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Buenas, primero comentaros que ya está para comprar la revista Play Manía y salen nuevas imágenes y algo de info nueva.

 

Pero el motivo de este post es para copiaros el gran reportaje de una revista alemana y que www.tombraiderforums.com han traducido al inglés. Aún no tuve tiempo de leer todo, pero está prometedor.

 

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***More spoilers*** From German game magazine GameStar.

 

"According to the article you will play with a younger Lara again, when you arrive at the cut

 

down suspension bridge Lara gets a flashback of a friend who died when the bridge collapsed,

 

You try to save her and have to play a level climbing down the mountain looking for her,

 

mastering difficult swim challenges along the way

 

And it was mentioned that Lara was already at the Inca temple she returns to in TRL, a friend

 

of hers disappeared when they were on an expedition a couple of years ago, they lost him in a

 

huge maze and never found him again, now Lara returns to get closure

 

Automatic saving!

Yes this is great, the article mentions that every time you do something it will be saved, so

 

when you die you start right after the last difficult task, not right before, so you won't

 

have to worry about doing the same annoying jumps over and over again

 

The flashlight

It has a battery and can run for 2 minutes, after that the battery needs to recharge, so you

 

need to depend on your glow sticks when that happens

 

As we already saw in a trailer a while ago in some situations you have to press buttons at the

 

right time to make Lara jump or maybe avoid a certain death, each success or failure will have

 

it's own animation, it's also mentioned that every level will have one of those.

 

All at the same time!

They said that they were working on everything at the same time, the story, the graphics the

 

music and most important, the cut scenes, so we won't have to worry about those silly mistakes

 

in AOD, where Lara woke up with her sunglasses on when she wasn't wearing them just a second

 

ago."

 

#3 pic: "Tomb Raider Legend

 

Eidos animates the series of belief dead with a new developer team, old strengths and modern

 

technology. We saw the preparations for Laras comeback in London and San Francisco - and we

 

are convinced: it becomes glücken (don’t know what it means)!"

 

Cover:

„Comeback of the year: Lara’s name stands for quality again. Big article with history and game

 

sequences on DVD.“

 

…before anybody asks, I don’t have the DVD, I’ve only been able to find the barebones edition

 

of the magazine.

 

Page 6 (index):

„Title story: Tomb Raider Legend

 

Prettier than ever, Lara Croft’s on the hunt for valuable artifacts in Tomb Raider Legend.

 

Thank God: The boring city trips of the previous installments are gone, like in the golden

 

days of the series’ yore, Lara explores ancient temples and catacombs.“

 

> Page 42:

The first Lady of the action

 

Tomb Raider Legend

 

Eidos animates that series of belief dead with a new developer team, old strengths and modern

 

technology. We saw the preparations for Laras comeback in London and San Francisco - and are

 

convinced: it will be a success!

 

> Page 43:

Caption:

> Immediately three opponents take us under gunfire. There’s only a leap to the side that

 

helps. Nice detail: Lara will carry her equipment in the future at the belt.

 

PICTURES OF THE CONSOLE

In our visit, we could only see the PlayStation 2 and Xbox 360 versions of Tomb Raider:

 

Legend. The PC-frame is yet in a clearly earlier stage. Therefore all screenshots of the Xbox

 

360 come or directly from the engine. In the engine-pictures are missing normally - and

 

specular-mapping, in the finished game, yet should look better than that of all. We marked the

 

origin of the pictures with following symbols:

blue dot - Engine; green dot - Xbox 360

 

Article:

What this woman did not join in everything. 1996 as an icon of a new genre celebrated, climbed

 

as the first computer figure to the unprecedented media starling and movie theater starling,

 

feel Lara Croft in the last years in the bottomless. And the former player-darling became

 

counted completed a playful zero number, after the flops of 6 games and 2 films as Miss Croft.

 

Eidos pulled the final stroke - however not under its developer Core Design. For a new

 

beginning, the Publisher gave work the project at the Action specialists of Crystal Dynamics

 

(Legacy of dock: Defiance), that now already for two years at the new part.

 

We visited Eidos in London and Crystal Dynamics in San Francisco and played the first

 

adventures of the new grave hunter (that meant Tomb Raider in German) sample. Eidos' task at

 

the developers: Lara Croft should be in Tomb Raider: Legend celebrating a magnificent

 

comeback. A comeback how it is arrive no of its hero colleagues before( ).

 

Globetrotter Deluxe

 

What settled the attraction of the early Tomb-Raider-parts?, we ask Greg Hounsom, senior

 

Producer in Eidos. The answer fells easily: exotic wings, gloomy graves, refined falling.

 

That, exactly, should be the main component of Tomb Raider: Legend.

 

Who wants to go already like in the predecessor game in Prague or Paris on treasure that which

 

is sought?, means Greg. Lara is in its element if it investigates somewhere in the Pampa age

 

old temple ruins, instead of in metropolises, on houses roofs around-zuturnen ( ).

 

Indeed, the selection reads itself at places that Lara explores in the (linear) progress of

 

the game, like the trip plan of Indiana Jones: you are supposed to be able to visit Bolivia,

 

Peru, Burkina Faso and the Himalaya in the finished game. Possibly even yet further goals

 

follow.

 

 

Page 44:

Captions (from top to bottom):

„A Typical Riddle

 

In the gigantic hall of an Inca temple, Lara has to operate three pressure plates in the right

 

sequence to open the gate to the next room.

 

The first metallic boulder lies next to one of the plates. Quickly we roll it onto its place.

 

The boulder’s surface is stunningly realistic thanks to ‚normal maps’.

 

The remaining two boulders are hidden high above on remote ledges. We’re only able to reach

 

them after difficult jumping and climbing maneuvers.

 

As soon as we’ve operated all the pressure plates, a huge ray of light appears in the center

 

of the hall, showing us the way to the exit – just like in the first Indiana Jones movie.“

 

 

‚In GameStar 12/1997…’ box:

„…the third GameStar issue ever, Michael Galuschka tested Tomb Raider 2 and rated it a high

 

89%. For many fans, the second part is still the highlight of the series. They’re right: The

 

action game offered more diversion, harder riddles and a bigger showdown than the original –

 

assuming you owned a Pentium 133 with 16 MB RAM and a 3Dfx graphics card.“

 

 

Article:

„Let’s Rock, Baby!

 

Even the tutorial – set in Bolivia – starts in a spectacular way and immediately stimulates

 

‚old’ Tomb Raider emotions. In a cutscene (using in-game graphics), Lara climbs a rock like

 

Tom Cruise in ‚Mission: Impossible 2’. Once on top, we’re supposed to jump over (sic) several

 

ledges in a vertigo-inducing height, hang on narrow eges and roll through crevices, taking

 

advice from Lara’s yet-secret assistants by means of her radio.

Donig all that, Miss Croft moves as lifelike as never before – even the flexible Prince of

 

Persia looks as wooden as Pinocchio compared to her. The developers animated all of her moves

 

by hand as opposed to using the common motion capture method, where actors are filmed.

When we follow a river through a beautiful valley after our climbing adventure, we’re

 

confronted with the first riddle: Lara should climb a high waterfall, but the walls are too

 

slick. Looking for help, we notice a log lying on a rock in the shallow river bed – like a

 

seesaw. There’s a big boulder balancing on a ledge a few meters above it. We climb onto it and

 

push the boulder down – thanks to the new physics engine. Now the seesaw’s charged on one side

 

and offers us a practical opportunity to jump – we made it! Tomb Raider pros might wrinkle

 

their noses over such simple riddles, but they can be reassured: The game will become more

 

difficult soon enough.

 

Running the Gauntlet? Not Anymore

 

Change of scene: In one of the later levels, the tomb raider explores an Inca temple in Peru.

 

Greg [Hounsom, Senior Producer with Eidos] tells us something about the story: ‚Some years

 

ago, Lara was on an expedition here with some friends. A member of the team fell in a hole,

 

into a widely ramified tunnel system, missing ever since. Now Lara wants to know more about

 

her friend’s [in the German text: male form] whereabouts. And find the parts of a historic

 

artifact, scattered all over the world.’ We couldn’t get him to tell us which artifact this

 

could be – judging from his smile, it seems to be worth the hunt. We find out soon how

 

somebody could get lost in the temple. In a barely lit corridor, we suddenly encounter

 

rotating blades, speeding at us in a wild staccato –Prince of Persia sends its compliments. By

 

timing our actions well, we manage to jump over the first blade and roll under the second one.

 

A trickier version is already waiting beyond the next corner. Thank God the game saves

 

automatically after every obstacle, keeping the frustration level very low.

 

Breathless Heroine

 

‚Lara obviously isn’t the only one looking for the artifacts’, Greg says. ‚She’s got an evil

 

opponent who’s killed her best friend [female form] years ago. She was crossing a bridge in

 

the South American jungle, an he cut the rope. She’d got too close to him and his plan with

 

her research.’ The special thing about that: During the game, you’ll return to the place of

 

the incident, and you’ll travel back in time to the moment where she falls into the abyss. As

 

a younger Lara, you’re supposed to find a way down into the valley and look for her. In order

 

to do that, the heroine has to survive long diving sequences and solve underwater riddles.

 

Those are as nerve-racking as usual due to Lara’s limited air supply.“

 

 

We had a conversation with Riley Cooper, Lead Game Designer at developer Crystal Dynamics

 

about Lara's future, Angelina Jolie and the obligation to make a new Tomb Raider game.

 

Riley Cooper was committed as Designer at Crystal Dynamics to the Legacy of Kain series (Soul

 

Reaver 1 & 2, Defiance), prior to taking the design work for Tomb Raider Legend.

 

Gamestar Tomb Raider used to be developed by Core Design in the UK. How come Lara ended up at

 

your place?

 

Cooper (laughs) We didn't have a choice! We all were pretty excited to be allowed to work on

 

the latest Tomb Raider. After we thought a little about it, it struck us how much people still

 

are fond of Lara Croft and loving the adventurous roaming around in old ruins. At the same

 

time many were somewhat annoyed that the gameplay hasn't changed much since the first episode.

 

This is our chance to make a good game for a good character.

 

Gamestar Have you considered digitalising Angelina Jolie's appearance?

 

Cooper Angelina Jolie has represented Lara Croft fabulously, so we indeed took in

 

consideration to put her into the game. At the end however we decided that Lara is not

 

dependant of a famous face, but exists on her self, independantly. And we have moulded her

 

appearance, her looks her physics over and over again. You just cannot imagine how we

 

discussed every detail - Lara was our main subject anyway. Next most important to us was that

 

the atmosphere of the temples, ruins and other environments Lara visits throughout the game,

 

had to be perfect. That is what some of the previous episodes of this game had lost focus

 

about. From the start of this project we haven't left a single stone untouched.

 

Gamestar Due to the weaker volumes many people lost faith in the series.

 

Cooper True. That's why we are very cautious this time, with what we announce and promise,

 

untill we really can show the proof. That may be frustrating to you and your readers, but we

 

don't want to fool anybody. Instead, everybody should play and control Lara theirselves for a

 

few moments, to only conclude that we really solved the problems of the predecessors. We play

 

without tricks or hidden meanings.

 

Gamestar So this time no expensive lunch-parties with Hollywood stars then?

 

Cooper Absolutely. And talking about Hollywood: to us it is important that the story of Tomb

 

Raider: Legend is not just put into the game at the end of its developement. From start our

 

team has been focused on giving to the player the levels and the controls for a cinematic

 

experience that is as much as possible melted to one with the story. Too often it is not the

 

case: first they make the controls, then the levels and at the end comes the story. To us all

 

3 dimensions are equally important, and we don't want to go into a compromise with any of

 

these.

 

Gamestar Earlier, the stories had hardly more depth than "Lara seeks for artifacts in old

 

ruins."

 

Cooper That will be evidently different this time. Lara is preoccupied with many questions

 

about her past. They give her the reason to explore various exotic places and artefacts.

 

Gamestar So in the end no questions will remain?

 

Cooper I worked on Legacy of Kain. With that one we had some cliffhangers that were a bit too

 

large - making one wonder in the end what it was all about. At the end of Tomb Raider: Legend

 

you will know a lot about Lara Croft's past and get answers to questions that rise and occupy

 

you during the game. Of course, some will stay unanswered - when everything is explained that

 

would be boring, no?

 

Gamestar The final Boss escapes after a 15 minutes battle, leaving us standing in the rain?

 

Cooper Definitely not. The gamers will be very satisfied with the end-scene of Tomb Raider.

 

Promised!

 

Page 45:

 

Captions:

(top)

> GameStar Editor Daniel Matschijewsky with senior Producer Greg Hounsom at Eidos in London.

> In the Himalaya, Lara dresses in a warm pullover.

> Lara will look into the direction she will hop. So you'll no longer jump by mistake passing

 

your target.

 

(bottom)

THE SHOOTINGS IN TOMB RAIDER: LEGEND

> Through the well known automatic aiming, you'll notice even far distant enemies.

> In the close fight, Lara distributes hits on the head with her pistol-handles, to get

 

enemies down.

> During a shooting fight, you can jump leaps into all directions by the push of a button.

 

Article:

In addition our Heroine must again and again conquer extended passages and solve puzzles under

 

water. Which, through Lara's limited breath-supply tend to be nerve-breaking.

 

Lara's Whip

In Tomb Raider: Legend , the puzzles are claimed to be constructed compacter than in the

 

predecessors. The time has passed where you must hit a switch to then through smart acrobatic

 

moves pass through half the levels diagonally to again before your eyes see her close a door

 

she had just opened.

In the central hall of the Inka temple, we should roll for example gigantic metal ball in the

 

correct sequence on three pressure switches, open ourselves there with a gate (see riddle-box

 

on side 44). Because the balls lie at heavily accessible advantages far above in the room, we

 

must fall back on all new Lara moves.

 

So she can now monkey-swing like that around branches and poles or hop into a wall space and

 

rock jump from wall to wall to reach around more highly located platforms - something which

 

also reminds of the Prince Of Persia. Moreover, ledges are taken by Lara one after another in

 

a powerful leap.

 

Nicely: when Lara is hanging from an edge, she always looks into the direction in which she

 

will jump. So you will not hop by mistake missing the next platform. Moreover Lara stumbles no

 

longer awkwardly over the reef when you come close to the edge by mistake. Instead, the

 

heroine will hold herself in the last moment or catches herself with an elegant, balancing

 

step.

 

Crawl and Roll

The largest reform that Tomb Raider: Legend won is Lara’s grappling device that somehow

 

reminds of Indiana Jones' whip. Because that hero also swings as well at a liane over abysses

 

or graps and quickly draws objects towards himself.

 

Practical example: in a gear of the Inka temple a tearing river blocked us. Because the

 

current is too strong, swimming does not come into question, and for a leap over the floods,

 

the opposite bank is too far away.

 

Very handy, that on the other side an out of loose boards and casks created raft is hanging in

 

the water. Through the shimmering surface of the metal container, the game notices we have

 

started using the device, we find the magnetic handle hook and we can pull it.. for that, Lara

 

only needs to aim coarsely into the right direction first, then automatically catches into the

 

black

 

 

 

Page 46:

Captions (from left to right and top to bottom):

„Quite like Indiana Jones with his whip, Lara swings over chasms using her grappling hook.

 

All the levels have been lit extremely atmosperically, like this Inca temple.

 

Lara has to overcome underwater obstacles, too.

 

From time to time, Lara wreaks havoc using stationary guns.“

 

 

Article (cont’d):

Women and Handbags

 

No need to tell that – like with the other Tomb Raider games – the designers have put a lot of

 

work into Lara’s looks (more on page 50, ‚The New Lara’). She doesn’t carry the grappling hook

 

and the other equipment in her backpack, but on her belt. ‚We wanted to make Lara more

 

realistic’, Greg explains. ‚It’s not very timely that she puts weapons, equipment and tons of

 

other stuff in such a small backpack. Plus, as it is now, the player can immediately see which

 

weapons Lara carries along and how many flares she’s got left.’ Beside the previous games’

 

well-known flares, the heroine’s got a flashlight on her shoulder, helping her see in the

 

sometimes pitch-black levels. The batteries last for two minutes max, then they have to

 

recharge. It’s a bit annoying that Lara can’t use the flashlight and grappling hook at the

 

same time, we have to light our few flares when having to swing across a gorge in the dark.

 

Multi-function binoculars are another piece of equipment, which she can use Splinter Cell

 

style as night-vision goggles or a thermal image camera to spot hidden enemies. According to

 

rumors on the internet, she can also use it to see brittle walls in the levels – Eidos didn’t

 

want to give us any details on this.

 

Jumping Ballerina

 

Riddles and jumping sequences are alright, but what about some action? ‚The ratio between

 

solving problems and shooting is about 70 to 30’, Greg answers. Nothing to worry about for the

 

fans of ‚fighting Lara’: As rare as the shootouts are, they’re a lot of fun. Like in the

 

previous games, Lara aims automatically at the closest enemy. This lets us concentrate on the

 

heroine’s evasive movements while we spectacularly shoot several wooden crates to splinters

 

and send the enemies crouching behind to kingdom come. When Lara runs out of ammunition, she

 

continues fighting using her pistol grips in hand-to-hand combat. Anyhow, it’s much more fun

 

to throw the grappling hook at enemies in order to knock them over or into a pit. Lara’s

 

arsenal isn’t much different from the earlier games’ – she can choose from seven guns, ranging

 

from the inevitable pistols to a machine gun, manual and automatic shotguns and a powerful

 

rocket launcher. It remains to be seen if the well-done shootouts ever get boring with the

 

invariable baddies of our test adventures – Eidos won’t say much about the enemies’ variety.

 

We guess you’ll have to fight a lot of animals, too, like in the predecessors. Also, Greg

 

didn’t want to say anything about driving sequences.

 

Press the Button Now!

 

‚Even when the player’s not shooting for a moment, there are plenty of action-packed scenes in

 

Tomb Raider: Legend’, Greg explains. He shows us what that’s supposed to mean by demonstrating

 

a ‚Big Action Moment’, which should appear at least once per level. Those resemble Resident

 

Evil 4 and Fahrenheit: You have to press the right button at the right time in spectacular

 

cutscenes for example to make Lara traverse a collapsing hall with risky jumps while rocks and

 

giant columns fall down all around her. The developers have included special animations and

 

death sequences (should you react too late) for each part of those moments. ‚I’m sure some

 

fans will be tempted to press the wrong button on purpose just to see how many different ways

 

of dying there are.’, Greg says jokingly.“

 

 

Page 47:

Captions (from top to bottom):

„A gentle touch of Sergio Leone: We participate in heavy shootouts with pistoleros in a

 

rotting small town in Peru.

 

The designers have placed most of the 9.800 polygons in Lara’s face.“

 

 

Boxes (from top to bottom):

„Making-of video on DVD

 

In Tomb Raider: Legend’s First Look video – clocking in at over eight minutes – Senior

 

Designers Toby Gard and Eric Lindstrom as well as Lead Designer Riley Cooper demonstrate the

 

game’s innovations on the basis of various movie tidbits. They talk about riddles, Lara’s new

 

model – and what she’s learnt since Angel of Darkness.

 

Developer Check

 

Crystal Dynamics has been developing games in various genres and on several consoles since

 

1993. The company’s become famous for their Jump&Run series Gex; in 1997, Gex 3D was

 

considered the precursor of a new generation of Jump&Run games. After they were acquired by

 

publisher Eidos in 1998, they started the successful Legacy of Kain series one year later with

 

their game Soul Reaver. The series was concluded in 2003 with Legacy of Kain: Defiance. The

 

company’s based in San Francisco.

 

Published games so far (amongst others): Gex 3D, Legacy of Kain, Pandemonium

Currently developing: Tomb Raider: Legend

 

Tomb Raider: Legend

Genre: action-adventure

Developer: Crystal Dynamics/Eidos

Release date: Q2 2006

Status of completion: 50%

 

Daniel Matschijewsky: ‚Lara, I like you again! You’ve gone back to the roots, you’re exploring

 

temples, caves and tombs again, you climb, puzzle and shoot like in your best days. It feels

 

as if your recent adventures were nothing but a bad dream. But I’m worried about you

 

nonetheless: You rise and fall with the story you tell. I’m hoping the best since Eidos is

 

being so secretive about it. Love, Daniel.’

 

Potential: Very good [highest for a game in development]

 

 

Article (cont’d):

„Dirty Girl!

 

The short days of the Angel of Darkness engine are over, Tomb Raider: Legend uses the more

 

powerful, improved Legacy of Kain: Defiance graphics engine. Modern ‚normal’ and ‚specular

 

maps’ add highly realistic corrugation to rock surfaces. The flares and the flashlight light

 

dark passages more lifelike than in Chronicles of Riddick. And the complex temples and tombs

 

create an intense adventure feeling with their countless details and dramatic lighting. Nice:

 

Lara gets dirty when crawling through a muddy area, and she’s dripping wet when climbing out

 

of a river or lake.

The music adds a lot of tension even at this early stage. Every room will have its own theme

 

to prepare the player for the traps and especially difficult riddles to come. ‚Instead of

 

using generic music, we wanted to create individual moments in Tomb Raider: Legend to make it

 

a cinematic experience.’, Greg explains. It works: As we’re standing in a corridor before

 

shaking floor tiles, the music literally lets us feel Lara’s next step could be her last.

 

Never before in the series have we suffered so much with our heroine in such a situation. If

 

the gameplay’s as spectacular as this ‚in the thick of it’ feeling, Lara will revive – in her

 

old glory.“

 

Page 50:

(from left to right and top to bottom):

„Bond’s Q Would Be Jealous:

The New Lara

 

Backpack

Compared to the previous games, Lara’s backpack has become much smaller. No wonder, she

 

carries her entire equipment on her belt. The backpack’s only used for stowing away discovered

 

artifacts.

 

Flares

Flares are the heroine’s only (and humble) source of light when she has to swing over deep

 

pits using her grappling hook in the dark or when her flashlight’s batteries have run out.

 

Grenades

Lara can carry up to four frag grenades. Every single one of them can take care of an entire

 

group of enemies – assumed, Lara’s aim is reasonable.

 

Binoculars

With these multi-function binoculars, Lara can discover remote ledges using the zoom function,

 

see into dark corners with the night-vision goggles or spot hidden enemies using the infrared

 

filter.

 

The heroine

The new Lara’s had a complete makeover, she’s been rejuvenated and clad into contemporary gear

 

– the time of her turquoise top’s over. Senior Designer Toby Gard has made a living and

 

breathing game heroine out of the polygon bimbo. Her model’s composed of 9.800 polygons (not

 

counting the equipment on her belt). That’s more than twice the amount of polygons used in

 

Angel of Darkness. The developers have put most of the details in her face. The heroine looks

 

more confident and mature, she can display emotions convincingly and speaks her lines in

 

lip-synch. She’s got long eyelashes, her braid’s a bit shorter, just like the ultra-short

 

shorts; ‚normal maps’ add realistic imperfections to her skin, Lara’s body has muscle fibers

 

and joints, the spine bulges under her skin.

 

Flashlight

Adventurers like Lara don’t have a flashlight, but a ‚Personal Light Source’. The bright ray

 

lights dark passages for two minutes. However, Lara can’t use the grappling hook at the same

 

time.

 

Grappling hook

Lara’s most important resource is her grappling hook. Using this, she can pull metallic

 

objects towards her, swing over pits and even knock enemies over. You won’t have to aim, Lara

 

will hit her target automatically.

 

Weapons

As she can’t carry all weapons at once, Lara will find three weapons max per level. She

 

carries her 9mm pistols on her hips as usual while placing every other gun on her back, beside

 

the backpack.“

 

 

> Page 52:

 

“Lara: how she was”

 

TOMB RAIDER: A HISTORY

 

TOMB RAIDER:

Hard to say, what the bigger sensation is: a Jump & Run-game in 3D? A woman as an adventurer?

 

In 1996, Tomb Raider is a never before seen, extremely elegant game experience with an

 

extremely fascinating principle figure.

 

She was designed by the englishman Toby Gard. the game was created by the experienced British

 

studio Core design - after more than 35 generally moderate works the team now makes a large

 

step to success. Tomb Raider appears in November 1996 and from start is simultaneously

 

developed for the Playstation and the PC.

 

The action revelation at the same time catapults the 1 year earlier into the game business

 

arrived publisher Eidos into big business.

Probably no-one could have predicted which gold treasure they had captured. But when Tomb

 

Raider begins to sell millions, Eidos quickly grasps how to make money out of Lara Croft.

 

TOMB RAIDER 2:

From now on, the games follow up each other per year, Tomb Raider 2 sees daylight in the end

 

of 1997. On the technical side, Core Design is only marginally occupied (the engine supports

 

all 3D graphic cards anyway), while they keep moulding the level design - and Lara Croft.

 

Allright, now her braid waves, and the bosom becomes more round and filled. Okay, now she

 

'speedboats' through Venice shooting sharks with the harpoon. But those are merely details of

 

the game. Eidos is foremost interested in the image of the Digidame, in the hype. Lara must

 

become sexy. In the game, she now slips into level specific outfits, for instance the tight

 

diver suit.

 

On the Artworks, and media-prints Eidos publishes in magazines and on posters, she drapes

 

herself in bikini and poses in evening dress. Her creator Toby Gard leaves Core design: "that

 

is no longer my Lara!". Lady Croft's media fame skyrockets. The game becomes the best of the

 

series, a megahit.

 

TOMB RAIDER 3:

Christmas is Lara-time, in December 1998 Tomb Raider 3: Adventures of Lara Croft sees

 

daylight. The media-event takes enormous proportions: Lara appears on the title of fashion

 

illustrated magazines, Lara goes on tour with the band U2, Lara hops through a music video of

 

"Die Ärzte", - with the game it has little to do.

 

At the same time, however this third part in the series is the expected and awaited

 

continuation, it also shows first signs of wear. The Engine? Still the same, only with more

 

colored light sources and somewhat more varied terrain.

 

And this time Lara has ears. In the south Sea, she bathes with uncovered belly. On artworks,

 

she covers her bosom with her arms. While 'game-wise' a progress fails to be apparent, miss

 

Croft chooses more exotic places to travel to: the south pole, the Area 51. There she crawls

 

into the tiny shafts - a novelty that is especially noticeable, because the camera view to

 

Lara's behind has shortened distance.

 

 

Tomb Raider:

November 1996

Rating: 84

> Lara conquers the Action Gaming World in a storm. The technically impressive game is the

 

surprise hit of 1996.

 

Tomb Raider 2:

November 1997

Rating: 89

> The continuation is an improvement. The best episode of the series becomes the springboard

 

for Lara's media fame.

 

Tomb Raider 3:

December 1998

Rating: 85

> The longed for next volume convinces, however an aftertaste remains: hardly any

 

revolutionary new things.

 

Page 53:

(from left to right and top to bottom):

„Lara Croft’s been at the top before. Right now, she’s hit rock bottom. How could an

 

artificial character become a media star, why did she start to slip? The sensational rise and

 

slow fall of a great game series, retold in six episodes.

 

Tomb Raider 4

After a surprisingly long time, the usual new Tomb Raider edition (subtitle: Last Revelation)

 

gets serious competition for the first time in December 1999: LucasArts sends Indiana Jones to

 

the Tower of Babylon. Lara wins the duel of the action-archeologists – by a margin. The

 

challenger gets more sympathies anyhow, people get tired of Lara: The omnipresent polygon face

 

has been seen too many times, the Eidos’ yearly cash cow titles have been too similar. Tomb

 

Raider uses – surprise! – the same engine as the previous games, but introduces 16-year old

 

Lara in the flashback tutorial. Eidos’ PR department sells combining equipment as a great

 

innovation. What nobody expected: Lara dies in the end.

 

Tomb Raider 5

No hero’s death has ever kept a company from milking a successful brand to death. The humble

 

story of Chronicles (2000) makes Eidos’ and Core’s lack of ideas obvious: You replay the best

 

adventures of the late action lady. Of course with the same engine, of course with a 16-year

 

old Lara again, the model was still left from the fourth installment. As some sort of apology,

 

Eidos includes the editor – those who haven’t had enough of the same squared levels can build

 

hundreds more. Critics and buyers react less than enthusiastic. The same year, Tomb Raider is

 

released for Gameboy, the last marketing gap seems to be filled. In the summer, the official

 

movie starring Angelina Jolie as Lara Croft starts. The action spectacle becomes a solid hit

 

and surpasses the halfhearted game effortlessly.

 

Tomb Raider 6

After three years of development, Tomb Raider’s ‚new generation’ returns in 2003. ‚The new

 

Tomb Raider will be quite a shock for the players of the previous five games’, brand manager

 

Jeremy Smith trumpets in advance. True, true, even if he meant it differently: Angel of

 

Darkness turns out to be a disaster. Graphics are up-to-date, Lara’s been beautifully

 

designed, but not even all the congeniality in the world could save the horrible controls.

 

Random logic shakes the story, bugs achieve the same with the player, the advertised learning

 

system is ridiculous: Lara uses a gas mask in the Louvre and runs faster from that point.

 

Core’s planned two sequels. In vain – Eidos pulls the plug, the series is taken over by

 

Crystal Dynamics. Currently, Lara trains for her comeback, planned for summer 2006.

 

Tomb Raider 4: The Last Revelation

December 1999

Rating: 83

 

Stagnation on a high level. Lara only travels to Egypt. The 3D engine gets old quickly.

 

Tomb Raider 5: Chronicles

December 2000

Rating: 78

 

Eidos puts several stories into one game, adding the editor. The end of the original series.

 

Tomb Raider 6: Angel of Darkness

August 2003

Rating: 52

 

The comeback attempt with a new engine is a flop. Angel of Darkness is a failure gameplay-wise

 

-------------------------------

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Ya me lo leí todo, y hay bastantes cosas que ya sabemos y un análisis general a Lara y todos los juegos de TR y su situación.

 

Como es una faenada traducir todo, solo se debería traducir las cosas nuevas que aportan de TR Legend.

 

Por cierto, os comento lo nuevo que dicen en Play Manía:

------

Lara usará su gancho magnético, prismáticos, linterna que durará aprox. 2 mins, un comunicador y un PDA donde obtendremos información extra.

 

Nombran también 9 enormes niveles, entre los cuales por ejemplo: Perú, Bolivia, el Himalaya, Rusia o Africa.

 

También esta vez, Lara podrá activar un modo "tiempo-bala" con el que ganará ventaja en los tiroteos.

 

Os dejo, voy a seguir estudiando XD, see you!

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En la publicación también destaca que sus prismáticos tienen visión nocturna e infraroja.

 

Lo más importante que hablan en el artículo es la historia, y es este cachito:

 

Even the tutorial – set in Bolivia – starts in a spectacular way and immediately stimulates  

 

‚old’ Tomb Raider emotions. In a cutscene (using in-game graphics), Lara climbs a rock like  

 

Tom Cruise in ‚Mission: Impossible 2’. Once on top, we’re supposed to jump over (sic) several  

 

ledges in a vertigo-inducing height, hang on narrow eges and roll through crevices, taking  

 

advice from Lara’s yet-secret assistants by means of her radio.  

 

Some years  

 

ago, Lara was on an expedition here with some friends. A member of the team fell in a hole,  

 

into a widely ramified tunnel system, missing ever since. Now Lara wants to know more about  

 

her friend’s [in the German text: male form]whereabouts. And find the parts of a historic  

 

artifact, scattered all over the world.

 

She’s got an evil  

 

opponent who’s killed her best friend [female form] years ago. She was crossing a bridge in  

 

the South American jungle, an he cut the rope. She’d got too close to him and his plan with  

 

her research.’ The special thing about that: During the game, you’ll return to the place of  

 

the incident, and you’ll travel back in time to the moment where she falls into the abyss. As  

 

a younger Lara, you’re supposed to find a way down into the valley and look for her.

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Even the tutorial – set in Bolivia – starts in a spectacular way and immediately stimulates  

 

‚old’ Tomb Raider emotions. In a cutscene (using in-game graphics), Lara climbs a rock like  

 

Tom Cruise in ‚Mission: Impossible 2’. Once on top, we’re supposed to jump over (sic) several  

 

ledges in a vertigo-inducing height, hang on narrow eges and roll through crevices, taking  

 

advice from Lara’s yet-secret assistants by means of her radio.  

 

Some years  

 

ago, Lara was on an expedition here with some friends. A member of the team fell in a hole,  

 

into a widely ramified tunnel system, missing ever since. Now Lara wants to know more about  

 

her friend’s [in the German text: male form]whereabouts. And find the parts of a historic  

 

artifact, scattered all over the world.

 

She’s got an evil  

 

opponent who’s killed her best friend [female form] years ago. She was crossing a bridge in  

 

the South American jungle, an he cut the rope. She’d got too close to him and his plan with  

 

her research.’ The special thing about that: During the game, you’ll return to the place of  

 

the incident, and you’ll travel back in time to the moment where she falls into the abyss. As  

 

a younger Lara, you’re supposed to find a way down into the valley and look for her.

El tutorial- situado en bolivia- se inicia de una manera espectacular e inmediatamente estimula antiguas emociones(vividas en anteriores juegos se refiere). En un video corto(usando los gráficos del juego)Lara escala una roca como Tomb Cruise en M:I 2. Una vez arriba tenemos que saltar sobre repisas a una altura de vertigo, colgandose en repisas y rodando a traves de grietas, tomando instrucciones por radio del ayudante secreto de Lara(zip supongo).

 

Unos años antes lara estubo en una expedición allí con algunos amigos. Un miembro del equipo caio en un agujero, dentro de un extenso sistema de tuneles ramificados(en cristiano: laberinto:lmao: ) perdiendolo por siempre. Ahora Lara quiere saber mas sobre el paradero de su amigo[En el texto Alemán un hombre].Y encontrar las partes de un artefacto historico dispersado por todo el mundo(como sea el Scion me da algo).

 

Ella tendra una malvada oponente que mato a su amigo años atras[en el texto aleman forma femenina].Ella estaba cruzando un puente en sudamerica cuando el(no entiendo por que ahora esta en masculino) corto las cuerdas.Ella estara muy cerca de el(de nuevo forma masculina:?) y su plan debido a su investigación.Una cosa especial sobre esto:durante el juego volveras al lugar del accidente y viajaras en el tiempo al momento donde ella caio en el abismo.Como una joven lara tendras que encontrar una manera de bajar al valle y encontrarla.

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Gracias Mike!!!...Asi que manejaremos a una joven Lara ehh.....Eso me encanta,lo que me da miedo es lo del tutorial en Bolivia....¿Acaso se arrepintieron de la Mansion,o solo es una pequeña ayuda en el 1er nivel?

Espero que no aunque la mansion...yo no daria ni un duro por ella pa mi que como no sea en pintura no la volvemos a ver

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