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Tomb Raider: Underworld_EXTREME_RIPZ_KOK(PC)
Tomb Raider: Underworld_EXTREME_RIPZ_KOK(PC)
Date: 07 Jan 2009, 00:52
Password: www.rapidpiracy.com



For generations, stories have been told of the fearsome weapon of Thor, the Norse god of thunder. Legend holds that Thor’s hammer had the power to smash mountains into valleys and to destroy even the gods. For more than a thousand years it has existed only as a myth…until now. In an ancient ruin on the floor of the Mediterranean Sea, Lara Croft uncovers proof of the Norse underworld and the mythical hammer. As she attempts to unravel the secrets behind these myths, Lara’s perilous journey leads her toward a forgotten power that, if unleashed, could lay waste to all civilization.

Designed specifically to take advantage of the latest technologies Tomb Raider: Underworld represents a new advancement in exploration-based gameplay. As fearless adventurer Lara Croft explore exotic locations around the world, each designed with an incredible attention to detail resulting in breathtaking high-definition visual fidelity that creates a truly believable world and delivers a new level of challenge and choice.

* Tomb Raider: Underworld for Nintendo Xbox 360 by Eidos resumes where Tomb Raider: Legend left off and introduces a new, interactive playing environment
* Lara Croft explores a wide array places, such as the Arctic, Mexico, and beneath the Mediterranean Sea
* Environment is much more realistic and interactive — footprints will be left in mud, for example, but only until it rains and then they will wash away
* Melee combat system that requires players to strategically strike with offensive, defensive, and evasive maneuvers
* Improved AI allows enemies and animals to make decisions based on surroundings, employ ambush and squad tactics, and even retreat if deemed necessary



GamePlay
Differences from previous iterations in the series are that Lara's environment will be an "interactive world that reacts and remembers", such that footprints left in the mud or mud transferred to Lara's knee from kneeling on the ground will be washed away by rain, the bodies of the foes she encounters will remain where she killed them, and any destruction to the environment she causes will be permanent. According to creative director Eric Lindstrom, this is "to not only reward the player for the effect they're having on the world, but to give them navigational aids." The game uses an animation blending system that allows Lara to interact dynamically with her environment, such as pushing foliage aside with one or two hands, depending on if she is carrying a weapon. It also features a "hybrid lighting model that combines dynamic lights with carefully created light maps" and a weather system that changes the environment, for example, "If Lara’s negotiating a wet ledge she’s more apt to slip or lose grip," which makes "the environment ... her adversary" for a large part of the game.

Previously seen separate aspects of gameplay have been combined for a new experience. Lindstrom explained that "in the past, there was climbing, and there was shooting, and there was puzzle solving. And they often didn't overlap. We've now integrated all of those elements." This installment also features a new melee combat system, requiring Lara in some instances to use "direct combat and evasive manoeuvres to distance herself from her attacker". Notably, Lara's bike, among other things, will be a key component in solving the puzzles she will encounter in her adventure. Pick-ups will have multiple uses as weapons and tools in interaction with the environment, and Lindstrom stated that Lara "can also split up her guns and fire at two different targets simultaneously,"or hold an item with one hand and fire a gun with the other. The grappling hook can now be stretched taut and used to pull objects off ledges unlike in previous iterations, illustrating what project lead Rob Pavey said, that "Lara will be able to do anything that you'd expect her to be able to do," which he called "the big theme this year."Lindstrom describes this as "a philosophy called 'What Could Lara Do?'—WCLD. It's short-hand for having the player be able to use their own intuition about what someone with her abilities should be able to do in an environment such as this, and consistency across the different mechanics and abilities. If she can throw a grenade, then if she can pick up this pole, why can't she throw it?" Crystal Dynamics also aims to make the game non-linear, unlike Tomb Raider: Legend, and eliminate the need for hint icons that indicate the ability to interact with objects.

The interactive cutscenes from previous titles have been replaced with "adrenaline moments". Instead of specific button presses, time slows down and gives the player a chance to get out of harm's way while retaining complete control of Lara.

Screens:
(IMG:http://jarralpics.com/uploads/65f06d25cc8b74e21f184ce287b9b8b8.jpg)
(IMG:http://jarralpics.com/uploads/480daaebb9c424823e9ca18bc20f6e8f.jpg)
(IMG:http://jarralpics.com/uploads/d2c0d7ffa991298a2afed556c9ab2562.jpg)
(IMG:http://jarralpics.com/uploads/102fd9bb05215dd1c71ff9ab31872d0f.jpg)
(IMG:http://jarralpics.com/uploads/96b3744f87090e7b3583ed796fb053bf.jpg)
(IMG:http://jarralpics.com/uploads/abfb3cc05a7144f19bdf3213404e7cf0.jpg)


 
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