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Nuevo articulo y fotos de Tomb Raider: Legend


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Bueno,acabo de encontrar este articulo sacado de internet,con un par de foticos nuevas.Abajo les dejo las fotos y el articulo lo cuelgo en ingles,y luego lo traduzco o traduzco lo nuevo y mas importante.Espero que les gusten,saludos!

 

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 'em bigger, take 'em down a few sizes, or leave 'em be. In the end, "they're still a bit scary," says Lady Croft creator Toby Gard, whom Crystal hired to mastermind the she-daredevil's redesign and backstory, "but they're more reasonable. She's more athletic."

Oh, don't pretend that you don't know what we're 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." And that reality check meant plenty of tweaks beyond just cup size for this franchise's 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 game's world is more rooted in reality, too, thanks to a true-to-life 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 has abandoned the archaic, rigid grid-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 A.I.," Grey says. "She's 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 her guns. Special "targets of opportunity," such as collapsible walls, power lines, and the requisite exploding barrels, become tagged with a button on your controller; tap the button and Lara will shoot the target. Slinking in close to bad guys lets 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's not to say that Crystal has turned Lara's game into a first-person shooter. "We never want the combat to be a slow, plodding experience," Grey says. "We want players to always have Lara in motion, always have her flipping and leaping. She's tougher than you or me, but she's still pretty easy to kill when she's 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's still not really proportioned like a normal human being," admits Gard of Croft's more athletic figure. "But then the Tomb Raider world is not the real world, although it's more real than before. It's more like a comic book now."

 

The Legend levels we tried--which feature some tomb exploration, puzzle solving, gunplay, and new Dragon's Lair-style action events during cinemas--have even the Raider haters on our staff itching to slip into Lara's pants...er, boots.

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"Ella es lo suficientemente inteligente como para saber donde poner las manos para balancearse.Ella se salvara asi misma de los errores simples,asi ustedes pueden enfocarse en los grandes desafios".Dice Morgan Gray.

Otra cosa que dice,es que Lara tambien podra apuntar con su pistola en primera persona,asi tenemos un rango de disparo mucho mejor.Lo que mas destaca es la I.A de Lara y los lugares que visitaremos."El mundo de TR no es como el mundo real,pero es mucho mas real que antes.Es mas como un comic ahora".Dice Toby Gard.

Bueno,eso es lo que mas destaca el tema.,lo demas ya todos lo sabemos.Bueno.,saludos!

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Muchas gracias por la info y las imagenes Evan!! estan chulisimas!

Me uno a Lilo no se que significa disparar en 1ª persona....¿que apunta directamente a los malos como en los anteriores tr´s?

Feliz nochebuena!!:D

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Además como bien decias ahí arriba es una opción, por lo que se puede elegir tener en 1º persona o la de siempre, ya que hemos visto videos que dispara como lo ha hecho siempre.

 

Salu2!

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