If she can throw a grenade, then if she can pick up this pole, why can't she throw it?" Crystal Dynamics also aimed 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. 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. The grappling hook can 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. Pick-ups 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. Notably, Lara's bike, among other things, is a key component in solving the puzzles she will encounter in her adventure. 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". Lindstrom explained that "in the past, there was climbing, and there was shooting, and there was puzzle solving. Previously seen separate aspects of gameplay were combined for a new experience. her adversary" for a large part of the game. 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. 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. On it was announced Tomb Raider: Underworld would be re-released as part of the Xbox Classics and Platinum Range lines for Xbox 360 and PlayStation 3, respectively.ĭifferences from previous iterations in the series are that Lara's environment reproduces a more "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 is washed away by rain, the bodies of the foes she encounters remain where she killed them, and any destruction to the environment she causes are permanent. Most cited them as having poor graphics, being oversimplified and "dumbed" down, and being full of bugs.Īs of 27 February 2009, the game has sold 2.6 million copies worldwide. The PS2 and Wii versions received mostly negative reviews. Critics praised the environments, Lara's motion captured movements, story, puzzles, exploration, graphics and the less linear style of gameplay, although some aimed at its "haywire" camera angles and "dodgy" combat system. Underworld received mostly positive reviews for the PS3, Xbox 360, and PC versions. Eidos released two new chapters of Tomb Raider: Underworld, Beneath the Ashes and Lara's Shadow, developed by Crystal Dynamics, as exclusive downloadable content for the Xbox 360 on the Xbox Live Marketplace in February and March 2009 respectively. The Wii and PlayStation 2 versions were developed by Buzz Monkey Software, although the PS2 version saw a January 2009 release in Europe and March 2009 in North America. Santa Cruz Games developed the Nintendo DS version, which was also released in November 2008. Crystal Dynamics developed the PlayStation 3, Xbox 360, and PC versions, which were released in November 2008. Underworld is an action-adventure video game with different versions developed by Crystal Dynamics, Buzz Monkey Software, and Santa Cruz Games, all published by Eidos Interactive. Underworld is the third game in the series to be developed by Crystal Dynamics and is also the first Tomb Raider game to be released on the PlayStation 3. The three games are subsequently merged into the renowned stand-alone Tomb Raider Trilogy of the late 2000s, by the series' second continuation developer Crystal Dynamics. The story continues from the events in Tomb Raider: Legend as a direct sequel, but also addresses unexplained plot elements by association with T omb Raider: Anniversary the 2007 remake of the original Tomb Raider (1996). Tomb Raider: Underworld is the eighth pillar installment of the Tomb Raider series.
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