atari.com play first code

作者 TombCrow, 2006 一月 22, 18:18:34

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TombCrow

文中详细描述了bolivia关卡

Tomb Raider Legend - we get our hands on the first code for Lara\'s new adventure

Lara Croft is back in an all-new epic adventure, Tomb Raider Legend. It\'s been sometime now since Angel of Darkness was released and from what we\'ve seen so far it\'s been worth the wait. The structure of Tomb Raider Legend follows a similar path to previous games but with a revamped control system that allows Lara to roam more freely throughout the levels. Additionally, Tomb Raider Legend has now been developed by Crystal Dynamics which are known for games such Legacy of Kain: Defiance and Snow Blind. Their quality of games far exceeds those of the previous developer Core and is a much-needed step in making the latest edition far more superior. From the new engine we noticed the overall improvements, some of those being the detailed character modelling and better level design.


The very first stage takes place in the beautiful mountains of Bolivia and before the game-play started we were treated to a remarkable panoramic cut-scene of Lara climbing up the side of a mountain. It displayed the scope of the environment and gave us an insight into the graphics engine. The surroundings are gorgeous with exotic mountains seen in the distance. As the game-play started we were glad to see that the graphics appeared just as stunning as the cuts-scene. Standing at the top of a waterfall we had the perfect view of the surroundings and from that moment we knew that this was going to be something special. Mist was forming from the waterfalls creating brilliant effects from a distance. Various birds would fly up and around the mountains and the wild fauna that made up parts of the mountain look amazingly realistic. As we made our way through the level we came to an ancient building that was detailed with historical architecture. It was very eerie inside but beautiful at the same time. Water caverns could be accessed from inside with ancient ruins beneath the calm waters. The frame rate was constant at all times running even with the great level of 3D detail present. Lara now has twice the amount of polygons than the previous game, so she now looks far more detailed in all the best parts of course. She also has a whole new set of animations which are both fluid and more lifelike. The way she runs and preforms acrobatic rolls, flips, and cartwheels when climbing up ledges has to be seen to be appreciated. She is now able to roam free and not follow any particular path as she travels throughout the stages. Lara can interact with almost any object allowing her to create new pathways and reaching destinations never thought possible. Crystal dynamics wanted to create more of an exploration game that has worked perfectly for Tomb Raider. We should also note that the facial detail appears to be almost perfect with detailed character lines and realistic eye and lip movements. In another scene as Lara exited out of the water, her body appeared to be still wet as the light reflected off her due to the amount of texture detail. Many will be please with Lara\'s transition and we must say she is looking hotter than ever!!
Special mention must go to the insane amount of texture detail in the game. Crystal Dynamics are known for their detailed PS2 games, but this one pushes the boundaries of the PS2 hardware even further than before.

Initially we were given a basic tutorial as we made our way up the mountain. The X button is for jumping and if the designated spot is a bit far, Lara is able to latch onto the edge of the rock or platform. By pressing X again, Lara will pull herself up and sometimes even perform an acrobatic manoeuvre in which she does a handstand then lands on her feet. Sometimes she may only get to the ledge with hand and in a matter of seconds we had to quickly press the Square button for Lara to get a firm grip with both hands. The Circle button is used for crouching and it allows here to crawl through confined spaces and can be also used while running as it enables Lara to execute a 360 roll.
The left analogue stick is Lara\'s directional tool while the right is used for the camera angle. Swimming was the next part of the tutorial which didn\'t take long at all to master. The circle button was used for diving while the X was used to ascend. Lara had only a few moments until she ran out of air which was displayed by a meter onscreen. Once again the left analogue stick was as a directional and was also used for exiting the water. By pressing the analogue stick up she is able to grab onto the ledge and push herself up. Fans of the original games will note that the basic movement mechanics for Lara have changed considerably. Set distances no longer apply for movements (i.e. tapping forward no longer moves her a preset distance), yet the new animation and movement system works exceptionally well. Pulling off great long distance jumps and manoeuvres is far more rewarding knowing it\'s a result of player skill rather than knowing exactly where you were going to land, as with set movements in the previous titles.

Lara carries a palm pilot device that can be accessed from the select button on the controller. It holds important data that helps her through her missions. Some of the options she can access are objectives which outline her current mission listings, a digital log that stores information about her past missions and a gear option that displays the current items that are available to her such as weapons. Most of the environments are fully interactive so there are times when Lara must push obstacles out of the way. By getting within distance of an object such as a rock and tapping the square button once, Lara is able to shove a moveable object. She can also kick much smaller objects out of the way. To jump left or right from a vine or pole we needed to push the directional stick facing the right area while pressing the X button. It was very cool jumping from vine to vine but timing had to be perfect in all instances. The left digital pad was used for obtaining other items in her possession such as a flashlight or medical kit. Another useful tool she has access to is the magnetic grappling device. It replaces the standard three-prong hook with a superstring electromagnet that is able to reach distances up to 25ft. Lara has access to many types of weapons that she may find along the way but her weapon of choice are none other that her twin semi-automatic 9mm Barretta pistols. The R1 button is used as the trigger function and while shooting it will look onto the closest enemy. By pressing the R2 button the screen turns into 1st person perspective and allows Lara to make a more accurate shot.

Lara will visit some very exotic locals throughout the title.. Some of the highlights would be the streets of Tokyo that starts out in a nightclub. As she makes her way to the top of the building she finds a motorcycle at the rooftop that is used to cross over to another building. The city lights of Tokyo are quite captivating from a distance with huge colourful billboards on almost every building. The remote base in the hills of Kazakhstan is equally impressive, surrounded by beautifully detailed snowy mountains. Lara begins from the top of the mountain and she must make her way down on the icy landscape. It is a remarkable view from the top of the mountain, and as you look down you are able to make out the lights of the base camp. Paraiso Peru was a quiet little village filled with historical architecture that included houses and statues. And finally, the beautiful surroundings of Nepal include the extraordinary mountains of the Himalayas. Lara must make her way through the unforgiving landscape and the slightest of errors will have her plummeting to her death. We loved the special effect lighting throughout the mountain stages as the sun peered through small gaps of the rock formations. Water reflections were also impressive but what had us smiling was the detail throughout the levels we played.
Rendered textures on all surfaces looked brilliant and as most of the environments are interactive we couldn\'t ask for more. The soundtrack perfectly suited each exotic backdrop that is very pleasant to the ears with realistic sounds of the wild life to top it off.

There are still a few months before its release but we should be receiving a better build shortly and will keep you up to date with all the latest developments, so keep posted.

here is the link for the source page:
http://www.atari.com.au/news/details.do?newsId=550

yew


TombCrow

要阿要阿~~
我看老外说里面其实没有太多新鲜的东西,只是描述了bolivia关卡,你看看,未必需要全文翻译

yew


yew

我只翻译了与关卡有关的描述,至于游戏手柄操纵部分则忽略未译。

《古墓丽影:传奇》- 劳拉新冒险的第一手资料

劳拉·克劳馥特带着她那全新的激动人心的冒险《古墓丽影:传奇》,又回来了。这是自《黑暗天使》惨败以来,从我们迄今所看到的是值得期待的。《古墓丽影:传奇》沿续了前作(指第一代)的思路,改进的控制系统使得劳拉在整个关卡的行动更加流畅。并且,《古墓丽影:传奇》现今的开发者是以《凯恩的遗产: 雪盲计划》等游戏而闻名的晶体动力。其游戏的品质远远超越了之前的Core,而此亦为该作更加出色的重要保证。藉新引擎的威力,我们注意到种种翻天覆地的变化,诸如细腻的人物模型和更为出色的关卡设计。

天字第一关发生在美丽的波立维亚群山重峦之巅,游戏正式开始之前首先是一段可圈可点的全景式动画,画面上劳拉正在攀登一座山。庞大范围的环境演示让我们深度感受新图象引擎的实力。放眼望去,四周都是美丽而又奇异的山峦。游戏正式开始后,我们欣喜地发现游戏画面和动画一样赞。站在一处瀑布的顶端我们欣赏着美妙的风景而我们马上就意识到还有更特别的在等待着我们。瀑布水花溅起的水雾营造出一种眩目的光晕效果。在山涧飞翔的各种鸟类还有野生动物使得这些群山相当的真实。徐徐而进我们来到一处充满历史痕迹的上古建筑。内部漂亮而又诡异。水成穴可以从潺潺流水掩盖下的古代遗迹下进入。游戏的帧数即使在需要呈现大量3D细节的时候也保持。劳拉有着2倍于前作的多边形数量, 因此各个部分都更加细腻。她也有一套新的动作,看上去即流畅又真实。各种动作都值得称道。她的活动亦不再受限制,勿需跟随任何所谓衔接关卡的即定路线。劳拉可以与大多数物体产生互动,触发新的路径到达之前无法想像的目的地。晶体动力力求完美地营造一个古墓丽影。我们还要称赞的是,劳拉的面部细节犹为出色,无论是那线条还是逼真的眼睛以及口型。有一个场景,劳拉跃出水面,她的身体在光线的作用下呈现出湿漉漉的质感。许多人会很满意劳拉的改变而我们要说她比以往都要更加热力!!
当然也有观点认为游戏的材质细节设置太过离谱。不要忘了晶体动力是以制作华丽的PS2游戏而闻名的,当然这一次比以前更加逼近PS2的硬件极限。

通篇劳拉将会拜访数个不同风格的地区。有些章节如东京的街道会发生在一家午夜俱乐部外。劳拉来到屋顶找到一辆足以在建筑物头上穿梭的摩托。东京的城市灯光相当的迷人,从远处望去,几乎每一座建筑物顶上都有一个巨大的五颜六色的广告牌。隐藏在哈撒克斯坦重山竣岭间的远程基地同样令人印象深刻。四周是壮丽的雪山,劳拉就从这样的山顶开始她的冒险。这里视野奇佳,俯看山下你甚至能够看到营地帐篷里透出的灯光。天堂秘鲁是一个安静的有着各种房屋及塑像等历史遗迹的小村庄。最后是尼泊尔美丽的风光,其中就有非凡的喜玛拉雅山脉。劳拉必须克服险恶的地形,最微小的错误都会导致她坠地身亡。我们很喜欢阳光从石间投射出来的光影效果。流水的特效也很棒但是让我们称道的还是整个游戏的细节表现。渲染过的材质叫物体表面看上去有些过于耀眼,考虑到大多数环境都是互动的我们也不苛求太多了。配乐与各个场景的配合都完美无暇,对耳朵来说无疑是一次享受。

TombCrow


TombCrow

再找几张图配上去,嘿嘿