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Nuevos artículos de Revista y nueva screenshot


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Buenas, a continuación unos artículos en inglés de las revistas Electronic Gaming Monthly, PSM2 UK magazine y PSM Magazine, junto con una nueva screenshot. Las cuales se pueden acceder desde la web www.laracroftonline.com

 

Tomb Raider Legend :Electronic Gaming Monthly Issue 199 Jan. 2006

 

Legend levels we tried which feature some tomb exploration, puzzles, gunplay, and new dragons lair style action events during cinemas had even the raider haters on our staff itching to slip into Lara's pants er boots.

 

It was the big decision, and the guys at Crystal Dynamics tackled it head-on.  Inheritors of Lara Croft and the tomb raider legacy after previous handlers Core Design nearly entombed the franchise for good, Crystal had to decide whether to make them bigger take them down a few sizes or leave them in the end they're still a bit scary says Lara Croft creator Toby Gard, whom Crystal hired to mastermind the she daredevil's re-design and back story but they're more reasonable she is more athletic.  Oh, don't pretend that you don't know what we are talking about.  It's her melons man!  The fact that Lara's bra size is more reasonable says Gard, has to do with the overall goal to make the game more realistic.  That reality check meant many tweaks beyond just the cup size for this franchise rebirth.  Lara's backpack, like her front rack, is no longer magically boundless.  Instead, weapons and gadgets are now visible on her character model.  She'll also get grimy when she tumbles in the dirt, and her tomb raiding attire clings to her bod when she gets soaked.  Don't get too excited; she dries off over time says producer Morgan Grey.  The games world is more rooted in reality, too, thanks to a truth to live physics engine that has puzzles making more sense.  In one tomb we raided Lara rolls boulders, marble madness style, into niches to open a giant door.  She'll use a new grappling hook to swing across chasms and yank down obstacles.  In fact, Lara feels much more natural in your hands now that Crystal Dynamics as abandoned the archaic, rigid based control scheme that plagued the series right up to 2005's Angel of Darkness.  We've taken her off the grid, says Grey.  She doesn't move like a cow anymore.  She'll even stop herself automatically from falling off ledges and reach out her hands to make last-minute grabs.  She has her own movement artificial intelligence.  She is smart enough to put her hands where they should go and balance her body.  She'll save herself from the simple mistakes so you can focus on the big challenges.  The team revamped the combat system, too, giving Lara more to do with their guns, special targets of opportunity, such as collapsible walls, power lines, and the requisite exploding barrels, become tagged with a button on your controller; The button and Lara will shoot the target.  Slinking in close to bad guys let's her do special proximity attacks, such as jumping off enemies heads or stunning them with her grapple gun.  Tapping the right analog stick cycles through foes, although she can look down her gun sights for precise aiming.  That is not to say that Crystal has turned Lara's game into a first person shooter.  We never want the combat to be slow, plodding experience, Grey says.  We want players to always have Lara in motion, always have her flipping and leaping.  She is tougher than you or me, but she is still pretty easy to kill when she is just standing there.  See!  Realism!  But it's not like Crystal has gotten too carried away with bringing Lara Croft to the real world.  She is still not really proportioned like a normal human being but then the t with your knowledge on Tomb Raider world is not the real world, although it's more real than before.  It's more like a comic book now. By: Crispin Boyer electronic gaming monthly issue number 199 January 2006

PSM2 UK magazine issue 69 Christmas 2005

 

Yes we're doing another Tomb Raider story , but man, it's going to be absolutely brilliant.  Forget Lara and her attitude from Angel of Darkness the cult of personality of the first lady of video games has taken a backseat to the actual action In the Legend.  Of course she'll still be there, squeezing her breasts together and pouting, but it's all about the combat, the puzzling and, most importantly of all, the Rading of tombs.  No more clumsy RPG sections or wandering about speaking to French peasants just running, leaping, crawling and letting out highly sexual Uuuuuh noises when you bump into a wall by accident.  Classic Rading with the modern edge, you know , to keep it feeling fresh and modern.  It has to progress as well as go back to what made the series so special in the first place.  No, not Lara's pointy polygonal breasticles, but solid well-designed platforming and braid bending conundrums.  As is becoming tradition with most games this year, legends features Resident Evil 4 and God of War style rhythm action sections, Lara tumbles across a crumbling bridge for example, which triggers an interactive cuts scene that you have to respond to in order to save her pert, lovely arse from the deathly spikes below.  She also has a new scanner device that she can use to scour the environment for hidden items and to gauge whether or not a path is laden with danger or safe to traverse.  Puzzles are reminiscent of the first game and involve giant statues, beams of light, rotating platforms and the like.  PSM reckons we loved Lara.  Okay, so she let us down with the last game, but we forgive her.  Well, almost Legend is her last chance, and if she screws that up and we are taking the kids and we're leaving.  Please, Lara... don't upset us again... please.  Extra notes: Sink or Swim: experience again the thrill of finding hard to do reach secrets and submerged ancient temples, Fantastic. Keeping an eye on things: the old problem of having to furiously check every nook and cranny for an item or a concealed switch has been remedied by Lara's new ability to spot useful or otherwise interesting items.  Walk past and her head will spin towards anything of note.  She also has a smart torch that automatically adjusts its illumination depending on how dark or light the surrounding area is.  Clever.  Devils in the detail: the lighting textures and architecture are all on amazingly realistic.  Blade to last goal in as ever, timing is crucial for traps like these.  Very Prince of Persia... Physics Degree: See how stuff splinters and breaks.  That's the new physics engine at work.

Tomb Raider Legend: Everything Is New Again

 

Holiday 2005 Issue # 105 By: Kaiser Hwang PSM Magazine

 

Whether or not you know it to be a popular videogame franchise, a movie starring Angelina Jolie, or

 

Or that it's dual pistol-wielding heroine is scantly clad and overly top heavy, you know Tomb Raider.

 

If you're a gamer, you also know that the series has been on an unstoppable downward spiral since

 

The first sequel or second sequel, if you're an optimist we can't deny that the first game forever  

 

Changed gaming-it truly did. But in a twist of fatal irony, the series has remained so stagnant, the

 

Black cloud of flies hovering above its borders on opaque. Thankfully the powers that be have had

 

The blinding veils lifted from their eyes and have taken the first true step to reviving the series;

 

Handing the development duties over to crystal dynamics. The almost veteran developer's experience

 

With games shines through immediately upon setting eyes on the game. Sporting an updated look

 

That’s at once refreshing and familiar, Tomb Raider Legend: at the very least looks the part it's been

 

Destined to play. Vast catacombs and lush jungles make their triumphant return, only this time  

 

Adorned with up to date effects and features. Then there's Lara. Sticking with the caricature art style

 

That’s become a staple for the series, the woman who brought girl power to the world of gaming has

 

Never looked better or truer to form. Taking a cue from perhaps Prince of Persia which in turn owes

 

Its own debt to the Tomb Raider series, Lara now animates with a natural fluidity and controls just

 

As well. Gone is that invisible grid you wish would just crumble up and die. In it's place... nothing.

 

You can just run and flip and swing in any direction with ease. In the two levels we were privy to,

 

One was focused primarily on shooting. Taking place in a ghost town inspired environment, the

 

Firefight featured numerous enemies onscreen with Lara auto-targeting each and taking them down

 

With her, yes, dual pistols. An additional over the shoulder view allows for free aiming, the catch being  

 

You’re stuck in place with cement feet. A grappling hook device can also be shot out and used to stun

 

Opponents before going in for the final kill. But hey, Tomb Raider is more about exploration and crafty

 

Puzzles than action and the developers know it. In one level we played we couldn't help but feel a giddy

 

Sense of nostalgia as we performed precision jumps, death defying rope swings, and completed a rather

 

Simple pressure plate puzzle. We'll admit, it wasn't entirely new, but some hands on game play time

 

Revealed a few game play details that help flesh out the experience. First off, your little grappling hook

 

Is more than just a portable rope though it's good at that too. We used it to pull down a large boulder

 

Set atop a high rock cliff that was needed to finish the puzzle. If that sounds like it might be a bit obtuse

 

While playing, it's not any objects that you can interact with have a conspicuous sheen to them. Also

 

Because 3D jumping has yet to be perfected Lara can, if you're fast enough, grab onto a ledge as a last  

 

Ditch effort to save herself. Just press a button at the right time and voila!, no cumbersome death to deal

 

With. Convenience must actually be a high priority for the game, because you can even make Lara move

 

Up ladders and the like more quickly by repeatedly pushing a button. Perhaps the most intriguing new

 

Feature we got to play was a timed sequence that pays homage to the glory days of Dragon's Lair or for

 

All you new school gamers Indigo Prophecy. It all plays out like a scripted cut scene, only you're required

 

To press a corresponding button direction that's displayed at exactly the right time. Foul up and you're a  

 

Goner. Succeed, and be witness to Lara really flexing her gymnastic abilities with a set of moves that

 

Would be just impossible to implement otherwise. It's all good fun really, and breaks up the game play  

 

While adding some cinematic flair to the game. Lastly we couldn't end this without talking about the swimming.

 

When it comes to most games, water levels become the bane of our existence. It's relaxing, beautiful, and

 

Faithful to the franchise. We didn't see any crocodiles this time "No Comment" was the phrase of the day  

 

Especially when it came to T-Rexes, but we'd be shocked if they didn't find their way into the game. While

 

The story is a mystery; we've been told its web is sure to ensnare some faces of yore. In fact the overlying

 

Theme that seems to bleed out from every open corner of the game is nostalgia. Not the dreaded memories

 

Most recently burned into your minds by The Angel of Darkness. No, we're talking about those memories

 

That you hold dear to your heart; the ones created the first time you played the game that changed an Industry;

 

The begot the first time you played Tomb Raider.

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Lo estuve leyendo detalladamente, y apenas dicen nada nuevo, son las impresiones de las revistas al ver los niveles que pudimos observar y comentarios como las escenas interactivas, el nuevo aspecto de Lara, los controles, etc

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Gracias! Las imagnees nos las dan con cuentagotas, pero esta bien tener alguna nueva de vez en cuando. Este juego pinta muy bien y tengo unas ganas tremendas de que llegue ya. A ver si pronto nos dan mas info oficial.

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Me guuuuusta la imagen es hay matandio enemigo s y eso , pregunta ...a los enemigos les quitaremos las armas lo digo por que ese enemigo esta soltando el arma.

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Si, a cualquier enemigo que mate y este armado podrá coger sus armas, ya que no serán infinitas, por lo que tendrá que coger y dejar cada dos por tres. Por cierto, hay en medio de la plaza un monumento con una caballo con alguien a lomos de el montado. jejeje Que pintoresco no creen. Mola que aparte de selvas visite ciudades, en este caso un pueblo, con póster de gente en la pared, y adornos como un carro. Espero que la camiones que se ve, se pueda usar, o por lo menos, volar por los aires. jajajaja

 

Por cierto, donde esta el mango de la pistola en su mano Izquierda? No lo veo :(

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Tienes razón Ana, se ve que la mano izquierda sigue con el problema para coger la pistola, parece como si el mango de la pistola hubiera traspasado su mano, hay que ver lo que les cuesta arreglar ese fallito, llevamos muchísimos meses y el error persiste.

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Por cierto, donde esta el mango de la pistola en su mano Izquierda? No lo veo :(

Es verdad ande esta?¿ no me habia dado ni cuenta.

 

PD: Gracias x contestarme , ya me he enterado.:hug:

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vaya ******, una d las pistolas esta flotando!! esto es increible vya, pero mxas gracias

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me encanta, a escepcion de ese mango fantasma (mango del arma, jijijiji) fijaos la texturizacion, es genial, no da nada de aspecto de dibujo animado,k es lo k mas temo con los videojuegos, y buen nivel de detalle en el ambiente, un 8.5, -1,5 por lo del arma, jijiji saludos :D

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