.
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增田顺一:宝可梦的各个部分之间显然会有交流。例如,当计划新的电影或动画系列时,我会参加会议并讨论将要推出的内容。至于宝可梦TCG,我们将机制和平衡性交给他们负责。但我们的一些员工,包括海野先生,会为一些卡牌图片提供插画。
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P.Com: Mr. Masuda, you are active on Twitter, and you spend a lot of time interacting directly with Pokémon fans. What does it mean to you to have that kind of communication with Pokémon fans?
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P.Com:增田先生,您在推特上很活跃,花了很多时间直接与宝可梦粉丝互动。与宝可梦粉丝进行这种交流对您来说意味着什么?
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Mr. Masuda: At first I was kind of scared of putting myself out there on social media. I was worried I’d get a lot of development questions I couldn’t answer, or that people would be very critical of me. But since I began on Twitter last year, so far people have been very kind. They share their opinions, obviously, and there’s good discussion that goes on there. It’s been useful for me to get the word out about events and signings, and it gets even more people to show up. Also, because there are just so many different avenues for Pokémon to get into the world, I can’t really grasp it all. I get to see a new Pokémon product I didn’t know about, or I get to hear from fans overseas talking about Pokémon.
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增田先生:起初我有点害怕在社交媒体上露面。我担心会收到很多我无法回答的开发问题,或者人们会对我非常挑剔。但自从去年我开始使用推特以来,到目前为止人们都非常友善。显然,他们会分享自己的观点,并且那里有很好的讨论。这对我宣传活动和签名会很有帮助,还能吸引更多人参加。此外,由于宝可梦进入世界的途径太多,我无法完全掌握。我会看到一些我不知道的新宝可梦产品,或者听到海外粉丝谈论宝可梦。
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One thing I really like is when I get tweets in other languages from places like Finland or Argentina or Italy. I won’t be able to understand what is written there, so I’ll use an automatic translator to find out what they’re saying. It’s so nice and gratifying to see people all over the world enjoy Pokémon.
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我非常喜欢的一件事是收到来自芬兰、阿根廷或意大利等地用其他语言写的推文。我无法理解上面写的内容,所以我会用自动翻译器来了解他们在说什么。看到全世界的人们都喜欢宝可梦,真是令人愉快和欣慰。
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P.Com: New Pokémon games are getting much bigger, with more Pokémon and more expansive areas. Looking back, is there a generation of Pokémon that you are particularly fond of?
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P.Com:新的宝可梦游戏变得越来越大,宝可梦数量更多,区域也更广阔。回顾过去,有没有哪一代宝可梦是你特别喜欢的?
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Mr. Masuda: Hmm. In terms of the most memorable, I’d have to say Pokémon Red and Blue . Developing those games took six years, and back then it was in black-and-white graphics and you had to use link cables to connect the Game Boy hardware. Just that process of creating everything from scratch was very memorable.
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增田先生:嗯。就最难忘的而言,我得说是《宝可梦 红/蓝》。开发这些游戏花了六年时间,当时还是黑白画面,你必须使用连接线来连接Game Boy硬件。仅仅是从零开始创造一切的过程就非常难忘。
原文
The focus back then was really on trading. So everything was designed around that aspect. For example, the Pokédex was added so people could keep track of what Pokémon they had with trading in mind. Even giving them moves was done in an effort to add value to each Pokémon so people would want to trade them. But really the whole process of creating a game from scratch was very memorable for me.
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当时的重点确实是在交换上。所以一切都是围绕这个方面设计的。例如,加入宝可梦图鉴是为了让人们在交换时能记录自己拥有的宝可梦。甚至给它们配招也是为了增加每只宝可梦的价值,让人们愿意交换它们。但对我来说,从零开始创造游戏的过程确实非常难忘。
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RELEASE DATE October 7, 2012
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发售日期:2012年10月7日
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GENRE RPG
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类型:角色扮演
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PLATFORM Nintendo DS™
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平台:任天堂DS™
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NUMBER OF PLAYERS 1-5
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玩家数量:1-5人
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One More Round of Additional Dungeons!
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追加迷宫再添一轮!
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The final collection of additional dungeons for Pokémon Mystery Dungeon: Gates to Infinity is available for purchase and download.
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《宝可梦不可思议的迷宫 极大之门与无限迷宫》的最终追加迷宫合集现已可供购买和下载。
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传说之间的联系得到确认!
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It’s been confirmed that the newly discovered Pokémon from Pokémon X and Pokémon Y has some sort of connection with the Legendary Mewtwo. Learn more by watching a new video!
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现已确认,在《宝可梦 X》和《宝可梦 Y》中新发现的宝可梦与传说中的超梦存在某种联系。观看新视频了解更多!
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See Who Won in the Spring Regionals!
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看看春季地区赛的冠军是谁!
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Congratulations to everyone who competed in the 2013 Spring Regional Championships!
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祝贺所有参加2013年春季地区锦标赛的选手!
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Your Rival Arrives on Your Pokédex!
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你的劲敌来到你的宝可梦图鉴!
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Get a Hugh-themed Pokédex skin for your game at the Pokémon Global Link!
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在宝可梦全球连接获取以阿修为主题的宝可梦图鉴皮肤!
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巧妙的卡牌助你征服对手!
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New Pokémon TCG cards in the Pokémon TCG: Black & White—Plasma Freeze expansion feature creative and useful Abilities!
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宝可梦集换式卡牌游戏《黑与白—等离子冻结》扩展包中的新卡牌拥有富有创意且实用的特性!
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It’s easy to stay up to date with all things Pokémon at the Pokemon.com news section. Whether it’s video game announcements, event information, or Pokémon TCG updates, you’ll find it all here on Pokemon.com.
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在 Pokemon.com 的新闻版块,您可以轻松了解宝可梦的一切最新动态。无论是视频游戏公告、活动信息,还是宝可梦集换式卡牌游戏的更新,您都可以在 Pokemon.com 上找到。
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