原文:http://www.gamespot.com/ps2/action/tombraidervii/news.html?sid=6136401 (http://www.gamespot.com/ps2/action/tombraidervii/news.html?sid=6136401)
We get a sneak peek at the second level of Lara Croft\'s upcoming adventure on the PlayStation 2.
During a recent meeting with representatives from Eidos and Crystal Dynamics, we were given a guided tour through a small portion of one of Tomb Raider: Legend\'s levels by the game\'s producer. The level, which will be the second in the finished game, was set in a large underground tomb that was more reminiscent of the environments in Lara Croft\'s first adventure than of anywhere you might have spent time in her subsequent outings. The underground tomb was impressively lit by shafts of light coming through cracks in the ceiling, and on the few occasions in which Lara found herself in darkness, she was able to turn on a small shoulder-mounted torch.
There were no enemies for Lara to deal with in the tomb, but if you\'ve played any of the previous Tomb Raider games, you know that much of the challenge often comes from solving puzzles and working out how to get from A to B. Traps have also been a common problem for Lara in the past, and although we didn\'t get to see her dodging arrows and pits filled with spikes on this occasion, we did get to see a walkway across a chasm crumbling under her feet. In previous games, you might have dealt with Lara\'s predicament by making a desperate jump for a nearby ledge or something, but on this occasion, the danger took the form of an interactive cutscene in which you\'re required to perform \"super actions\" by hitting the correct buttons as they flash up on the screen.
The super action sequence that we were shown required only three or four button presses to beat, but the timing was crucial. The buttons flashing up on the screen used the same control conventions as the rest of the game, so when Lara needed to perform a spectacular leap to avoid a falling column, for example, it was the jump button (X on the PS2) that appeared onscreen. Lara\'s super action animations were more spectacular than those that you\'ll see during regular gameplay, because they were tightly scripted specifically for the sequence. We were told that each super action sequence will also have its own hand-animated death visuals waiting for Lara if you mess up, but we didn\'t get to see any for ourselves on this occasion.
After Lara had successfully negotiated the crumbling walkway and toppling columns, we saw her entering a large room containing all of the props necessary to solve an Indiana Jones-style puzzle. There were giant statues against the walls, a smaller statue of an Anubis-like dog in the middle of the floor with blue gems for eyes, pressure plates in the floor, and a spherical boulder that Lara was able to push and pull around. Needless to say, solving the puzzle required Lara to activate the pressure plates using the boulder (which boasted entirely believable physics), some climbing of statues, and making beams of light hit the dog statue\'s eyes in order to open a secret passage to the next area. At this point we were treated to a brief in-game cutscene in which Lara retrieves an artifact of some kind and is then contacted by her gadget guy, Zip, who warns her that mercenaries are heading into the tomb via her headset.
We never actually got to see the aforementioned mercenaries showing up, but the Tomb Raider: Legend producer did use the next room to show off some of the new gadgets that Lara will have in her arsenal, which include a magnetic grappling hook and a pair of binoculars equipped with a remote analysis device (RAD). The grappling hook can be attached to any surface in the game that has a slightly artificial-looking sheen when you look at it, and although you\'ll mostly be using it to swing from or climb up to otherwise inaccessible areas, we also got to see Lara pulling a statue to the ground with it. Unsurprisingly, the binoculars (which come with a powerful zoom function) will mostly be used to examine your surroundings as you try to figure out your next course of action. With the push of a button, your binoculars will use the aforementioned RAD to analyze whichever area you\'re focusing on and will let you know if it has any useful qualities (such as being flammable or unstable) by illuminating one or more icons along the bottom of the screen.
Before our all-too-brief demonstration of Tomb Raider: Legend came to an end, we were treated to a veritable exhibition of Lara\'s range of movements as the game\'s producer negotiated a room full of ledges, platforms, ropes, and such. Jumping between platforms and clinging to narrow ledges is nothing new for Lara, of course, but in Tomb Raider: Legend, you\'ll find that many of her acrobatics are much more interactive than they\'ve been in previous games in the series. When moving along a narrow ledge that you\'re hanging from, for example, you\'ll find that the ledge has been destroyed in some places and the only way for you to pass is to perform a tricky jump-and-grab maneuver that requires split-second timing on the buttons. Mistiming the grab won\'t necessarily result in you plummeting to the ground (or bottomless pit) below; rather, you\'ll get a second chance if you manage to press whichever button flashes up on the screen before Lara loses her grip completely. Other moves that we got to see Lara perform included using her arms to propel herself from a ledge to another ledge directly above, and jumping between two walls with surfaces that could be grabbed onto. Classic \"flair\" moves, such as the swallow dive, and unnecessary handstands and cartwheels when climbing up onto ledges will be available to any of you who can figure out the button combinations necessary to perform them, along with a bunch of new, even showier moves that are being kept under wraps for the moment.
Perhaps the most impressive feature of Tomb Raider: Legend during our demonstration--if only because it had to be pointed out to us--was the camera, which never failed to keep up with Lara\'s acrobatic antics. Crystal Dynamics\' goal for the in-game camera, we were told, was to let you control it manually whenever you want to, but to ensure that you\'d never actually need to. The camera assumed a garden-variety third-person position behind Lara for the most part, and did an excellent job of keeping her in frame (without being detrimental to the gameplay) whenever the action got a little crazier. We also noticed that the camera would occasionally reposition itself slightly to afford us a view of important objects and such as we passed by them, which has long been a subtle feature of the series, although in previous iterations you\'d actually see Lara\'s head turn, as if she had noticed something of interest.
We left our Tomb Raider: Legend demonstration feeling impressed with what we\'d seen and wishing that we\'d been allowed to get our hands on the game, if only for a couple of minutes. We\'re sure to get an opportunity to do that ahead of the game\'s spring 2006 release date, so look for more coverage on Tomb Raider: Legend in the (hopefully) not-too-distant future.
By Justin Calvert
Posted Oct 24, 2005 5:18 pm PT
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这么长。。。。
加油翻译吧,我还看到一篇
http://ps2.ign.com/articles/661/661094p1.html
不过好像没有你这篇重要
刚才吃晚饭,顺便看了一点第三篇预览,稍微翻译了一下,剩下的我就不管了(或者看我哪天吃晚饭的时候兴致来了继续翻译......)
GameSpy Legend Preview
By Will Tuttle │ Oct. 24, 2005
游戏界的第一女性踏上了新的探险征途,她的新动作非常成功,没有人能够做得更好。
游戏界的第一女性在过去经历了一段曲折的历史。虽然Lara Croft的早期的游戏跻身PlayStation领域最卖座的作品,但是新一代的第一部作品却无可非议地被认为是令人失望的游戏,也同样遭到玩家的批评。《黑暗天使(Angel of Darkness)》并没有为这个系列真正加入新鲜的、令人兴奋的元素,令人厌烦的都市也远远偏离了玩家们所热爱的远古神庙和洞穴。在这款失败的作品发行之后,游戏的开发从Core Design(古墓丽影的创始者)转交给了Crystal Dynamics,同样在PlayStation领域享有一席之地的另一个游戏开发小组。
我们得到了一个机会,来检验Crystal Dynamics辛勤劳动的结果。我们很高兴的告诉大家,Lara这次的探险之旅看起来比以往任何一个都棒。《古墓丽影:传说》回到了Lara\'s roots while still bringing it fully into the current generation (and the next: the game was recently announced for the Xbox 360). Legends features a brand-new graphics engine, and its power is obvious once you see Lara\'s more fluid and realistic animations. During the acrobatic platforming segments, she moves in subtle ways when executing her moves, and she looks damn good doing it.
This was also our first chance to check out a new feature that\'s bound to make the already exciting experience more immersive. Since players were often forced to sit and watch some of the most exciting moment play out during cutscenes, the developers decided to actually make their cinematics playable. The brief segments are called Superactions, and the one we got to see featured a stone floor collapsing under Lara\'s feet. By pressing the controller buttons as their symbols flashed on the screen, our heroine nimbly leapt from one section to another until she reached safety. We were told that if you can\'t complete the mini-game, you\'ll get to see a special death scene for Lara, each one completely unique to that one button press.
One of the elements that fans have always loved is the series\' impressive environmental puzzles. Generally, however, they simply consisted of a variety of switches that had to be flipped (each one behind a number of defenses, natch) in order to open a door further on in the level. While we were told that Legend featured a few of those types, there were also a bunch of one-room puzzles. The one we saw found Lara in a room with a gem-eyed dog statue in the center. On the floors around it were three pressure sensitive stone pads. Alas, the slender femme fatale wasn\'t heavy enough to press them down.
Lara\'s gaze shifted to the top of a nearby column, and we could see that there was a large, round stone on top. The demoer leapt, climbed, and shimmied up his way up to the top of the column, rolling the ball down to the floor below (gone are the days of pushing and pulling square stones). The other two stones, however, were a bit tougher to get, requiring a bit more thought and planning. One forced us to leap and swing from a point higher on the wall, while the other needed to be pulled down with Lara\'s new grappling hook. It\'s definitely nice to see these challenging types of puzzles featured in the game.
If what we\'ve seen of Tomb Raider: Legend so far is any indication of what\'ll make it into the finished product, this is shaping up to be Lara\'s greatest adventure. Although we\'ve only seen the game\'s ancient, tropical temples so far, the developer mentioned that there would be a wide variety of settings. Hopefully, we\'ll be getting our first hands-on time with the game, as we\'re dying to see how Lara handles.
Source
http://ps2.gamespy.com/playstation-2/tomb-raider-vii/661085p1.html
在三代內華達第二關時
勞拉要拿第二個密區時...
要先繞水中原路回去.然後再到陸地上去拿密區
問題就在這...
我現在再試著零失血全破關...
可是當我從水中上岸.進去矮洞時.要爬出來...可是敵人已經守在那.並且開始向我開槍...
我目前找不到可以完全不失血的辦法...請問有人知道這該如何解決嗎!
(從印度玩到現在就只有在這裡被敵人打到...)
我在这没失血 主要是等守卫走了去左边后再趴进去
你牛不失血有些关卡是不可能的
如内华达最后一个秘点就一定会失血
是後來要回來拿第二個密區時.他會一直在矮洞前面跑= =...
第一次我也沒被打到....
至於不失血...我還正在試著不失血破...
目前也只玩了印度&內華達而已...
第三關正在破...還沒破到最後一個密區
我指的\"零失血\".是希望能夠不被敵人或陷阱傷到
至於那種必經之路的\"落地失血\"...我沒有把它算在內...
像是印度第二關的某地方.就一定要從高處落下.而第二個密區也是必失血的
我真的沒有吹牛!
我沒說我\"完全沒失血\"
我說\"到目前為止第一次被\"\"敵人\"\"打到\"
陷阱到現在也還沒失血過...
(才第二大關而已= =)
另外...發現自己發錯版了...
不怕烦的话,第一次进去的时候不要给他发现,进去后顺手关门,第二次进去的时候再开一次那扇门试试
或直接趴下用沙鹰一枪搞掂
试过一次 我第一次进去关门的时候时把那个守卫夹死了
夾在門中阿...
另外...我希望能用手槍斃了他= =...
我第一次進去時.也沒被他發現...
所以是要先讓他發現嗎??
然後抓準時機.趁他還沒開打把他夾在門中!?
引用下面引用由伯俞在 2004/10/02 02:12 发表的内容: 夾在門中阿...
另外...我希望能用手槍斃了他= =...
我第一次進去時.也沒被他發現...
所以是要先讓他發現嗎??
然後抓準時機.趁他還沒開打把他夾在門中!?
让他发现 等他跟来的时候算好时间按关门按扭 就可以夹死他
引用另外...發現自己發錯版了...
你是可以移动帖子的:P
呵呵~~夹死人。三代另一BUG就是在监狱里,没有武器,有一个地方是要把守卫引出来,然后把他引到囚犯面前让囚犯打死他。如果当时按开关时门把守卫夹死,游戏便无法进行,后面的触发器会失效。
引用下面引用由rainbow在 2004/10/02 16:00 发表的内容: 呵呵~~夹死人。三代另一BUG就是在监狱里,没有武器,有一个地方是要把守卫引出来,然后把他引到囚犯面前让囚犯打死他。如果当时按开关时门把守卫夹死,游戏便无法进行,后面的触发器会失效。
我夹死过两个一个是上面提到的一个是食堂那个,都可以顺利过关
我還夾不死= =...
到了那邊.看他過來了.就去關開關...
沒想到他站在那打我= =...
後來他就跑去其他地方...時間抓不太準...
引用下面引用由伯俞在 2004/10/02 21:06 发表的内容: 我還夾不死= =...
到了那邊.看他過來了.就去關開關...
沒想到他站在那打我= =...
後來他就跑去其他地方...時間抓不太準...
我只是无意中夹死过他一次 点夹死的我都晤系甘清楚 无你甘牛系都要用手枪过关 最后一关睇你点死
最后一关用手枪是不可能的,手枪射程有限(50米),等近距离打时威拉德已经放火球烧你了。火箭筒4发放倒。沙漠之鹰10枪。
引用点夹死的我都晤系甘清楚 无你甘牛系都要用手枪过关 最后一关睇你点死
怎么夹死的我都不是很清楚......下面的看不懂
引用下面引用由6800gt在 2004/10/02 21:18 发表的内容:
我只是无意中夹死过他一次 点夹死的我都晤系甘清楚 无你甘牛系都要用手枪过关 最后一关睇你点死
我只是无意中夹死过他一次 怎样夹死的我都不清楚 没有你那么利害一定要用手枪过关 最后一关看你怎样死:P
真像外语
引用下面引用由TombCrow在 2004/10/02 22:22 发表的内容: 真像外语
是本地英语 :D
是阿...最後一關我也在想還是使用火箭筒好了....
不然好像很難過的樣子
那就对了!这样便容易了。就是上去以后的火焰兵很容易烧死你。用沙漠之鹰一枪搞定!
是阿~~其實後來我沒事亂玩.用其他武器去打敵人...
還挺快的~~
可以依據不同敵人而使用不同的武器...然後去想好戰術....
這也算是一種玩法吧^^~
是的。我对武器比较有研究,所以在网友雪天的基础上发展了一篇介绍:http://free1.e-168.cn/~trorg/
里面有。
如果非得限定不失雪或者小手枪的话,我觉得就有点钻牛角尖的味道了~~~~~
剛剛跳到最後一關去玩...
發現其實用手槍也能解決蜘蛛頭目
我大概花了1200多發~
只需要一直和他繞圈圈就可以了...大概繞了4~~6圈就可以使他暫停(忘記到底是幾圈了= =)
比較麻煩的是最後一個神器的取得...
因為要算好頭目什麼時候會停頓...
我大概試了四五次才找到適當的位置~
至於火焰兵...倒是只要離他們遠一點.就可擊斃他們而不被打= =
不過還是對\"槍\"這種武器比較頭大...每次要零失血打死他們都得花一番功夫~
(目前破到倫敦~~只差倫敦&南極洲沒破...今天忽然想試試看用手槍K.O.大頭目~所以就先跳關~~)
天!怎么想得出!只用小手枪!比风梦秋还吝啬!
第一篇已经发布。
勤快起来了嘛,呵呵
[该帖由手机发表]我看第二篇不用翻译了,有时间还是把第三篇完成吧
我在玩古墓丽影6的时候,到了"谋杀案现场(Monstrum Crime Scene)"这关的时候,在:Lara在靠近楼梯处发现了他的尸体,从他身上找到一把钥匙,下楼梯,来到来时经过的房间,对面有一扇红色的门,用钥匙打开门出去。就在一打开门后,游戏就弹出来,提示Build Jun 24 2003 23:36:37
The Following Error has occured
Generic Game Error
ASSERTION: 'index>=0 && index < MAX_POINT_PER_PATH' at C:\projects\tomb raider\Game\ai\ai_nav.cpp(1696)
重装游戏后还是这样,无论是硬盘版还是光盘版都是这样。"我都是在网上下的"
哪位大虾指教一下,在下将感激不尽!!
我想可能是系统的缘故吧 我玩的时候有时也会自动退出来,建议你用2000系统,试试看怎么样!
我也是在这个地方出问题啊,但是不是这个问题,古墓丽影6中 犹太人街区这一关中炸弹爆炸的时候根本没有时间能逃脱掉啊,设计者真TMD搞得这么难,越玩越生气,怎样逃脱啊
我试了好多遍,不行啊,还是不能及时逃脱啊,用最快得速度,进入秘道,跳入最后的那个管道的时候还要转身,没有办法快跑啊,所以很难逃脱
最后从管道往外跑的时候一直跳就行了