PDA

View Full Version : Tomb Raider UnderWorld Impressions & Screens...


THUGGEDOUT
July 11th, 2008, 01:26 AM
Good to see the progression is coming along nicely...


It's been almost six months since we checked in on Lara Croft and her latest adventure, which promises to take her into the deepest and potentially darkest adventure yet: that of exploring the underworld of various cultures for artifacts. In January, we examined segments of the Mayan underworld, which gave us a taste of the game's interactive environments, redesigned visuals and puzzle solutions and design philosophy of "What Would Lara Do," a move that provided much more flexible approaches to gameplay. A few days ago, we were lucky to check out a pre-beta build of the game and witness another environment that Lara will explore shortly after the game starts: the Mediterranean Sea.

http://ps3media.ign.com/ps3/image/article/887/887977/tomb-raider-underworld-20080710015347451.jpg

Set about ten minutes after the training level of the game, the Mediterranean Sea section is rather interesting as far as how it relates to Lara's past. Apparently, Lara's father had previously found the ruins that lay at the bottom of the sea, discovering the coordinates and information related to the location. Unfortunately, he died before he could actually explore its secrets. Picking up where he left off, Lara dives into the sea and makes her way down to the lost civilization buried beneath the water.

http://ps3media.ign.com/ps3/image/article/887/887977/tomb-raider-underworld-20080710015349686.jpg

One thing that Crystal Dynamics wanted to impart to players was a sense of an unbarred experience in the middle of the water, so it's entirely possible to swim off for a long distance and never come upon an arbitrary invisible wall set up to constrain you. What's more, you're not dependent upon trying to find air pockets to survive under water -- Lara has scuba gear for her dives, as well as two different methods to protect herself underwater. The first is the more traditional spear gun, which can be used to target and impale threats. The other, more unconventional, weapon is a sticky grenade, which Lara can attach and then detonate from a distance. We witnessed both as a number of aggressive sharks charged Ms. Croft and while spearing the sharks was easier, there was definitely something more satisfying about chumming the sea with Jaws.

http://ps3media.ign.com/ps3/image/article/887/887977/tomb-raider-underworld-20080710015352217.jpg

Eventually, after warding off the sharks that infested the waters, Lara was able to enter a sunken antechamber and interact with her first puzzle, which was that of three large metallic circles set in a wall with eyes carved on their surfaces. While the player can immediately manipulate the first circle, it becomes immediately noticeable that players will need to find something to help them interact with the other two circles. This is where Underworld's new Help on Demand system can take over. For players that are mildly confused or need a slight hint as to where they go next or what to do, they can access this feature and get a quick tip as to their next move. For players that are completely lost, you can even receive a full explanation as to how you solve the puzzle, giving you freedom in how much or little you want to know or explore before trying to get help.

http://ps3media.ign.com/ps3/image/article/887/887977/tomb-raider-underworld-20080710015354685.jpg

Within our demo, we were shown the full use of this mechanic, which pointed out that we needed to track down and install two axles into the wall to manipulate these circles. Of course, we needed to find these items, so off Lara swam to track them down. Fortunately, she could take advantage of a new gadget known as the ping radar to receive a detailed 3D map layout of her surroundings. While the ping map is restricted to Lara's field of vision, this is a much better way of getting a sense of a level and where you may need to go for any given stage. What's more, players will have access to it regardless of whether they're on land or in water.

http://ps3media.ign.com/ps3/image/article/887/887977/tomb-raider-underworld-20080710015357123.jpg

After using the ping map to identify a corridor, Lara swam over, tracked down the missing axles and started swimming back with them. With the same "What Would Lara Do" mechanic, Lara was able to hold an axle in one hand while keeping the other one free to push kelp out of the way or switch on an underwater flashlight to help her see through dark areas. This was important because while there was some ambient light provided by luminescent jellyfish, they were only very bright when you got close to them. Of course, this put Lara at risk of a painful sting, which she would definitely not want.

http://ps3media.ign.com/ps3/image/article/887/887977/tomb-raider-underworld-20080710015359716.jpg

Once the axles are installed and the puzzle solved, access is granted to a new flooded passageway that can be explored. This is filled with debris and other large jellyfish, but is also blocked off at a dead end. Or at least what appears to be a dead end. As Lara approaches the end of the area, a large tentacle curls up and slides through a hole in the wall, revealing a passageway. Definitely an ominous sign, particularly because Lara would be ill-equipped to face off against a Kraken in such a confined space.


Fortunately, we were not forced into such a hampered battle. The demo was skipped forward about ten to twenty minutes, where Lara manages to emerge in an underground area that has been drained of water (whether this was because of something she'd done or it was originally set up like this, we weren't sure). However, Lara isn't alone in this location, as she soon discovers with a sudden crash. The tentacle does indeed belong to a gigantic Kraken sitting at the bottom of a large room, and it is rather annoyed that an intruder has entered its domain. As Lara films it with a digital camera, she also discovers a potential way to get rid of the large squid: a platform hanging above its head that could possibly be dropped onto it. Of course, the trick would be how she would dislodge the platform to injure the Kraken.

While Lara has multiple paths that she could take to start with this task, the camera is an excellent tool in planning out her attack on the cephalopod. Obviously, it can be used to zoom in on areas and take quick snapshots of what is seen. It can also be set to take timed photos, so players can create action shots of Lara in an environment. But we were also told that players will be able to upload these shots via the PSN or Xbox Live so other players can see what they've done in the game or secrets that they've found. In fact, there will be more collectable treasures found in Underworld than Legend and Anniversary combined, so players will want to keep their eyes open for alcoves, hidden paths and other spaces that could hold surprises.

While Lara scales some ledges and crawled around the room, we witness what's now known as Adrenaline Moments. The evolution of the super action moment from previous games, players won't have a button that they'll need to hit as it pops up on screen. Instead, time slows down, and players are given a few seconds to make a decision and move out of the way of a hazard to survive. In the case of one of these moments, Lara has about three seconds to leap from a small platform atop a column before the tentacles of the Kraken pull the column down to the ground. Once past these moments, the game returns to normal, and you return to your exploration.

Lara eventually discovers the various switches needed to release the gigantic stone platform. While it takes time to navigate the hazards of the room, it is a bit easier to do thanks to Lara's grappling hook, which can be used to rappel from distances, pull Lara up to ledges or outcroppings, and interact with objects. In fact, there are a couple of moments where the hook has to be deployed to drag gears into place, making it easier to weaken the stone supports of the platform. After raising the platform to the ceiling, Lara shoots the chains that hold it aloft, and it comes crashing down atop the Kraken's head, making it shriek and howl from the impact. While it quickly vanishes, we couldn't help but think that we'd see it again. However, the demo ended before we were shown any more.

While the code was still early, it was quite interesting to see how the developers have been crafting much of the game to play with cinematic camera angles and ambient sound effects to bring players into the action. In fact, the second half of the demo was intentionally stripped of the game's soundtrack, because the developers wanted to have only the sound of Lara, the Kraken and the environment to heighten the tension that was felt from each puzzle. While some visual details still need to be implemented (for example, the ping map was a basic 3D model that hadn't been fully realized), the game action looks like it will be non-stop when the title is released later this year.



SOURCE (http://uk.ps3.ign.com/articles/887/887982p2.html)