Tomb Raider Spiel
Eine Überlebenskünstlerin wird geboren. Tomb Raider: Crystal Dynamics krempeln Tomb Raider kräftig um. Teil 9 wird laut Tomb Raider: Action-Spiel jetzt auf GeForce Now verfügbar · 0. . Die Tomb Raider Reihe auf dem Markplatz von lalocandadelpostino.com online bestellen! Jetzt Tomb Rairder Spiele für Konsole und PC im Angebot!
Tomb Raider im Test - Vom Weichei zur KillerinDie Tomb Raider Reihe auf dem Markplatz von lalocandadelpostino.com online bestellen! Jetzt Tomb Rairder Spiele für Konsole und PC im Angebot! Das Spiel ist Überragend!!! Grafisch und Story mäßig hervorragend Wer schon damals die Tomb Raider Spiele geliebt hat wird von diesem Spiel überwältigt. Das Spiel ist als Neubeginn der Tomb-Raider-Serie konzipiert worden und beleuchtet die Ursprünge von Lara Croft, der Hauptfigur.
Tomb Raider Spiel Suchformular VideoTomb Raider Underworld Walkthrough : Complete Game 【HD】
Starting out with only her trusty pistols and a shotgun, Lara picks up a massive arsenal along her quest, including Uzi automatic pistols, an M assault rifle, a harpoon gun, and a grenade launcher.
Like the original, this sequel boasts impressive graphics, especially when playing with a 3D graphics accelerator card.
There are 18 levels in all. Cut scenes are shown in between some of them, providing the player with information about the plot development.
Some of the cut scenes are shown in wide screen interlaced video format, while others are full screen 3D rendered in-game engine animation.
You can easily tell the difference between them because in the latter the characters are much blocky than those in the interlaced video scenes.
The graphical look of Lara in this game has much improved over that in the original game. She now has a decently curved chest, rather than a pair of triangles.
The range of motions available to control Lara is similar to before, but due to the enhanced graphics the resulting motions are much more realistic.
Aside from the more lifelike model, Lara now wears a ponytail that swings naturally in time with her body motion. She also sports an improved wardrobe, including a wetsuit, a leather flying jacket, and a snow gear.
Unfortunately, when looking up close she is still very polygonal in aspect. All the levels are truly 3D; so sometimes when you are at an apparent dead end, the exit may actually just lie hidden in an unexpected direction.
The lighting effects are very good, and dark places are really dark. Sound effects are all well done. Often you are alerted to impending danger by an appropriate tune of music.
I particularly like the sound effects in some of the sunken liner levels. The muffled sounds and the occasional clink of metal are well adapted to the eerie environment!
The installation is straightforward. Using her cunning wits and athletic strength, Lara escapes! As she delves into the reasons why Natla would double cross her, she uncovers a mystery that reaches back before the dawn of recorded time to the treachery that destroyed the Atlantean civilization and the disasters that struck the world when it fell.
A civilization that flourished for hundreds of years in the Peruvian rainforests of South America. Guide Lara through the lost Incan city while battling wolves, bats, bears, raptors, and more.
The Golden Age of Greece, and later Rome. Here Lara battles lions, alligators, crazed monkeys and more as she explores ruins of this ancient civilization.
Where the vast power of Egypt rose with the pyramids. Lara Croft is the main protagonist and playable character of the series: she travels the world in search of forgotten artifacts and locations, frequently connected to supernatural powers.
She has brown eyes and brown hair worn in a braid or ponytail. The character's classic outfit consists of a turquoise singlet, light brown shorts, calf-high boots, and tall white socks.
Recurring accessories include fingerless gloves, a backpack, a utility belt with holsters on either side, and twin pistols.
Later games have multiple new outfits for her. In other media, Croft was voiced by Minnie Driver in the animated series and portrayed by Angelina Jolie and Alicia Vikander in feature films.
Multiple models and body doubles have portrayed Croft in promotional material up until the reboot in Eight different real-life models have portrayed her at promotional events.
The circumstances of her first adventures, along with the drive behind her adventures, differ depending on the continuity. In the original continuities, she is on a plane that crashes in the Himalayas: her journey back to civilization against the odds help to begin her journey towards her adult life as an adventuress and treasure hunter.
Shortly after these books she was disowned by her family. The circumstances of her survival were originally part of the game, but were cut due to time constraints and the pushing of the publisher Eidos.
In the Legend continuity, her mother Amelia was involved in the crash, and she is partially driven by the need to discover the truth behind her mother's disappearance and vindicate her father's theories about Amelia's disappearance.
In the reboot continuity, Lara's mother vanished at an early age, and her father became obsessed with finding the secrets of immortality, eventually resulting in an apparent suicide.
Lara distanced herself from her father's memory, believing like many others that his obsession had caused him to go mad.
After studying at university, Lara gets an opportunity to work on an archaeology program, in the search for the mythic kingdom of Yamatai.
The voyage to find the kingdom results in a shipwreck on an island, which is later discovered to be Yamatai, however the island is also home to savage bandits, who were victims of previous wrecks.
Lara's attempts to find a way off the island lead her to discover that the island itself is stopping them from leaving, which she discovered is linked to the still living soul of the Sun Queen Himiko.
Lara must find a way to banish the spirit of the sun queen in order to get home. The aftermath of the events of the game causes Lara to see that her father was right, and that she had needlessly distanced herself from him.
She decides to finish his work, and uncover the mysteries of the world. The gameplay of Tomb Raider is primarily based around an action-adventure framework, with Lara navigating environments and solving mechanical and environmental puzzles, in addition to fighting enemies and avoiding traps.
These puzzles, primarily set within ancient tombs and temples, can extend across multiple rooms and areas within a level. Lara can swim through water, a rarity in games at the time that has continued through the series.
The camera automatically adjusts depending on Lara's action, but defaults to a third-person perspective in most instances. This basic formula remained unchanged through the first series of games.
Angel of Darkness added stealth elements. For Legend , the control scheme and character movement was redesigned to provide a smooth and fluid experience.
One of the key elements present was how buttons for different actions cleanly transitioned into different actions, along with these moves being incorporated into combat to create effects such as stunning or knocking down enemies.
Quick-time events were added into certain segments within each level, and many of the puzzles were based around sophisticated in-game physics.
Using this set-up, they created a greater variety of moves and greater interaction with the environment, along with expanding and improving combat.
The gameplay underwent another major change for the reboot. Gameplay altered from progression through linear levels to navigating an open world, with hunting for supplies and upgrading equipment and weapons becoming a key part of gameplay, yet tombs were mostly optional and platforming was less present in comparison to combat.
The combat was redesigned to be similar to the Uncharted series: the previous reticle-based lock-on mechanics were replaced by a free-roaming aim.
Gard originally envisioned the character as a man: company co-founder Jeremy Heath-Smith was worried the character would be seen as derivative of Indiana Jones , so Gard changed the character's gender.
Her design underwent multiple revisions and redrafts during early development. Gard was no longer given full creative control, and it was stated by development staff that he was both saddened and disappointed by the use of Lara Croft's sex appeal in marketing.
Gard left Core Design in to found his own gaming company Confounding Factor , and was replaced by Stuart Atkinson. Over the next three years, Core Design was committed to delivering a Tomb Raider game annually, putting considerable strain on staff.
After the critical backlash of The Angel of Darkness , Eidos decided to take production of the Tomb Raider series out of Core Design's hands and give it to another subsidiary studio.
Production of the next game was given to Crystal Dynamics , a studio that had made its name with the Legacy of Kain series. He added that "For a UK company, moving the development of its prized asset from Derby to California was a big decision to make but, as it turned out, absolutely the right one to make.
Alongside Underworld , the team decided to create a new subseries that featured the character of Lara Croft while not using the Tomb Raider moniker and using the aesthetics of the Legend continuity.
He created the original theme music after having discussions with Gard about the character of Lara Croft. Having decided to use Classical English music as an inspiration, he decided to create something simple for the theme song.
Its simplicity made rearrangements and orchestrations easy. For his work on the first three Tomb Raider games, he was given fairly minimal briefs, and for Tomb Raider III he was working on the game as a freelancer as he had left the company.
He composed the opening theme for The Last Revelation , saying that the opening melody came to him out of the blue, and added Egyptian motifs to fit in with the game's setting.
Chronicles was originally going to have a sizeable original opening theme, but due to time constraints the majority of it ended up being discarded, much to Connelly's later regret.
Only the opening segment survived. Scored using a full orchestra as opposed to the synthesised instruments of previous titles, it was performed by the London Symphony Orchestra.
For Legend , Troels Brun Folmann composed the music and managed the sound effects. Alongside composing a large amount of music for the game, he created micro-scores for small segments within gameplay.
Along with his orchestral style, he created a special instrument to create discordant sounds within the music, and musical elements from around the globe to represent the inhabitants of the game's island location.
Temple of Osiris was the first title in the Lara Croft subseries to have an original score, using Egyptian and Middle Eastern musical elements while creating a new main theme that could be used in future Lara Croft games.
The first Tomb Raider used a custom-built game engine, as other equivalent engines available to Core Design at the time were not versatile enough to realise the team's vision.
The engine was designed by Paul Douglas, who handled the game's artificial intelligence AI and the three-dimensional 3D graphics. The choice of a 3D game was influenced by the team's opinion that the game type was under-represented when compared to first-person shooters such as Doom.
Its 3D style meant multiple elements were difficult to implement, including the AI and camera control. Another noted aspect was the multi-layered levels, as compared to equivalent 3D action-adventure games of the time which were limited to a flat-floor system.
The game pioneered the use of quaternions for smooth 3D rotation. Lara's movements were hand-animated and coordinated rather than created using motion capture.
The reason for this was that the team wanted uniformity in her movement, which was not possible with motion capture technology of the time. The first five games make use of full-motion video cutscenes.
For the first three games, they were primarily used as transitional periods depicting Lara moving from one level to another or one location to another.
For Angel of Darkness , a new engine was built from scratch, but due to being unfamiliar and unused to the technology of the PS2, the team encountered multiple problems such as needing to remove areas and characters due to polygon restrictions.
Due to the deadlines imposed, the team were forced to cut corners, meaning that the game reached store shelves in a poor condition.
Both the character of Lara Croft and the concepts behind the Tomb Raider franchise have evolved thematically and in popularity since the first game's release in Upon release, Tomb Raider became an unexpected success, reaching the top of sales charts and remaining for a time.
It went on to sell over 7 million units worldwide. Since the release of Legend , the series has picked up in sales and popularity.
Multiple video game journalists, including Electronic Gaming Monthly ' s Crispin Boyer in and Eurogamer 's Martyn Carroll in , have cited the series as a pioneer in the medium, both laying the foundations for and popularising action-adventure and platforming games.
Carrol credited the series for bringing video gaming out into the cultural mainstream. The character of Lara Croft has similarly enjoyed popularity, standing out during her initial appearance in the male-dominated video game market, and continuing to stand out throughout the series' history.
As part of the latter honours, Guinness World Records editor Gaz Deaves said that the character "epitomises all that's great about video gaming".
He cited other writers' statements that her popularity stemmed from player empathy with her ability to survive tough situations, alongside contrasting against weaker female characters such as Princess Peach.
Now Dr. Croft seeks the fabled Dagger of Xian, an ancient artifact with a monstrous secret. Her epic quest explores 18 danger-filled areas, with exotic locales that include the Great Wall of China, the canals of Venice, and the foothills of the Himalayas.
Of course, Lara's not the only one who craves the Dagger. TRII easily outdoes the original Tomb Raider in the sheer number of enemies, traps, and physical challenges.
Beasts of the animal and human kind dog her every step of the way. Tigers, eagles, and great white sharks are among the creatures who want to maul Lara; baseball-bat-swinging thugs, pistol-packing assassins, and kung-fu monks are among those who just want to brawl with Lara.
The robotic enemy A. The traps in TRII induce far more panic than those of the original. Boulders chase you between crushing spiked walls and your oxygen threatens to run out when you're 40 fathoms deep.
Lara must run, leap, and ferret out hidden switches to avoid ever-present death. That's okay, because Croft gets crafty with an amazing number of moves.
In addition to her trademark leaps and jumps and a cool breaststroke, she's acquired the ability to climb structures and to drive vehicles, too.
She still has auto-aiming, but her arsenal received an impressive upgrade, including dual Uzi submachine guns, a harpoon gun, and an M automatic rifle in addition to her regular two-gun rig.
All this is ably managed by the workmanlike controls, which do a good job of handling Lara's massive repertoire of moves. However, TRII is for experts.
Unlocking the mechanics of Lara's physique requires patience, skill, and practice, practice, practice. Lara possesses so much freedom of movement that making her perform precise moves when time is tight such as picking up ammo before sliding walls crush you requires such exact position ing that it can be slow, ponderous, and often fatal.
Come armed with a spacious memory card, and save often. Lara's look is killer. The impressive animation for her moves is stunningly life-like.
The handy auto-moving game cam enables you to scan the surrounding terrain degrees. And the computer-generated story cinemas between levels are so sweet, they're a true reward for completing a stage.
All is not perfect in graphics city, however. There's noticeable clipping that is, walls that appear solid from one angle appear pixel-thin from another.
Also, as in the first TR, the awkward position of the game cam can force you to fight blind. But the overall visual presentation is so fine, such flaws rightfully qualify as nitpicking.
In the audio department, Tomb II masters the minimalist approach. Effects and voice are used sparingly but well, and music only plays for clues and cues during game-play.
During the story cinemas, however, the audio pumps pure symphonic force. Tomb Raider II is an awesome adventure game. By the time Lara asks, "Haven't you seen enough?
Long after you beat TRII, there'll be only one thing on your mind Tomb Raider III. Tomb Raider ll's lifelike animation, gorgeous computer-generated cinemas, lusciously detailed character graphics, and scenic backgrounds are enough to overcome that darned moving cam that sometimes obscures gameplay.
Lara pulls amazing moves; however, moving her quickly to avoid being trapped can be as cumbersome as it was in the first game.
Tomb's a gas and a half for experts. If you're not a pro, you'll be one after beating this tough but mesmerizing game. When Lara Croft first appeared on the gaming scene a little over a year ago, she took the action gamers by storm with a mix of as-yet-unseen graphics on the PC including being among the very first to pioneer 3Dfx technology , amazing and complex gameplay and design, and a figure that made her look like Barbie's more well-endowed sister.
The result was a runaway success for then-small Eidos and an almost cult-like following of Lara fans who couldn't wait for her return.
Well, the wait is over, and the second incarnation of Lara is even prettier to look at than the first and Lara's wardrobe even more revealing , yet the game itself has lost something.
It may be, in part, that others have caught up with the technology, but after many hours of painstakingly guiding Lara through the dangers of China, Venice, sunken ships, and ancient temples, I can honestly say that Tomb Raider 2 just isn't as much fun as the original.
I suppose I'll be branded as some sort of heretic for saying anything against Eidos' buxom beauty, but frankly, Tomb Raider 2 is too hard, and this is where it comes up short against the original.
In Tomb Raider , you could always puzzle your way through a difficult spot, and while it was at times frustrating, it was never seemingly impossible; when you at last solved a puzzling level you had a feeling of satisfaction.
In Tomb Raider 2 , after being killed time after time after time, I just wanted to quit the game and go play something more enjoyable.
A busty woman in a wetsuit is all you'd expect from the Sports Illustrated swimsuit issue, but in a game, you want, well, satisfaction.
I will say this: Tomb Raider 2 blows away just about anything else in the genre in terms of graphical sophistication, nifty gadgets, cool level design and computer AI.
As in Tomb Raider , the objective in Tomb Raider 2 is to seek out fame, fortune, and danger while exploring ruins, temples, sunken ships, mazes, and the like.
You're basically a much more attractive Indiana Jones, and instead of Nazis, you're up against wild animals and sword-, baseball bat-, and harpoon-wielding ne'er-do-wells.
What's added in Tomb Raider 2 is more moves for Lara you can climb walls, shimmy along ledges, swim underwater, do back flips, swan dives -- just about any move you can think of , plus, in Tomb 2 , you get to try your hand at a number of different vehicles, including motor boats and snowmobiles.
It's quite a rush, and quite a bit of work getting a handle on how to make Lara do everything she's capable of I still maintain that she has too much, ah, ballast to dive underwater as effectively as she does, but that's another story , and this can end up being a major frustration in the heat of battle.
Another important change from the original Tomb Raider is that Tomb Raider 2 adds many more human opponents into the game, so instead of having to pick off wolves, bats, and the occasional bear as in the original, in Tomb 2 you get more than your fair share of ninjas, temple guards, freaks with baseball bats, Phantom of the Opera fans with pistols, and more.
The result is that you feel more like you are involved in an action game than in the original, and you feel that you actually have enemies instead of having to take target practice on the animals that just happened to also like to hang out among the precious idols and lost treasure.
Your arsenal of weapons in Tomb Raider 2 is pretty much the same as in the original, with the addition of some underwater implements, some heavier firepower for the increased cadre of enemies, and some flares for use in dark places.
And, just as in real life, your flares have a maddening tendency to run out at inopportune times. When all is said and done, Tomb Raider 2 will get you to know your keyboard a lot better than you did before, and it definitely delivers a lot of game for the money.
It's not long in terms of total number of levels, but even the short intro level will take experienced players an hour or more to figure out, so be prepared to be tested.
All in all I'd say that hours for each of the 15 levels is a pretty good benchmark and a couple will take you as many as hours to figure your way through.
The environments, level design, lighting and motion effects are all excellent, and are once again a showcase for the possibilities of 3Dfx technology.
Lara has been rendered a bit more, has longer hair and a variety of outfits this time around, and the enemies are much more life-like and detailed.
As in Tomb Raider , this second offering also mixes a great variety of different settings, and uses the graphics engine to its utmost to deliver devilishly difficult puzzles, walls to climb, chasms to traverse, and underwater tunnels to swim through.
There is, however, still the annoying problem of both bad clipping textures that should be solid having transparent patches that allow those behind to bleed through , and the flying point-of-view camera that will fairly regularly lose your perspective at a critical moment.
The bottom line here is that Eidos has pushed the limits of the technology, both to great new heights and to sometimes detrimental glitches.
On balance, though, the glitches are worth it to see the movie-like quality of the rest of the game.