Invitado Sermongar Publicado 29 de Noviembre del 2005 Publicado 29 de Noviembre del 2005 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.
DJ_CRON Publicado 29 de Noviembre del 2005 Publicado 29 de Noviembre del 2005 Ahora falta la traducción, jejeje. Gracias Sermongar
Invitado Sermongar Publicado 29 de Noviembre del 2005 Publicado 29 de Noviembre del 2005 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
DJ_CRON Publicado 29 de Noviembre del 2005 Publicado 29 de Noviembre del 2005 Ok, entonces x lo menos tenemos la nueva foto.
Dani Publicado 29 de Noviembre del 2005 Publicado 29 de Noviembre del 2005 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.
Francr Publicado 29 de Noviembre del 2005 Publicado 29 de Noviembre del 2005 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.
kaworu Publicado 29 de Noviembre del 2005 Publicado 29 de Noviembre del 2005 Dijeron k si las podia cojer
AnaCroft Publicado 29 de Noviembre del 2005 Publicado 29 de Noviembre del 2005 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
Invitado Sermongar Publicado 29 de Noviembre del 2005 Publicado 29 de Noviembre del 2005 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.
Evan Croft Publicado 29 de Noviembre del 2005 Publicado 29 de Noviembre del 2005 Quien dice que es nueva la imagen,quiza es nueva para nosotros,pero ha sido tomada hace tiempo....Saludos"!
Francr Publicado 29 de Noviembre del 2005 Publicado 29 de Noviembre del 2005 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.
Invitado Samu_Croft Publicado 29 de Noviembre del 2005 Publicado 29 de Noviembre del 2005 vaya ******, una d las pistolas esta flotando!! esto es increible vya, pero mxas gracias
osquitar Publicado 29 de Noviembre del 2005 Publicado 29 de Noviembre del 2005 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
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