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Todo lo publicado por Evan Croft
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2da parte de la traduccion: "Nuestros labios estan cellados" Con todos los nuevos movimientos,una imagen renovada lo unico que no puedes contar con Tomb Raider Legend es que Lara no seguira un storyline,al menos no en este.Morgan Gray especificamente dice en voz alta,"usted no nos oirá ahora hablar de storyline, no siempre.Probablemente ni siquiera incluso en que el juego este "a bordo".Es demasiado importante, y no deseamos estropearlo."Será nuevo para usted....y para nosotros. Bueno,hasta aqui traduzco yo,es donde dice"Wow,look how is Lara dirty" Que eso pertenece al titulo del articulo de la revista de Play Station. Saludos!!!
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Tomb Raider Legend:"No lo llamen un regreso" Revista oficial de Xbox:Navidad 2005 edicion Nº52 Volviendo a los dias en que los jugadores sabian que donde habia una tumba alli estaba Lara Croft,lista para adentrarse en las profundidades,luchar contra T-rexs y volver con un tesoro en su mano.Pero en alguna parte a lo largo del camino de Eidos y la distribuidora Core perdieron la base y combirtieron a Lara en un evento anual que mostraba unos graficos chirriantes y unos esquemas de controles que demostraban la edad se la Srta Croft,aunque esta no los tenia.Ahora con Crystal Dynamics responsable,creadores de Soul Reaver,Tomb Raider Legend esta en camino para traaer de nuevo a Lara totalmente en forma.Lo primero que fue "hecho de cero" fueron los controles de Lara.El equipo de desarrollo es rápido en señalar que querian sacar a Lara fuera de los carriles que ella usaba para maniobrar un semi-camion en los pasados juegos,el jefe productor Morgan Grey nos dijo,y hacer de ella mas responsable.Con el control en nuestras manos estabamos dispuestos para chequear sus primeros movimientos-saltando y girando en todas las direcciones su fluido balanceo,utilizando el nuevo gancho magnetico para agarrarnos de ciertas superficies,golpear enemigos o agarrar y tirar de ciertos objetos adhieren al juego una dinamica que ilumina al juego con sus nuevos talentos gimnasticos,y la exploracion para ver que esta plagado de inesperados combates,Lara tambien puede aumentar la velocidad para berificar periodos de tiempos para apuntar todos sus movimientos.Por ejemplo, ella puede acelerar su paso cuando nada o sube presionando y sosteniendo un botón en el control. De sta manera, si usted esta debajo del agua,podemos apresurarnos para salir a tomar aire.En otras areas,estara obligado a apretar ciertos botones que aparecen en la pantalla,como en Shemue o God of War,para poder sobrevivir en determinadas situaciones.Para poder escapar de un piso que estaba derrumbandose,tuvimos que apretar una secuencia de botones para poder escapar.Todos estos puntos le ofrecen a Tomb Raider Legend una nueva variedad y una experiencia profunda para los fans de Lara,los de antaño y los nuevos.Tenemos nuestro gancho magnetico listo. Bueno,esta es la primera parte,que me ha tomado bastante tiempo traducirla,asi que espero que la lean...jejje.Esta traducida hsta donde dice "Our lips are sealed",que despues traducire o si alguien lo hace,los amare por siempre,....Saludos!!!
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Eso ya fue parte del pasado,lamentablemente para los fans de AOD.Esta oficialmente confirmado que no seguiran con AOD en ninguno de sus asepectos.Saludos!!
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Exacto Ana,pero tengo que confesar que las ciudades modernas y eso de la infiltrarse mucho no me gustaba,pero como siempre digo,un aire nuevo no le hace mal a nadie....Saludos y de nada!
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Gracias,y en un ratito se los traduzco,si me dejan .Saludos!
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Bueno,de tombraideforums he sacado esta imagen,supuestamente nueva,que segun parece fue sacada de la pagina oficial Alemana.La verdad es que parece un laboratorio destruido,pero se las dejo para que debatan.Saludos!!!
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En el siguiente link..... http://cgi.ebay.co.uk/tomb-raider-lara-cro...bayphotohosting podran ver y/o comprar esta fabulosa estatuilla de Lara Croft en Tomb Raider Legend.La verdad es que esta muy pero muy bien realizada.Su precio es de 16 euros.Aqui debajo les dejo una imagen de la misma para que deleiten sus ojos.Si tienen la posibilidad,no lo duden!!
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Yo lo que mas quiero es volver a jugar con la Mansion Croft!!!
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Para los que no saben,la "ceremonia de coronacion" se realizara en Enero del 2006.Esperemos que sea un buen premio.Saludos!
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Tomb Raider rises again As much as you'd like to, there are some things you simply can't share with others. One of them, we've discovered, is the answer to the question: "What do you want from Tomb Raider Legend?" Even an off-record brainstorming session with Eidos' senior European producer Greg Housnam fails to find the magic buzz-phrase to summarise our expectations, simply because such a thing doesn't exist. Not in words, at least. Instead, the true appeal of Tomb Raider lies somewhere in among its sights, sounds and situations, communicable only between the player and the game. So when the new Lara emerges - inventory strapped in its visible entirety around shoulders, waist and thighs - to look out over the most resplendent waterfall this side of Final Fantasy X-2, with a mental click we have our answer. A few grid-free swings, shimmies and lever pulls later and the entire cascade of water splits and subsides to reveal the grand, overgrown face of a forgotten underworld. Another click. Our answer is confirmed. "This being the seventh title that we've put out signifies how Lara, in many respects, is the face of Eidos," Housnam declares. "She's a videogame icon and a household name, and so the expectations are huge. "We want to show that we recognise the need to push the brand and, indeed, the genre forward, and Crystal Dynamics was the developer with the experience and ability to do that." Wrested from the hands of lifelong custodian Core Design, and from the brink of complete disownment by its jaded fans, Tomb Raider is looking surprisingly sprightly for a game so long in the tooth. But isn't it the case, we ask lead designer Riley Cooper, that while Legend marks the reinvention of Lara Croft, it's also just a return visit to some of her oldest haunts? "In setting out to do this project we very much did look at the original Tomb Raiders: what made them popular and why people like them, so in some ways that accusation is correct. But I think we have brought modern-day expectations to bear. "The other part that's different is that we've gone for a more cohesive experience in terms of the game's systems, level design and story. Those things are more tightly interrelated than anything done on the series before." Locked fittingly in a tomb of its own while Crystal formulates a more modern interpretation, the retired status of the series' previous code is Legend's greatest show of promise. But as sincere as this return to the drawing board seems, aren't there inherent dangers in handing a characteristically Anglicised game over to Americans? "I don't believe so," Cooper replies. "The biggest guard against that - no pun intended - is Mr Gard. He really is empowered to manage Lara, which means he has a big impact." This is a return from voluntary exile for senior designer Toby Gard, a man who made such a break from both design tradition and his own resume with Galleon that the last place you'd have expected to find him was in a consultancy role here. "I suppose it's been a lot more relaxing than normal," he reveals, his quintessentially British tones undiminished by Californian surrounds. "You know, I'm used to having to call all the shots and that's not the case here, so it's been a somewhat more chilled-out experience because I've been able to apply myself to smaller, more detailed parts of the game across various different points. It's remained interesting without that need to pull the whole thing along." Introduced to virgin territory in 1996, Lara Croft is returning to an industry overpopulated by purposefully engineered plunderers of her own legacy. It may writhe with sex objects rather than symbols, but this orgy of half-baked heroines is quite capable of drowning even its more sophisticated competitors. Why, we ask Gard, should Lara still be considered relevant in such a crowded market? "I think it's exactly because she's not what you've just described the others to be," he suggests. "Tomb Raider is about a character who's extremely dangerous, very refined and who goes after mysteries. That's it in a nutshell, isn't it? The fact that it's not supposed to be playing the blatant sex card - that's what makes her interesting in the first place. "I'm not sure there are many others like that - Jade from Beyond Good & Evil, I guess. But it's rare." So here we are, then, at the point a few paragraphs into any post-2003 Tomb Raider article where we pay tribute to just how catastrophic a game its sixth instalment was. Pumped on to shelves by a gale of hot air about revolutionised controls and dramatic departures, it emerged a broken relic rather than a breakthrough. How else could you attempt to bury such ignominy than by starting over from scratch? "That was the right approach that they chose," confirms Gard. "Crystal Dynamics didn't have a jot of code or a single bit of art from any of the previous games. So for them to have a stable base from which to really innovate the franchise, they needed to be able to create the fundamentals of what a Tomb Raider game is. That and push it forward in terms of implementation." This, however, isn't to say that Darkness was completely ignored by the team. "I feel bad about how we occasionally ****ged on it," admits Cooper. "But we also have to be careful about that because it reviewed horribly, so when we decided that we were going to compare ourselves to Angel of Darkness, we knew it could lull us into a false sense of security where if we beat that game by getting, say, a 5.6 in our reviews, we still wouldn't have accomplished anything." Would it be right to suggest that Legend's back-to-basics approach is also a recognition that modern games of the genre have become too convoluted? "Well, it's a tough call, isn't it?" suggests Gard. "That's the question of whether or not a sequel is designed for all the people who played the previous games, or whether it's designed to bring in new people. "The people who've played it before need to have something new and so you've either got to add new things into the formula or shake things up whilst still keeping to the theme." And where, precisely, should the formula be augmented? Is it the job of the character to evolve, or should the surrounding environment and the events that transpire within provide the hook while the character itself provides the consistency? "That's what Tomb Raider did, though, didn't it? For, like, six games or something - just different stories. I'm not entirely sure that you can do that and keep people's interest up, to be honest. "They certainly didn't manage to with Tomb Raider because it was just like playing endless mission discs with the odd extra people chucked in. That's not good enough. The story has to be new, the environments have to be interesting. You've just got to mix up the actual gameplay so people can think there's freshness there." Beating a path through eight environments encompassing Burkina Faso, Bolivia and a modern urban location that Housnam insists is there "for a very good reason", Legend has been accordingly mixed up to make us appreciate that, in game terms, Lara isn't about exploration as much as she's about movement. This in turn highlights how potent the IP must have been to sustain the six comparatively handicapped adventures it has produced thus far. From the signature swan dive that drops you over a hundred feet into an early swimming segment, Legend grabs you because its character, for the first time, moves exactly as she should. Elsewhere, the game's combat is something of an unknown, its Devil May Cry-inspired pistol juggles, for example, lacking the kind of close-quarters context they require. But the thoughtful rappel puzzles (do pay attention, EA), automatic ledge grabs (implemented to minimise 'silly deaths') and timing-dependent swing combos we've seen are already a convincing enough hook for now. Novel, if unproven, touches such as a body-mounted torch that pops on automatically when darkness would otherwise impair your vision offer further assurance that Legend is at least thinking for itself. Considering the rigid cutaways of previous Tomb Raiders, it's also uplifting to see a similar degree of thought informing the new game's story. "We've done our best to bleed that edge - to get story deeper into the game," says Cooper. "It's actually one of my keen interests in action adventures. But there're a lot of limitations, particularly in third-person. "Games like Half-Life have figured that in first-person you can do a lot of storytelling because you're not looking at the central character. In a third-person game, if you're trying to have serious dialogue and the player has the character jumping around like a bunny rabbit, it becomes completely ineffective. "But some of the things we have done include making our cutscenes skippable. We have lines from many of them where if you skip the cutscene during gameplay, the characters will say the key objective-related information in-game instead. "We've looked at some of our cinematics and said that if they're not tied directly to a location or referring directly to each other or to something in the scene, we'll let the dialogue continue during gameplay. "Even that's a bit of a risk and a challenge, because she'll still be jumping around while she's supposed to be talking, but we just feel the trade-off of allowing the story to play during the game is worth it." Satisfied with such an assured flow of ideas, we return to the difficult question: what will a consumer want from this revived franchise once it's been rebuilt? "Because it's evolved so much, it's difficult to know what people want," admits Housnam. "But they're still interested in Lara Croft," Cooper later suggests. "Her character is fine. The issues that we've seen have been that people, almost because of how much they've liked Lara Croft, have come to hate the franchise because of how the games have been done. "Primarily, that's because they haven't changed for six titles. So really that's the biggest hurdle - to overcome the backlash." Tomb Raider Legend is out for Xbox and Xbox 360 in spring 2006 and for PS2 and PC later in 2006 Traduccion: Tomb Raider arrasa otra vez Tanto como ustedes querian,aqui hay algunas cosas que simplemente ustedes no pueden compartir con otros. Una de ellas,que nosotros hemos descubierto,es la respuesta a la pregunta"¿Que quieren ustedes para Tomb Raider Legend?" Incluso en una seccion de reflexion(o algo asi)con el jefe de produccion europeo de Eidos,Greg Housnam,no puede encontrar la frase magica para resumir nuestras expectativas,simplemente porque es imposible.No en palabras,al menos. La verdadera suplica de Tomb Raider miente en alguna parte(?) o almenos eso parece,sonidos y situaciones,solo comprensible entre el jugador y el juego. Asi que cuando la nueva Lara emerge-el inventario esta atado enteramente visible en sus hombros,cintura y muslos-para poder mirar sobra la mas resplandeciente cascada,con solo un click mental ya sabremos que hacer. (HASTA AQUI LO TRADUCI YO) Bueno,espero que les haya gustado,sinceramente no se muy bien que es,pero parece un relato del juego jugado por alguien,yo lo saque de aqui http://www.tombraiderforums.com/forums/ult...c;f=21;t=002555 ,por si quieren checar algo.Bueno,espero que un alma caritativa se atreva a traducir lo que falta,o ir traduciendolo entre todos lo que falta....sino mañana lo sigo traduciendo yo.Saludos,espero que les haya gustado!! :wave:
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Exacto,pero lo que vale es la intencion,asi que gracias!!!
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Seguro...jejeje,pareceria una Britney...jajajaja...(Gracias a dios no lo es)
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Espero que salga el demo para Xbox.....
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No,el juego sale mas o menos en Marzo....en el Otoño de Argentina y la primavera de España.....
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Puede ser....
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Exacto!En Argentina,la verdad que salen en la misma fecha que en EE.UU,asi que no nos podemos quejar.....
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Leo,aca (en Argentina) a juego lo tendriamos recien en los primeros dias de cole,mas o menos.......Saludos!
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EXCLUSIVA: ¡Primer wallpaper de Tomb Raider Legend en Xbox 360!
tema responde a Mark de Evan Croft en Prelanzamiento
Me parece que todos.....jejejeje -
Yo creo que tenemos que conformarnos con lo que hay..que la verdad,a comparacion de las primeras actualizaciones,la ultima fue "una cascada" de informacion......Tenemos mucho material,quiza mucho de lo mismo,pero que hay,lo hay.Yo creo que hasta finales de Diciembre-Enero 2006,no tenemos actualizacion....pero lo que sabemos es que dentro de muy poquito tendremos el juego en nuestras manos!!!!(Sin contar el demo,que seguro estara en la proxima actualizacion de la pagina).....Saludos!
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Exacto.
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Tampoco exageremos chicos....jejejee.....yo creo que sera un juego exelente,pero manteniendo la gama de todos los tombraiders anteriores,(menos el 6)
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Muy bien pensado!
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Ellos son los "papás" de Lara,asi que.......