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Según mi propia cuenta, que me la cuenta un Script en el msn, quedan 59 dias, 1 hora y 45 minutos...

 

En Croft Generation cuenta una hora de más, deben de estar en Canarias o algo. xDDD

Publicado

disculpen el doble post

 

En el nuevo video repitiendolo varias veces la "momia" o "zombie" como decian algunos a mi parecer es un guerrero de thor si se fijan bien es como de piedra y tienen unos cachos en la cabeza o como le digan bueno solo les digo que miren el video y veran ;)

 

bye :abrazos:

Publicado

http://www.tombraiderforums.com/showthread.php?t=134649 anda.... a verrrrrrrrrrrrrrrrrrrrrr!!!!!!!

 

 

 

Diossssssss,he gritado hacia dentro xDDDDD (si,un chillido de esos ahogados jajaja).

 

 

Pongo la info y las fotos ^^

Asi para quien no quiera leerla xDDD

Our favorite formidably endowed, morally questionable Indiana Jane is back. Underworld is an account of Ms. Croft's search for the Hammer of Thor ("Mjölnir," for the Marvel-inclined), a powerful artifact with a mysterious connection to Lara's past. In our demo, we traipsed through areas ranging from the burning rubble of Croft Manor, to Celtic ruins in the middle of the Mediterranean, to an ancient temple in Thailand, to Mayan ruins in Mexico; each based in different myth, but all built on even older ruins that link them to the same underworld, apparently. Eric Lindstrom, Creative Director for Crystal Dynamics, says the team's mission for Underworld is based on the motto, "What Could Lara Do?" In gameplay, that will include targeting two enemies at a time, shooting while climbing, and throwing objects like poles.

 

But it also means moving fluidly and intuitively in the field: our heroine platforms with the grace of a certain Persian prince, and combat is better than ever, with Lara's ever-increasing arsenal and "adrenaline moments" (replacing earlier games' interactive cut-scenes). In dangerous situations, time slows, allowing Lara time to duck, run, or tumble out of harm's way. You can also trigger adrenaline to perform slow-motion headshots with Lara's dual pistols.

 

The levels we explored followed a rough pattern of fairly linear paths in semi-open environments leading to stadium-sized set pieces complete with oversized architecture, ancient traps, and puzzles. So huge were the sets, in fact, that Lindstrom took the reins several times to no-clip through puzzles in the interest of showing us more content. "If I wasn't telling you where to go," he said, "we wouldn't even be able to get through a quarter of what I'm going to show you today."

 

Lara's mercenary attitude seemed to stand out, too. Maybe it was shotgunning endangered cats, kicking apart millennia-old pottery to see if there's something shiny inside (like Gordon Freeman crowbarring crates for ammo in the British Museum), or sinking a tanker after slaughtering its crew. Can't say they didn't warn us, though - this is Tomb Raider, not "Polite

 

Underworld Q&A: Eric Lindstrom, Creative Director, Crystal Dynamics

 

On why you should play...

 

It's an epic experience, and you get to explore ancient long-forgotten ruins filled with the sort of things that only a lot of people with a lot of time on their hands could construct, and make amazing things happen.

 

On staying loyal to Lara's roots...

 

We wanted to get back to what was so special and unique about Lara Croft, and tomb raiding: exploration and discovery, all the things we thought were core to the original vision that made the original games so popular. It took a lot of gameplay updating to accomplish that, and we're pleased with what we came up with, but it was a very action-oriented tomb raiding experience.

 

I think that it's a fine line between observing the traditions and evolving the gameplay, and the way we tackle that problem is boiling down Tomb Raider to its true essence, which isn't about making blind jumps and falls to death and tractor controls.

 

On his team's mission statement...

 

By concentrating on exploration and discovery and emotional payoff, people will remember Tomb Raider, and we can evolve those concepts continuously as the game industry develops.

 

+ Fluid combat and platforming, along with gorgeous visuals, help Lara get her groove back. Also: kicking endangered tigers in the mouth.

– Has slow-mo become the go-to gimmicky feature for action games? Can Lara's charm bring something memorable to the mechanic?

Publicado

 

Jeje, tu si que sabes animarme antes de irme a dormir :naughty: Muchas gracias Tana ! ya queda menos (no me he leido los

spoiler)

 

Hombre, eso de que "no se pueden guardar"

 

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Que se vean pequeñas es otra cosa

Publicado

..........jajajajajaja antes,en medio y después xDDD lo que pasa que no te dejas MUAJAJAJAJA.

 

Y tanto rollo y soy el único que aún no vio las fotos en todo su esplendor xDDD me puse a subirlas antes de verlas a tamaño completo jajajaja.

Publicado

Diosssssssss me acabo de dar cuentaaaa NO ES UN LABORATORIOOO ES UN SUBMARINOOOOO HUNDIDOOOO!!!!!!!!!!!! Está verticaaaaal.

 

Edito: Vale puede ser un barco xDD

Publicado

Justo acababa de caer ha-ha... si es que soy gili xDD Si la foto tiene el texto MED SHIP por algo será xDD un barco del nivel del mediterraneo jajajajajaja..... ains... y yo que si un submarino xDDD

 

Mmmm ¿se irá hundiendo mientras escalamos? ¿se irá inclinando y/o volteando de forma que nuestro ascenso vaya cambiando de perspectiva según gire el barco? Ainsss cuantas preguntas sin respuesta!!! (mejor jaja,así es sorpresa luego).

 

Muchas teorías pueden salir de una sola imagen xDDD Por cierto,me hace mucha gracia que se vaya sujetando de las válvulas xDD aunque no creo que un barco tenga tantas ¿o si? y tan seguidas xDDD Ainsss que manía de hacer las cosas fáciles xDDD NECESITO FRUSTRACIÓNNN (en el juego xD en la vida ya tengo de sobra jaja).

 

 

DIFICULTADDDDDDDDDD!!!! SUPERACIÓN!!!!!!!!!! en dos palabras TOMB RAIDER!!!!!!!!!! xD

 

 

Edito: mira en la imagen de la araña detrás de Lara hay "personas" empaladas xDDD

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