Xbox Magazine Article

作者 TombCrow, 2005 十二月 29, 19:51:36

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subaru

谢谢用金山词霸的:
===============
The shadow of Angel of Darkness looms over the Tomb Raider
franchise like a noxious fart.   Even as we are drawing up outside Crystal
Dynamics\' offices on the outskirts of San Francisco , we\'d already
decided that this \"reinvention\" wouldn\'t resurrect the game that gave
birth to 3D adventures. How wrong we were. When we asked Tomb
Raider producer Morgan Gray just where his game fitted in the Tomb
Raider timeline he looked confused. \"There are other games?\" he
replied.
With Toby Gard , the \'\'father of Lara Croft\'\' on hand the reiterate how
much this game is returning Lara to her roots , and lead designer Riley
Cooper mocking the time honoured tradition of block pushing , we
swan-dive into all Legend had to offer to prove once and for all that yes.
Lara Croft is indeed back.
Gard\'s return to the franchise he created is as much about the game
getting back on track, as it is a symboic measure of reassurance. \"I
suppose having my name associated with Tomb Raider: Legend is a bit
of both\'\' says Gard whey we quiz him over whether he is just a
figurehead or if his role is something more proactive .\" My name will
hopefully create a bit of wind on both fronts. I have been involved in
changing and rewriting the story and working on rewriting her bio and
her character so it\'s not all a bunch of hot air!\"
Kill the Past
The team at Crystal Dynamics knows that burying the ghost if Lara\'s
past is going to be as much a challenge as recreating her. This is
Crystal\'s first Tomb Raider game: yet it has a legacy that needs
addressing. \"Crystal Dynamics is coming from a Situation where the
last game was something it didn\'t want- that nobody wanted, In fact.
We have to start afresh and do something new,\" says Gard \"We\'re not
afraid of just going off and exploring a newtrack -we just need to
focus on every aspect of the game.\"
\'\'This is a huge update from her previous outings, \'\' adds producer
Morgan Gray. \"She was the world\'s best looking tank before, and just
moved In very strict patterns -backs forwards, sideways- but never
free-roaming. Our goal now is to make her the best-looking,
bset-controlled character out there, period.\"
Crystal freely acknowledges that other games on the market have
superseded tomb calder, and it\'s keen to expand on whittle lines of
prince of Persia and splinter cell have done. But with the change of
previous tomb raiders partly relying on the navigation of the grid
system of the maps, where will the challenge lie In this new free
roaming Incarnation. \"There was so much challenge in the previous
games just controlling them\'\' Says Cooper. \"In the first game thatwas
fine, no one had ever done any of that before. Tomb Raider invented
that butte didn\'t want it to be a challenge-Lara is beyond that. We had
to sit down and thank: what is the challenge today-what is it in the game
that provides the challenge, if she does what I want when I want where
is the  hard part.
Mind that ledge
\'\'What we discovered\'\' Pete adds\'\' was that the challenge was actually in
the environment itself surfaces will now break under weight   she will
have to move quickly over crumbly surfaces and slowly under unstable
ones. Its about solving puzzles in a path and opening up that path.
We\'ve developed something called a multiple outcome systerm. Which
means if you don\'t do a jump quite right   you\'re now getting more than
jsut the falling death scene. So many games have jumps that you know

you\'re going to make when you attempt them. But the energy goes from
them slightly. Now,if you misjudge a jump you\'re going to have a
chance to redeem yourself by lunging for a ledge and hitting a batton
when it flashes on the screen. Time it right and Lara will hold on,   get it
wrong and she will die. lts those kind of touches that we need to add in
order to make the game that much more invigorating. And then we\'ve
got the magnetic grappling hook... \"Ah yes, the grapple, another way of
Lara getting through the maze of physics based traps, tombs and
puzzles in front of her.

subaru

:D
===
"With angel of darkness we asked the people to believe a lot of things
and then never delivered, but this time she will go where you want and
when you want.\" Says cooper \"she\'ll grapple and swing then jump off
ledges and run along crumbling floors in one fluid motion. None of us
want to be selling the game on something they can\'t see and touch for
themselves. Its nothing like angel of darkness, trust us! One of the
biggest challenges has been integrating the physics into the game.
There doesn\'t seem to be many people that have utilized physics In
games, sure, half life 2 springs to mind, but in a 3rd person style game
where you can see everything at all times,  there doesn\'t seem to be too
much out there. Lara will now swing into things, pull things, push
things, explode things-all of which will be physics based. We knew it
would be coll if we pulled it off, but we didn\'t know just how coll. I
must say its been really satisfying to get that right. \'\'
The grappling hook can be used to grapple enemies and yank them off
ledges, and with the combat quota through the roof, it will certainly
come in handy. But does Tomb Raider Legend the true successor of
thy original really need all this violence to counter the puzzle. The
original certainly didn\'t.
\'\'The original tomb raider was very low in combat, and half way
through that people said \'for goodness sake. we\'ve got to stick more
creatures in there\'-so we had to pepper more around the levels\" Says
Gard \'\'without combat there\'s no change of pace, so it always
becomes a plodding game, it\'d be too slow.\"
"This game is the most action packed tomb raider yet, but we\'ve still
got that mix of puzzles in there. Remember though\' with the physics
this will be the first tomb raider game were the puzzles can actually
be used to kill people as well. I think we struck the balance just right.
You can salve a puzzle by grappling a section of wall away, and kill the
bad guy with the rubble. Its killing and puzzle solving in one handy
Lara shaped game.


Amazing Grace
The level we later go on to play is a prime example of everything CD
has told us about. Its set In -gasp!- a tomb for one thing, as in the rest
of the game (no area 51 or oil rigs this time) and is a spectacular
example of design, physics, combat and puzzle solving. Imagine the
beginning of The Raiders of the Lost Ark bigger and with more
boulders\' then imagine those physic based boulders needing to be
manipulated to set off traps, kill enemies and unlock hidden treasures.
Then imagine having to escape the whole lot as it collapses around you
swinging like Spider Man through spider packed corridors. Different
from the Lara we\'re used to, right?
She moves with a grace and fluidity we\'ve never seen before.
\'\'They open up the pathways and are a logical tool in 3d space, but
we\'ve used them sparingly, that said this is the most advanced block
pushing game l \'ve ever seen. You can push them, rotate them and
even throw them, hurl them through the air, anything you like.\" We\'re
going to quote you on that, we threaten. To which Cooper laughs, but
we can\'t help feel that he\'s proud of reinventing the most basic game
elements. \"No, that\'s so dangerous of me to say, but it\'s the most
advanced I \'ve ever seen it\'s a puzzle game after all. so we\'ll use it but
 
It has to be used right. Seriously, these conventions associated with the
tips of our fingers is frightening stuff, for the first time in a long time we
care about miss Croft again.. You won\'t want her to fall to the groung in
a heap of cracked bones, and scream. It reminds us of the original as
this should be seen as the sequel to the first game. Hell there\'s even a
nudge to the old block mission. \"I won\'t say we have no block mission,
we do have some, but hopefully we\'ve tried to make it so that it\'s not
extensive.\" Laughs Cooper.
\'\'Sure enough once we had catapulted our first block through the air
sending it smashing into a wall and causing the whole lot to crash down
around our ears, rubble, dust particles, filtered light and extensive
sound we were sold to tomb raider from the blacks up. It has been
rebuilt and It is no  simply a matter of time until Lara steps back to
reclaim her crown. We never thought we\'d say this, but we can\'t wait

Article By Ben Lawrence Transcript by: Ben & Laurence

TombCrow

金山词霸......难道你不用的吗?
我不能用,一打开就死机,哈哈!