1.     Mi trovi su: Homepage #4074751
    Lara couldn't be much farther away from the Parisian night if she tried. Some of us may be in Leipzig, but Lara's in Africa. And, just as they said she would be, Lara is back to her old tricks - leaping from ledge to ledge, solving ancient puzzles and dancing through traps that would've claimed Indiana Jones many times over. She's not just clinging on any more; she's clinging on, hauling herself up, jumping and tumbling past circular blades and then using her new multi-purpose grapple hook to smoothly swing across a spike trap with a rope - all in one fluid motion. Those of you hoping for something closer to the Prince of Persia may yet be satisfied.

    Of course, the Tomb Raider: Legend team have been very vocal about wanting to take Lara Croft back to her roots. Out of the random European city and back into the caves. Back to what she's good for. Their determination for the game to stand apart from recent versions is obvious from the name alone. None of this "Lara Croft Tomb Raider Angel of Darkness" pin the colon on the run-together-game-names nonsense - just simple and memorable. Today, we got our first chance to see just how far Toby Gard and Crystal Dynamics have lead Lara - and the only slight disappointment was that we did have to journey to a random European city to do so.

    Having got to Leipzig without feeling stronger or killing any helpful professors en route, Eurogamer's Patrick Garratt was one of the first to take in the new-look Lara one-to-one, and phoned through his observations earlier this morning.

    The demo focused on a level set deep in Africa. Running on PS2, the code at Leipzig apparently constitutes a quarter of one of eight huge levels that make up the game, which the team reckons will take 12-15 hours to finish. And "huge" is the operative word. Starting in a cave, Lara surveys the area and makes her way out through an entrance to be greeted by a gigantic waterfall - likely to be the one seen in the screenshots - and the sense of scale is said to be overpowering. Birds are flapping around, and Lara can be seen fiddling with an earpiece.

    At this point we were told about Lara's new body. Crystal Dynamics wanted to give her "the look of action and athleticism, and retain her beauty and sensuality, but without making her look creepy". (Good grief.) They've certainly achieved the former by the sound of it, with a slightly more muscle-bound heroine - almost cartoon-esque, but still very identifiably Lara. In terms of getting back to her roots, she can take the literal path if she likes and wallow in the mud - the dirt clinging to her until she next takes a dip in nearby water. After that her clothes will be sodden, and water will drip off - she may even wring out her hair during quiet moments. Beyond making her look like a more advanced, athletic Lara, the team has tried to give her a broader range of animations - and she won't always be wearing her trademark shorts, green top and backpack either.

    Having caught our attention with a gigantic waterfall, Lara pulls a lever and opens a gate behind it. It won't be long before she's leaping and, of course, fighting. One of the other things Crystal Dynamics wanted to do with Legend was modernise the control scheme - and that's obvious in various areas, including the way the combat works in a manner that's unlike any of the previous Tomb Raiders. Combat is said to be 35-40 per cent of the whole game, and a lot of work has gone into it. A health bar and individual ammo stocks for your weapons spring up to remind you of the conditions as you fight. But instead of just giving you a gun and having you point, a new "combat lock mode" allows you to lock onto various enemies so that each is assigned a face button - in a manner not dissimilar to Sony's The Mark of Kri. Lara then uses her individual handguns to take shots at the enemy corresponding to the button you're hammering. As you dance back and forth trying to evade them, you can focus your attention without having to juggle the third mental ball of cycling through targets. A clever move.

    Clever moves will be a common theme, by the sound of it. Solving puzzles demonstrated that Lara not only solves problems in various ways, but is also hugely versatile in terms of getting around and, crucially, not dying pointlessly and easily.

    One puzzle involved starting a water wheel, where one of the paddles was obstructed. She surveyed the scene with binoculars first (these will apparently have different uses, but you can guess which was the only one we saw), and then got to it. The first option was to use her magnetic grappling hook - and this tool will serve her very often in Legend, from what we could make out. In this case, she found a way to swing toward it, Indy Jones' whip-style, and kick the obstruction. Another option, it turned out, was simply to chuck a grenade to clear the paddle's path. Another still involved clambering up the opposite side of the room and taking advantage of a stationary gun emplacement. The possibilities sound inviting, even if the early example is quite mundane - the idea of finishing a platform-puzzle game, starting over and saying "right, I'm not going to use any of the means I did last time" doesn't just appeal to us, it practically has our pants off. But back to Lara...

    With the water wheel now clear, Lara can grab hold of the paddle and use it to reach higher platforms. Not the first time, mind you. The first time, she screwed it up. And this helpfully illustrates the point about not dying needlessly. In past Tomb Raiders, missing a ledge could be fatal and cost you lots of progress. Heck, walking down a corridor without watching your feet left you impaled on spikes - missing a ledge was like being told you were dead, and the developer had gone round your parents' house and told them about the time you stole £10 from your Mum's wallet and used it to buy pornography. Not so in Legend. Hanging from the paddle, Lara swung but failed to catch the lip of the ledge and tumbled - only to spring athletically back toward the paddle and not just grab it but actually stand up on it too. Like many recent platform games, Lara won't just fall off ledges either - she'll turn around and grab them if she stumbles off; the idea being that you'd have to make the game think you really wanted to leap off if you were to fall.

    Having navigated this section, she started encountering traps. In the dark, her shoulder-mounted flashlight turns on automatically, and the red flares she can toss into deep pits add grim highlights to the darkened spikes at the bottom. With dynamic light and shadows, of course. Simple traps are like something out of Raiders of the Lost Ark - spears hurtling forth from every crack in the wall and Lara having to time her run to avoid them - while some of the latter traps and puzzles are said to involve water currents. And we can't imagine they mean she just gets her phone wet and swept a bit off course.

    Overall, Tomb Raider: Legend is looking like it could be focused in the right areas, smoothly pieced together and actually capable of proving the doubters wrong. After the farce that was Angel of Darkness, this was always going to be a critical moment for Lara, and early impressions are hugely positive. They even seem to have the camera right - it's automatic, and "loads" of work has gone into it, but during our demo it never became an issue, and could always be tweaked with the right analogue stick. With so many good ideas flowing into it from various sources - not just the first Tomb Raider - the signs are very positive. Just as the developer has worked hard to hang on to ideas that work and scrap the things that don't, their latest incarnation of Lara is equipped to grab hold of anything in her environment - an environment that she seems more than adequately equipped to navigate quickly, fluidly and beautifully. Hey, we don't know about the sensuality part yet, but we still left disappointed we couldn't take her home with us.

    Tomb Raider: Legend is due out on PS2, PSP and Xbox in Q2 of 2006.
    grazie a

    Pubblic relations Italian Site TR VDG
  2. Bandito  
        Mi trovi su: Homepage #4074755
    Lara non è mai stata più lontana di ora da una città europea. Alcuni di noi possono essere a Lipsia, ma Lara è in Africa. Lei è ritornata alle sue origini - saltando da sporgenza a sporgenza, risolvendo antichi enigmi attraverso trappole che avrebbero fatto schiattare persino Indiana Jones. Salta e ruzzola superando lame circolari e quindi utilizza il suo nuovo rampino magnetico per poi oscillare sopra una trappola di punte acuminate con una corda -- tutto ciò con movimenti estremamente fluidi. Quelli di voi che sperano in qualcosa di più vicino a Prince of Persia possono ancora essere soddisfatti. Naturalmente, Tomb Raider: La Leggenda vuole ripristinare Lara Croft alle sue radici di archeologa avventuriera. Dimenticando le fredde viuzze di una città europea. Retrocedendo a quello stile per cui lei era stata creata. La loro determinazione affinchè il gioco continui anche dopo le recenti ricadute ha portato alla creazione di questo capolavoro. Nessuno contesta l'assurdità che era Tomb Raider: The Angel of Darkness. Oggi, abbiamo avuto l'opportunità di constatare quanto Toby gard e la Crystal Dynamics abbiano migliorato e rimodernato un marchio quale Tomb Raider - e l'unica leggera delusione era che abbiamo dovuto viaggiare in una città europea per fare ciò. Arrivato a Lipsia Patrick Garratt di Eurogamer è stato uno dei primi a studiare il nuovo look di Lara prima di questa mattina. La presentazione si è concentrata su un livello ambientato in Africa, il quarto di una delle otto ambientazioni che costituiscono il gioco, che il gruppo considera che richiederà 12-15 ore per essere completato. Le ambientazioni sono enormi e sensazionali. Iniziando da una caverna, Lara esplora l'area e raggiunge una gigantesca cascata, quella vista in numerosi screenshots, l'emozione è fortissima. Gli uccelli svolazzano. A questo punto ci è stato presentato il nuovo design di Lara. La Crystal ha voluto darle "aspetto di azione e di atletismo". Essi hanno ottenuto certamente il miglior modello di Lara mai visto prima d'ora,che rispecchia in versione moderna la Lara dei vecchi Tomb Raider, non la bambola cartoonesca vista in AOD. Ora i vestiti di lara si sporcano e si rovinano quando rotola a terra. Oppure dopo essersi buttata in acqua i suoi vestiti saranno fradici e perderanno gocce d'acqua - Lara può anche strizzare i suoi capelli durante i momenti di pausa. Oltre farla assomigliare a un Lara più realistica e più atletica, il gruppo ha provato a darle una gamma più ampia di animazioni. Avendo attratto la nostra attenzione con una cascata gigantesca, Lara tira una leva e apre una porta dietro di essa. Non passerà molto e lei starà già saltando e, naturalmente, combattendo. Una delle altre cose che Crystal ha voluto fare con Legend era modernizzare lo schema di controllo - il che è evidente in diverse aree, tra cui il modo in cui il combattimento funziona, un modo che è molto differente da quello dei Tomb Raider precedenti. Si dice che il gioco si basi per il 35-40 % sul combattimento. Una barra della salute e un menu di selezione per le vostre armi sbucheranno per indicarvi la vita, l'arma in utilizzo e la quantità di munizioni che avete. Come potrete saltare a destra e a sinistra provando a eluderli, potrete concentrare la vostra attenzione su situazioni precise. Entra qui in scena lo spostamento intelligente. Gli spostamenti intelligenti saranno un tema comune. Lara potrà risolvere dei rompicapo in modi differenti. Un enigma di questo livello comprende l'avviamento di una ruota ad acqua, bloccata da una colonna caduta su di essa. Lara prima studia la situazione con il binocolo. A questo punto ci sono varie opzioni che consentono di riattivarla. La prima opzione era di utilizzare il suo gancio magnetico - e questo strumento la servirà molto spesso in Legend. In questo caso, lei ha trovato un modo oscillare verso la colonna, lanciarsi su di essa e farla collassare con una spinta. Un'altra opzione, era semplicemente di gettare una granata per chiarire il per sbriciolare la colonna. Un altro ha ancora implicava il poter finire le munizioni crivellando la colonna. Con la ruota ad acqua ora libera, Lara può utilizzarla per raggiungere zone più in alto. Successivamente Lara ha cominciato a incontrare trappole. Nell'oscurità, la sua torcia installata sullo zainetto si accende automaticamente e i bengala rossi che può tirare in profonde fosse aggiungono caratteristiche inquietanti alle punte oscurate sul fondo. Con luce e ombre dinamiche, naturalmente. Le trappole semplici somigliano a qualcosa venuto fuori da I Predatori dell'Arca Perduta, arpioni sfrecciano da ogni buco nel muro e Lara deve studiare il momento giusto per superarli, mentre si dice che alcune delle ultime trappole e rompicapo implichino correnti d' acqua. E quindi si potrebbe immaginare che Lara debba riattivare canali e corsi d'acqua per procedere nel gioco. Complessivamente, Tomb Raider: Legend ha tutte le potenzialità per dimostrare che Lara è ritornata, dopo i danni di quello che era Angel of Darkness. Sembra anche che essi abbiano letteralmente demolito il passato corrotto per aprire una nuova strada a Lara.

    Le versioni PS2, PSP e XBOX360 di Tomb Raider: Legend saranno disponibili nel Secondo Quarto dell'Anno 2006.
    [COLOR=LIMEGREEN]You can own the Earth and still all you'll own is earth until you can paint with all the colors of the wind.[/COLOR]

  3.     Mi trovi su: Homepage #4074762
    Altra impressione:D

    "August 17, 2005 - Forget just about everything you know about Tomb Raider (save for the tomb and raiding parts). Forget...

    1) The freakish human mutation that was Lara Croft and her immense cranium.
    2) The Egyptian pyramids that were Lara's angular breasts.

    3) The needless exploration of Venice and the stealthy slaughter of heavily armed commando-devil-raptors.

    4) Entering any given room, dying, and then reloading so that you could hopelessly die again.

    5) A rigid world made of uncompromising square tiles.

    Tomb Raider: Legend, unsurprisingly, is doing away with all those tired Croft mainstays and is instead running with a newer, sleeker, more natural kind of exploratory action. The developers at Crystal D are at least primarily concerned with the million seller's fluidity and feel. It's because of this that Tomb Raider: Legend resembles Sands of Time. Both games feature slick animation and lots of it, anyway. But, Lara may be able to best even the mighty Prince when she releases in Q2 2006.

    While we haven't seen any kind of a story to indicate that Tomb Raider will approach Prince's level of narrative quality, Eidos promises that the game will involve the appropriately mystical, much in the same way Indiana Jones or The Mummy did. And while Tomb Raider will, in classic comic book fashion, acknowledge and respect its predecessors, the game will not attempt to continue or retell those old stories. It'll be all new this time around.

    While the plot like as not won't do much for us, the gameplay already has us singing high praises. We got a chance to see a private demonstration of Legends at this year's Leipzig Games Convention and came away quite pleased. In particular, we noticed that...

    1) Lara is now a human female.

    2) Her not so pyramidic bosom is ample, but not completely outlandish.

    3) Tomb Raider will actually be about raiding tombs.

    4) Flow is emphasized. Trial and error is not.

    5) There are no unusable angles.

    As simple as it may sound, the last bit is what has us the most interested. In addition to righting the square wrongs of former Tomb Raiders, Lara's new forgiving acrobatics will allow gamers to send her leaping, shimmying, climbing, vaulting, rolling, diving, and grappling across some pretty exciting environments gracefully, not clumsily. That kind of flow did wonders for Sands of Time. We expect the same thing to hold true here. And in some cases, it could even be better. For instance, Lara's many environment-driven puzzles may seem like classic Prince, but a heavier emphasis on logical, physics-driven scenarios that strike us as being Half-Life-ish could push Croft over-the-top.

    At one point during our demonstration, Lara applied her muscle and weight to a pulley system to actually lift a block. Simple. She later tossed out a magnetic grappling hook to grab and drag around other suspended objects. That was a little better. At another point she needed to take down a pillar with mass and weight attached to it. She could have tossed a grenade its way, kicked it over by swinging into it, or just shot at it with a heavy machinegun. Now that was cool. The Eidos kids also promised that the new engine will give the team plenty of leeway. Specifically, they mentioned something about fire and water puzzles. Block pushing may well be at an end.

    One thing we didn't see much of during our presentation was combat. At a couple of points Lara whipped out her pistols and shot a few dudes from afar -- she even employed one of a couple stunner moves on an enemy to give her a better shot -- but we never saw any dinosaur killing or out of control circle strafing, but then there's still a lot of Tomb Raider to see. And no doubt we'll see it all in the months leading up to the game's recently announced Q2 2006 launch date. Of course, we'll be back with more information as it becomes available."

    Fonte: http://xbox.ign.com/articles/642/642947p1.html
  4. Normale  
        Mi trovi su: Homepage Homepage #4074763
    E' chiedere troppo se qualcuno può tradurre? :confused: :shy: (se Xin nn vuole, nn fà niente... dopotutto ha già fatto un lavoraccio! ;) )
    [SIZE=1]Vedere il mondo in un granello di sabbia
    e il cielo in un fiore di campo,
    tenere l'infinito nel palmo della mano

  Prime impressioni da Leipzig


Per scrivere su Videogame.it devi essere registrato!



Ci sono 0 ospiti e 0 utenti online su questa pagina