1.     Mi trovi su: Homepage #4206570
    EGM & PSM2 January 2006 TR Legend Articles
    Publish Date : 11/28/2005 9:03:00 PM Source : EGM

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

    The Buzz

    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

    Tomb Raider Rocks

    Lara Gets Back to What She Does Best Rading Tombs and Going Uuuuuh

    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.

    [SIZE=1]:vg: LCR.com > It's time to play - [Mio Blog] [MySpace] [[URL=http://img204.imageshack.us/img204/5452/di
  2. Normale  
        Mi trovi su: Homepage Homepage #4206575
    Grazie alex! :approved: ......questo è lo stesso articolo??:

    Tomb Raider Legend: Everything Is New Again

    Holiday 2005 Issue # 105

    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.

    E poi guardate questo nuovo renders di PSM! :D

    Fonte: Tombraidercentral.net
    [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
  3. Normale  
        Mi trovi su: Homepage Homepage #4206579
    Originally posted by Xin
    Non è nuovo il render comunque!:rolleyes:

    Si.....è un vecchio render riproposto...... quello di prima era con la treccia e di qualità e dimensione inferiore! ;)
    Cmq chi traduce? :D
    [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
  4. Bandito  
        Mi trovi su: Homepage #4206580
    Originally posted by raniero
    Si.....è un vecchio render riproposto...... quello di prima era con la treccia e di qualità e dimensione inferiore! ;)
    Cmq chi traduce? :D

    No era uscito anche in versione nuova!:D
    [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]

  5.     Mi trovi su: Homepage #4206584
    Originally posted by Roberto-web
    Credo che non metterò l'opzione per vedere il percorso della pallottola sparata dalle armi ;)

    Ma non dice semplicemente che tenendo premuto lo stick analogico destro potremo MIRARE con più precisione ("she can look down her gun sights for precise aiming")?
    Forse ho interpretato male io... :confused:
    [SIZE=1]:vg: LCR.com > It's time to play - [Mio Blog] [MySpace] [[URL=http://img204.imageshack.us/img204/5452/di

  EGM & PSM2 TR Legend Articles (Nuovo Screen)


Per scrivere su Videogame.it devi essere registrato!



Ci sono 0 ospiti e 0 utenti online su questa pagina