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DeltaTR
view post Posted on 27/4/2011, 21:33




CITAZIONE (Coral~ @ 27/4/2011, 18:26) 
Se vuoi posso provare una traduzione, un po' di spagnolo l'ho fatto

Grazie ma a quanto pare su TRF hanno già tradotto in inglese quindi volendo si può fare una traduzione inglese-italiano ;)

eccola qui:
SPOILER (click to view)
CITAZIONE
Forget about the perfect athlete with impossible anatomy.
This Lara Croft is human, she bleeds and suffers a whole lot.
But she's decided to fight for survival. The brand new
Tomb Raider will be released for PS3 and 360 in a yet to be
announced date but, until it arrives, we can tell you
about all the details in this EPIC adventure.

GET USED to see fear
and pain in Lara's face. Her
expresions and even the camera
movements have been generated
using motion capture.

Chest: Ninety-Five, Waist: Fifty-five, Hips: Eighty Five. Those were Lara's "official" measures when the classic Tomb Raider was released in 1996. By then, that adventure astonished PlayStation and Saturn users because of its open nature, its well-measured mixture of puzzles, shooting and platforming... but mainly because of the main character: she was an aristocrat, with an awesome body, she spoke several languages and you can bet that Jackie Chan would like to share some of her ability to perform acrobatics. The arrival of such a character was a revolution in a scene which was used to nice jumping plumbers or supersonic hedgehogs. But years have passed and the sensation of wear-off, of abusing the formula "hot girl with guns" has become quite evident. The guys at Eidos, responsible of the franchise, have tried several makeovers: making a more sinister Lara, using flashbacks to show her first adventures... But now they have decided to renew from bottom up. The main story, development and even the main character will re-start from scratch in the next game, which will be called just Tomb Raider.

WE HAVE TRAVELLED TO SAN FRANCISCO, to the headquarters of Crystal Dynamics, creators of this new adventure. Just about a dozen of journalists from all over the world were allowed to witness, in the most absolute secrecy, the details of the new title. Karl Stewart, the franchise's director, took us on a trip around the studios and told us about their intentions. "As time went by, Lara was becoming a cartoon, somebody too unrealistic. The one we are crafting right now is human, more vulnerable", he taught us. "She's going to suffer from terrible wounds, both physical and emotional". To break up completely with the old games, the new Lara Croft is just a teenage just out of the University. Her academic past has made her become a rational and analitic young lady, but with a passion for adventure and archeology. On her first expedition, she enroles in a ship called Endurance, which sinks next to an island close to the coast of Japan. From among all the crew in the ship, only she seems to have survived. ¿Didn't you want action, Lara? ¡Have two cups!

THE FIRST MISSION we could witness, in fact, couldn't be more perplexing: After the shipwreck, Lara wakes up tied up and hanging upside down in a dark cave, having no idea about how she got to that situation. The first thing is getting out of there. The solution to this task already shows the new spirit of this game: to release her from her captivity: we have to hurt Lara. Making her swing, we have to make her approach a torch to put her on fire. That way, her ties will burn and she will be released, but at the same time she gets burn as well. You see: you have to make her have a bad time to get out of the situation. But the problems haven't ended. Just after getting released, Lara falls over a bar of iron which punctures her in her side. With the face deformed by the pain, the young girl has to put it out rudely. We help her pressing a button as quickly as possible, in one of the common activities in this game: quick time events. While we are looking for an exit to the game we find an intriguing altar...
HELPING HANDS and the game
interface will be kept to a minimum,
even though the game will show which
can be burnt or which buttons to press
in Quicktime events.

... which makes something clear: there's somebody else in the island and doesn't seem to have good intentions. Everything points that Lara was going to be part of some kind of ritual by somebody whose noises can be heard from the deepest end of the cave...

PUZZLES have the main role in the next section. We have to use ramps, the water current or a rudimentary lift to carry some boxes set in fire to a small magazine and make it explode, which leaves a clear path to advance... but also causes the cave to collapse. Desperate while land and stones fall all around her, Lara tries to find a hole to escape. There it is, a little hole upwards shows light from the outside. In this moment a distressing quicktime event begins, in which we have to press the right buttons for Lara to get to salvation. While we keep advancing, the screens gets filled with mud to the point we can barely see anything, the music goes crescendo and Lara shouts agonicly until we... get out of the cave! Then, the gasping heroine looks at the landscape which unfolds in front of her: a huge island plagued with wrecked ships and lush jungles. Now the true adventure begins.

THE MAIN GAMEPLAY wants to break away from a fixed system of levels as found in the previous installments of the franchise. We will always be on the island, but from the mian hub we able to climb, jump or investigate to find new areas. Then, will this game be some kind of sand box? "This isn't a Grand Theft Auto or an Assassin's Creed of sorts", makes clear Stewart, "but we want to suggest the idea that Lara is in an open environment". In fact, at the beginning of the adventure, Lara will have little abilities and, therefore, we won't be able to advance in most directions, but step by step we will be gathering tools and enhacing Lara's abilities so there will be more to explore. To make us aquainted to the new location, Karl show us another mission: several days after what we just seen, Lara finds Conrad Roth alive. Conrad Roth is the expedition leader, and is considered some kind of a menthor by Lara ...


THE CENTRAL area in the island will serve as the main headquarters. In the
main camp [up] we'll be able to "buy" abilities, make new tools or get back
to missions we have already finished. The remaining of this area will be
used to climb or search for new missions.

"- I can't bear this - I'm not that kind of Croft.
- Yes, you are, but you just haven't found out!"
Roth cheers up Lara.

... Roth is an old dog who ain't afraid of challenge. He's always up to a new adventure. He has been left wounded after a fight with a group of wolves, so he commands Lara to go finding a med-kit and a transmitter he lost in a nearby cave. To get to that new zone, Lara has to make good use of her abilities. First we have to do some jumping. This time our heroine won't just "stick" magically to the closest ledge, but we'll have to maneuver while she's jumping. Althought it may seem more complicated than in previous installments, this will serve us well to modify our trajectory mid-jump to reach other zones.

THE SURVIVAL INSTICT will be other trick under Ms. Croft's sleeve. By pressing a button we'll activate a special view which will put a different colour to "interesting" elements in the environment: the background and non relevant objects will be shown in shades of grey and the clues in yellow. That way we'll be able to follow traces normally invisible to the eye, for example the footprints of the wolves which will lead us to where they have left the med-kit. When we reach that zone, one of those animals attacks us. This time Lara isn't that super-archeologist who can kill ...

PUZZLES will be more complex
than in previous installments.
They won't be just about observing
the environment, but about thinking
about how water and fire interact,
the importance of gravity, explosives...

THE CAMERA will use innovative framings
to add to the sensations of anguish or
claustrophobia. To its aid, a renewed
graphic engine Crystal Engine, used in
TR Legend.

"I'm so sorry, but this was a mere matter of survival: it was either you or me"
Lara apologizes at the first wolf she kills

... dinosaurs without loosing her hairdo, so the fight with the wolf is dirty and violent. Lara, terrified, finishes her adversary with a stroke of luck. That duel is also resolved using quicktime events, but Karl has told us that we'll also have "common" fights and shooting scenes, in which we'll have to aim ourselves. For the moment, only a few weapons have been officially confirmed: a bow and arrows, a pistol, and a pick we'll be able to use to climb and defend ourselves. As we advance in the game we'll discover new weapons and possibilities for the girl.

LARA WILL LEARN step by step and that will show in her emotions. It's somewhat shoking to witness how the yesteryear's unbreakable Lara is now just a girl which shows terror and doubt about what's to come and even sometimes talks to herself to convince herself that's she'll be able to keep advancing. She get's afraid, looks around, touches the walls to lean on... "Yesteryear's Lara didn't seem to care about what..."

ROTH is this old adventurer.
He'll we some kind of a menthor
for Lara, but she'll have to
help him as well to get away
from this one!


nfluences: Many games have been taken as an influence in different degrees during the conception of this new Tomb Raider:

Physics from Half Life 2 - The usage of gravity or water currents was already explored in this classic game. Here such concepts will be put to use with boxes and barrels.
Athmosphere of Uncharted - Nathan's soliloquies will be "imited" by Lara, as well as the extreme situations for the main character.
The "vision" of Assassin's Creed - Ezio's Eagle Sight isolates different objectives using colours. Lara will be able of something simmilar using her Instinct of Survival.
The Origins of Batman Begins - The first act in the film showed the hard path of Bruth Wayne to become Batman. That "hero's journey" will guide the first steps of Lara.
The suffering of 127 Hours - In that movie, the main character has to punish his body so hard to survive. The most famous scene in the film inspired the guys at Crystal Dynamics to force Lara's resistance to the limit.
The mysteries of Lost - Extrange wrecked ships? An island long lost in the middle of the sea and full of mysteries? The influences of the plot of Lost has been aknowledged by the developers. Will there be polar bears? "... happened around her, but now we want to make believable the fact that she's in the world, and that she connects with it", says Karl.

THE PROJECT IS AMBITIOUS AND RISKY. It's still in a very early stage of development, but it's clear that it's a superproduction, with the goal of putting Lara again in the Throne of videogames (if this title is successful, more will come in which Lara will get even more mature). We'll finish the article with a little story. From among the journalists invited to the event, a nice Russian chap asked: "if the old Lara would meet the new version, what would she tell her?". Karl, quite suprised, smiled and answered "most likely she would just tell her "you will become a legend"". We can't wait to accompany her in this transformation.


In più sono state rilasciate le immagini originali + poster:

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Edited by DeltaTR - 27/4/2011, 23:10
 
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view post Posted on 27/4/2011, 22:49
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E ma dallo spagnolo è più facile xD belle le immagini ragazzi!
 
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view post Posted on 27/4/2011, 23:20
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CITAZIONE (Coral~ @ 27/4/2011, 23:49) 
E ma dallo spagnolo è più facile xD belle le immagini ragazzi!

Se ti va butta anche solo una sintesi , oppure tutto ma con calma , non c'è fretta , tanto l'EXPO3 è ancora lontano :03-:
 
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view post Posted on 28/4/2011, 00:43
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Ok dai :D
 
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view post Posted on 28/4/2011, 08:59
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Sempre abbastanza carine le immagini e hanno un lato intrigante.
Ma sono sempre le immagini dello stesso settore di fuga , la parte iniziale del gioco , come ben sapete tutti.
Cambia solo che mostrano l'incontro tra Lara e il suo mentore , a quanto pare anche lui ferito , si aiutano a vicenda per le cure e l'organizzazione delle armi-cibo.
Molto carina la Croft che si scalda davanti al fuoco , chissà che oltre le cure e il cibo , abbia anche bisogno di tenere il corpo temperato , sia sensibile al clima , sarebbe di una discreta interattività , dopotutto se ci pensate bene , la Croft è sensibile alle temperature da diverso tempo , fino al TR2 il fuoco , e poi dal TR3 anche sotto zero , il freddo in Antartide.
E quì notiamo un ennesima evoluzione interattiva con ambiente e oggetti vari.
Poi quella gabbia sopra ci ricorda che dobbiamo svolgere un puzzle , di norma in un TR.
Comunque notando Lara dentro il tunnel stretto allagato con la torcia in mano , mi ricorda Rambo , quando cerca di uscire dalla miniera ove rimane imprigionato dal colpo di bazooka , e la sua collanina con quella pietrina verde , Rambo 2 , la scena di John Rambo che si mette al collo la pietra di giada della sua amica vietcong morta dopo la sepoltura.
Che strane similitudini , saranno un ispirazione alla saga Rambo ? Forse , in finale la CD è americana , ma è solo un postulato , sicuramente mi sbaglio :014-:
 
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view post Posted on 28/4/2011, 09:18
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Bene qualche nuova immagine niente male, come dice Godz logicamente inerenti allo stesso settore, bella e graficamente dettagliata la seconda, dovrebbe essere in gameplay (Lara vicino al fuoco), nella penultima, probabilmente una cut si denota dall'espressione di Lara una maggiore espressione riguardo ai sentimenti rendendola piu umana, piu fragile, il poster e' fantastico, lo voglio! :D
 
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DeltaTR
view post Posted on 28/4/2011, 11:43




CITAZIONE (Coral~ @ 27/4/2011, 23:49) 
E ma dallo spagnolo è più facile xD belle le immagini ragazzi!

XD sembrerà strano ma trovo più facile la traduzione dall'inglese :06-:
 
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A.Croft.97
view post Posted on 28/4/2011, 12:47




Già per ora stanno facendo vedere solo la parte iniziale del gioco, è lo stesso settore.
Comunque sto vedendo che la CD sta mettendo molto impegno per questo gioco, mi piace :08-:

Proverò a tradurre io pezzo per pezzo iniziando da ora... ;)
 
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*LadyCroft*
view post Posted on 28/4/2011, 13:01




immagini che fanno sperare in un TR decente, speriamo che sia proprio così ;) poi a me la penultima immagine colpisce un bel pò :P l'esperssione di lara esprime più sentimento (paura,incertezze, etcc..etcc...) quello che non mi piace e vederla con tutto quel sangue :(
 
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view post Posted on 28/4/2011, 20:27
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Qui sulla rivista Francese "Consoles"



C’est à San Francisco, dans les locaux de Crystal Dynamics, que Baptiste a pu découvrir le dernier épisode des aventures de Lara Croft. Une Lara plus jeune, moins sûre d’elle, dans un titre qui promet de lorgner vers le genre survival plutôt que dans l’action/plateforme pure et dure si chère aux premières aventures de l’anglaise préférée des gamers. Images exclusives et impressions de notre Rick Dangerous maison vous donneront envie d’être déjà à la sortie du titre !

Uncle Google translated:
It was in San Francisco, hosted by Crystal Dynamics, that Baptiste was able to discover the latest installment of the adventures of Lara Croft. Lara a younger, less confident, in a way that promises to ogle the kind survival rather than action / platform hardline so dear to the early adventures of the English favorite gamers. Exclusive images and impressions of our Rick Dangerous house you'll want to already be leaving the title!

imageimageimageimageimageimageimageimage

- The adventure is divided into 3 big "episodes", each one corresponding to a part of Lara's transformation into an adventurer : survive, rescue, run away.
- The article insists on the fact that the game engine uses the laws of gravity, of centrifugal force... To allow Lara to go through her obstacles.
- The transition between cinematics and game is almost invisible.
- The grief of Lara is accentuated by some effects like close-to-face cameras, on-screen blur (flou, in french)
- Lara's changing through the game. She will evolve from a young inexperienced woman to an adventurer. It will be apparent on her equipment (the article says that it might be possible to see her double pistols back), for example.
- The "survival instinct" which makes some elements of the world shine to help the player cans only be used when Lara doesn't move.
- There are many ways to solve puzzles, and sometimes you have to try again and again as laws of physics are random.
- Buddha statues are visible through the game... Although they think these are save points, their exact role is unknown for now.
- Some elements of the world fall when Lara stand too long on them.
#1
 
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view post Posted on 28/4/2011, 21:57
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Grazie Alde , ottimo lavoro :D
Se osservate bene , ci sono altre scene di gioco , tra cui Lara e il mentore con visuale diversa :)
Cliccate sulle immagini e poi ingrandite con la lente di imageshack.
 
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view post Posted on 28/4/2011, 22:11
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Grazie :)

Mi sto ricredendo, che bella sta Lara
 
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view post Posted on 28/4/2011, 22:13
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CITAZIONE (Godzilla. @ 28/4/2011, 22:57) 
Se osservate bene , ci sono altre scene di gioco , tra cui Lara e il mentore con visuale diversa :)
Cliccate sulle immagini e poi ingrandite con la lente di imageshack.

Non l'avevo scritto ma vedo che hai l'occhio lungo socio :D ;)
 
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Luana Croft
view post Posted on 29/4/2011, 00:02




Le immagini sono belle ma mi sembra che come dice Godzilla siamo troppo su Rambo e Resident uno sconvolgimento totale del gioco che a me non piace per niente spero poi di sbagliare :unsure: ok il sangue va bene ma se non si esagera
 
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Raidermaniac.
view post Posted on 30/4/2011, 08:12




Traduco dall'ultimo post di Alde:

- Il gioco sarà suddiviso in 3 grandi sezioni, ognuna delle quali corrisponde a una trasformazione di Lara in avventuriera: sopravvivenza, salvataggio e fuga.
- L'articolo evidenzia come il motore grafico utilizzi le leggi di gravità e della forza centrifuga per permettere a Lara di oltrepassare i vari ostacoli
- La transizione tra cinematica e gioco è pressochè inavvertibile
- La sofferenza di Lara viene accentuata dall'uso di inquadrature in dettaglio sul viso e da offuscamenti delle immagini
- Riguardo i cambiamenti di Lara lungo il gioco, si avrà un evoluzione da ragazza inesperta ad avventuriera. La cosa sarà resa più evidente dal progredire del suo equipaggiamento (l'articolo dice che potrebbe essere possibile rivedere di nuovo le classiche doppie pistole)
- L'istinto di sopravvivenza che fa luccicare alcuni elementi del paesaggio per aiutare il giocatore può essere utilizzato solo quando Lara è ferma (?)
- Ci saranno più modalità per risolvere gli enigmi, e a volte sarà necessario provare e riprovare più volte a causa della casualità delle leggi della fisica
- Varie statue del Buddha sono visibili lungo il gioco. Benchè si pensi che siano dei punti di salvataggio, il loro ruolo potrebbe avere un significato per ora ancora nascosto
- Alcuni elementi del paesaggio possono cedere se Lara si sofferma troppo a lungo su di essi.



Beh, cosa dire, belle le immagini anche se noto anch'io similitudini alla Rambo che mi lasciano un pò perplesso. Non vorrei che ci si spingesse troppo oltre con le "innovazioni" fino a snaturare il gioco...
L'aspetto survival era già chiaro da prima, ora si chiarisce ancora meglio, a me non dispiace, purchè ovviamente rimangano anche gli aspetti salienti della saga.

Circa la traduzione di cui sopra, ci sono aspetti sicuramente interessanti, specialmente nell'interattività, 3 grandi sezioni come era stato ventilato tempo fa, speriamo siano enormi....mi convince meno dove il commemtatore parla di "istinto di sopravvivenza" come una chiara facilitazione del gioco, anche se la cosa appare ancora poco chiara....vedremo nelle prossime news
 
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