Sorteo «Lara Croft y el Templo de Osiris»

Con motivo del 2º Aniversario de Alex’s Tomb Raider Blog, se sortea un código de STEAM para jugar a Lara Croft y el Templo de Osiris de forma íntegra. Para hacerlo, debes hacer clic en el enlace colocado a continuación, y participar con tus redes sociales. ¡Adelante!

Sorteo - Lara Croft y el Templo de Osiris

13_Screenshot_LCTOO_Entry


Términos y Condiciones del Usuario:

  • No hay cuota de inscripción y no es necesario pagar para participar en este concurso.
  • Cada participante podrá entrar en el sorteo con las cuentas de sus redes sociales (Facebook, Twitter…).
  • Para ganar una participación más, visita la página desde el formulario del concurso.
  • Todas las participaciones deben ser enviadas antes del Martes 31 de Marzo de 2015.
  • El ganador será seleccionado de la lista de inscripciones elegibles a través del uso de un generador de números aleatorios.
  • El ganador será anunciado en el blog y en las redes sociales.
  • El participante afortunado, tendrá 7 días para responder con el fin de reclamar su premio. Se seleccionará otro ganador en caso de que éste no conteste dentro del plazo antes mencionado, o decida que ya no desea el premio. El premio no será enviado hasta que el usuario afortunado responda.
  • No es necesario disponer de una cuenta de Steam para participar en el sorteo, pero sí será necesaria para utilizar el premio.

El código ha sido proporcionado por Crystal Dynamics.

Una semana para el 2º Aniversario…

Queda exactamente una semana para celebrar el SEGUNDO ANIVERSARIO de Alex’s Tomb Raider Blog. A pesar de su corta edad, el sitio ha vivido mucho en muy poco tiempo. Durante esta semana, podréis disfrutar de contenido diario para conmemorar la fecha; SORTEO, REPORTAJE ESPECIAL, EXCLUSIVA, VÍDEO CONMEMORATIVO… ¡Y mucho más!

10718956_889854091025380_695700428_o

  • MARTES 24: Una semana para el Segundo Aniversario…
  • MIÉRCOLES 25: Sorteo «Lara Croft y el Templo de Osiris».
  • JUEVES 26: Especial Throwback Thursday.
  • VIERNES 27: ¡EXCLUSIVA!
  • SÁBADO 28: Q&A del Autor.
  • DOMINGO 29: Vídeo conmemorativo.
  • LUNES 30: Especial Connecting Networks.
  • MARTES 31: Alex’s Tomb Raider Blog cumple 2 años.

Connecting Networks – Final Alternativo TRU

Hoy, en el noveno reportaje de Connecting Networks, conoceremos el final alternativo previsto para el juego Tomb Raider Underworld, que da un giro completo a la historia definitiva.


Todos recordaremos el dramático final del último juego de Tomb Raider antes de que se produjera el reinicio. Lara y Amanda deben escapar de Avalon tan rápido como les sea posible, ya que todo se derrumba. Al final, se teletransportan de vuelta a Nepal gracias a uno de los portales y ambas se despiden de forma tensa.

hqdefault

Ese es el final, muy resumido, del título en cuestión; pero hubo otro alternativo que no llegó a presentarse de forma oficial, solo quedó en el olvido hasta que alguien lo recuperó.

En esta versión paralela del final de TRU, Lara camina sobre la nieve de Nepal, de vuelta a casa, cuando Amanda corre tras ella con una gigantesca piedra en la mano, para abatirla. La arqueóloga se da cuenta a tiempo y gira con rapidez hacia su enemiga, disparándola en una de las rodillas. Croft, disgustada, le dedica una última mirada de odio antes de contiuar. Por detrás, Amanda grita de dolor, sin poder levantarse y pidiéndole ayuda a Lara. Cuando se pone en pie, se rompe la pierna y la protagonista sigue su camino, con total normalidad.

Official Forum Q&A – 21/3/2015

How much will the environment effect Lara? Will Lara’s clothes rip and get dirty like in the previous game? Will snow stick to her hair and clothes, and melt in warmer environments?

Noah Hughes (Franchise Creative Director): Yes, we have a lot of that stuff. We have story specific progression, as we did last time. Referencing Game Informer as an example, Lara manages to survive her encounter with the bear but not without taking a shredded jacket and a wound to show for it.

We also have system-based reflection of damage on Lara. So if you are hurt, that will show on her character in certain ways. Then, we have the wet and dry states, so when you get in the water, Lara will get wet and then progressively dry off. We also have a dirty state, so she’ll go through situations that leave mud or other dirt on her character and that will clean off. And we have areas where snow might stick to her hair and then melt away indoors.

In addition to that, we try to go even one step farther to have it affect Lara’s animations, so when she steps near a source of heat, she might warm her hands on it. When she steps back out into the cold, she might shiver for a moment as she adjusts to the temperature. We try to go past the visual layer and add a behavioral layer.

We’ve tried to do as much as we can to connect Lara with the world, so a lot of this is the team enjoying adding details to the character because it supports her, grounding her in the moment. In the context of the story, they almost become reminders of everything you’ve been through, and how far you’ve come since the beginning of the game. They reinforce the systems on the moment-to-moment basis, and reinforce the journey on a game basis.

Will Lara have any further hand-to-hand/close quarters combat skills (not as «weapon contextual» as in TR 2013)?

Noah Hughes (Franchise Creative Director): Lara will have some new close quarters combat opportunities based on gear items. It’s a little bit different than the weapon contextual ones in 2013 – those were the ranged weapons. Adding melee finishers with things like the knife is a new type of melee skill that we give Lara. Beyond that, we give finishers from specific stealth opportunities. We’ve seen things like stealth kills from a bush in a number of games, but it starts to feel more Lara-like and survival-y when you’re doing take downs from the trees, or one of my favorites is the stealth kill from the water. These are all ways we have enhanced her core abilities to finish guys up close, especially as an extension of our new enhancements to stealth gameplay.

All of those play into your ability to approach combat and take advantage of these different tools and locational opportunities that the player has. In characterizing Lara, it’s important that we promote her mobility and her agility and use of the environment and a lot of other things that set her apart as a character, and we don’t want to make her melees so effective that she essentially brawls her way through the game.

Will Lara be able to sprint in ROTTR?

Noah Hughes (Franchise Creative Director): One of the things we really do try to promote is a world that’s dense with traversal and platforming opportunities and try to make it as interesting as possible, especially using Lara’s traversal skills and even traversal gear as you gain it in the game. Oftentimes, we try to create areas that are denser more so than vast and expansive. We speed up your traversal in the world through skill and platforming rather than strictly running.

We try to tune Lara’s speed such that it’s effective in combat and promotes that mobility. Like I said, you can run fast enough to create distance and things like that, but we really promote interesting traversal more than sprinting across open terrain. The truth is we get requests for it still. But I guess the way we respond to those requests is we try to make those areas more fun to traverse rather than to simply get you through quicker.

How limited is the team in developing a new theme for Tomb Raider considering survival action is the new main concept? (as opposed to action adventure TR used to have).

Noah Hughes (Franchise Creative Director): It’s important to recognize that we very much see Tomb Raider as an action adventure game and that survival action isn’t “instead of” an action adventure. It’s really informed sort of the flavors that we bring to the action adventure experience.

When you come out of the reboot and talk about hostile wilderness and ancient spaces guarded by inhabitants like bears or wild wolves, the reality is the original Tomb Raider had wolves and bears. A lot of the things that have been wrapped into a survival theme have always been there as part of the franchise. The hostile environment, the treacherous terrain being one of the greatest opponents, and the wildlife in those spaces is informed by the original.

In some ways we’ve pushed survival feeling different than it did before. We go that extra step to try to make sure she’s not relying too heavily on her gear and equipment that she brings with her, and that may be a bit differentiated from the previous games where being well-equipped and rich is very much a part of it. There is sort of this commitment to create situations where Lara has to face these hostile wildernesses in a more one-on-one, stripped of her gear situation, and has to use her wits and her resourcefulness and what she can find in the environment in order to survive. So that’s where it starts to take on that survival tone and experience but again, I feel like those are really a fictional formalization of a lot of the ingredients that were always a part of Tomb Raider.

We talk about not relying too heavily on the gear and trying to recreate this almost David and Goliath story, where Lara has to take on this daunting wilderness in order to unlock its secrets. Part of that is to bring out her character, to recognize her determination and her wit and resourcefulness. And then, as she starts to get immersed in the myth and the culture, her book learning and intellect and intelligence all come into play. It really is that package together that makes her the Tomb Raider.

I hated the combat QTE’s in TR9 (ie, mash button escape from wolf bite). I loved the open crate/door QTE’s though (not sure if that’s a QTE). Is there internal debate regarding implementation of QTE’s?

Noah Hughes (Franchise Creative Director): We do hotly debate the subject of QTE’s and we have taken a different approach in this game than in the last. Having said that, we haven’t removed all the combat related QTE’s. However, we do trigger them much more sparingly. What we try to focus on is the consistent responses to gameplay. In the case of prying, we use that to equal an intense and concerted effort from Lara. Occasionally we will use that same concept in a combat context, but you will see that much less than in the last game. I don’t know if dodges and counters fit into QTE’s, but we also still use those more player-driven windows in combat where players have the B button prompt but they’re more systemically triggered rather than exotic moments.

The other thing we try to do with QTE’s is always make the interface consistent. Rather than mash a random button, you will have an exotic version of a core mechanic. So melee, for example – if you’re in a situation where you’re trapped but your hands are free, you might be swinging your axe with the Y button. That’s a normal mechanic done in an exotic situation. This is trying to get away from not knowing what you’re supposed to do until you see the button prompt. The button prompt should really reinforce the mechanics that you’re familiar with, so, whenever possible, we take and create intense moments where you may have to use one of these core mechanics like pry or melee or shoot, but trying to avoid the situation where you’re waiting to see what button it tells you to push. That’s the main changes – to get rid of all button paired, “Simon says” versions of QTE’s and to use exotic expressions of core mechanics whenever possible.

Crystal Dynamics Q&A – 20/3/2015

Q: Was Brian Horton inspired by the face of Camilla Luddington in Rise of the Tomb Raider?

A: While Camilla Luddington now lends extra emotion through Mova’s impressive facial capture technology, Lara’s facial model is an evolution of the one in Tomb Raider, and Tomb Raider: Definitive Edition. We’ll go into the process of bringing Lara to life on next-gen in-depth at a later date.

Q: Will Simone Rene be the final model (body) in ROTTR?

A: As Brian addressed in the most recent podcast, he often blends photography and renders together for key pieces of promotional art. Simone Rene was a model for a pair of these sessions. As with the above, Lara’s in-game model is an evolution of the one in Tomb Raider and Tomb Raider: Definitive Edition, with improvements in fidelity and realism. It is not based off a single person.

P: ¿Se inspiró Brian Horton en el rostro de Camilla Luddington en Rise of the Tomb Raider?

R: Si bien Camilla Luddington ahora presta una emoción extra a través de la impresionante tecnología de captura facial de Mova, el modelo facial de Lara es una evolución de la de Tomb Raider y Tomb Raider: Definitive Edition. Vamos a continuar con el proceso de darle vida a Lara en la próxima generación más en profundidad en una fecha posterior.

P: ¿Será Simone Rene el modelo final (cuerpo) en ROTTR?

R: Como Brian aborda en el podcast más reciente, a menudo mezcla la fotografía y otras piezas para el arte promocional. Simone Rene era una modelo para un par de estas sesiones. Al igual que con el anterior, el modelo de Lara en el juego es una evolución de la de Tomb Raider y Tomb Raider: Definitive Edition, con mejoras en la fidelidad y más realismo. No está basada en una sola persona.

Portada – Tomb Raider #17

¡El decimoséptimo número de los cómics de Tomb Raider (Dark Horse) ya tiene cubierta! Lara Croft se encuentra en una remota cueva, cogiendo una lanza. Su vestimenta, además, parece ser muy similar a la que usó en Yamatai.

17L

SINOPSIS:

Lara se infiltra en una fortaleza enemiga para rescatar a su amigo secuestrado, pero cuando se entera de la verdadera razón por la que ha sido atraída a esta guarida selvática, ¡la situación desciende rápidamente de mal en peor!

INFORMACIÓN:

  • Escritor: Rhianna Pratchett
  • Penciller: Derlis Santacruz
  • Entintador: Andy Owens
  • Colorista: Michael Atiyeh
  • Artista de la Cubierta: Brian Horton
  • Género: Acción / Aventura
  • Fecha de publicación: 24 de Junio de 2015
  • Formato: FC, 24 páginas.
  • Precio: 3.99$
  • UPC: 7 61568 22838 0 01711

Crystal Dynamics Q&A – 13/3/2015

Q: Lara’s Jacket is red in the screenshots, and olive drab in the concept art and trailer. Why?

A: Because she’s wearing different outfits! 😉

Q: Will Lara have more weapons in addition to those seen in the concept art? 

A: As with Tomb Raider, Lara will scavenge weapons and upgrade her kit throughout the game. We’ll talk a bit more about these systems in the future.

P: La chaqueta de Lara es roja en las capturas de pantalla, y verde oliva en el arte conceptual y en el tráiler. ¿Por qué?

R: Porque ella está vistiendo diferentes trajes. 😉

P: ¿Tendrá Lara más armas que las vistas en el arte conceptual?

R: Como en Tomb Raider, Lara irá recogiendo más armas y actualizará su inventario a lo largo del juego. Hablaremos un poco más de estos sistemas en el futuro.

Rise of the Tomb Raider nos abrirá las puertas al Apartamento de Lara Croft en Londres

Brian Horton anunció en el Podcast exclusivo para Game Informer, que el Apartamento de Lara Croft podrá verse en el juego Rise of the Tomb Raider. Éste lugar, ya visto en los cómics de la editorial Dark Horse, es un espacio que comparte con su amiga Sam, en Londres.

También, dio pistas acerca de la posible y muy especulada aparición de la Mansión Croft y alegó que la joven superviviente tiene una gran colección de libros y material diverso que utilizará como ayuda a lo largo de su aventura.

LONDONFLAG

Cabe destacar la imagen de arte conceptual que salió a la luz también el pasado mes de Febrero, donde vemos a Lara y Jonah en un apartamento descolocado e informal, que bien podría ser el mismo hogar de la arqueóloga. A pesar de que se desconocen más detalles acerca del tema, la aparición del apartamento londinense está asegurado por el propio director del juego.

Por otro lado, ¿quiere decir esto que podremos explorar la ciudad de Londres en la nueva entrega de Tomb Raider? Pronto lo sabremos…

Y para finalizar, el vídeo con la respuesta de Brian Horton:

Peter Connelly planea rehacer la banda sonora de algunos Tomb Raider

Peter Connelly, músico y compositor de la saga Tomb Raider, pretende elaborar un Kickstarter (sitio web de financiación en masa para proyectos creativos) con el fin de recopilar fondos para rehacer las bandas sonoras de TR IV, Chronicles y AoD.

1549380_713952598628427_1178033199_n

Dependiendo de la donación que realice cada persona, recibirá un material u otro. Desde descargas digitales a copias firmadas e incluso copias originales. He aquí un pequeño listado del merchandising a conseguir:

  • Descargas digitales.
  • Paquetes con CD de edición limitada (Firmados).
  • Edición limitada de la banda sonora de AoD en DVD.
  • Edición de vinilo limitada (Firmada).
  • Copias de la banda sonora original del Ángel de la Oscuridad.
  • Música completa del proyecto (Firmada)

Mensaje original, publicado por Peter Connelly Music.

>>> EXCITING ANNOUNCEMENT <<<

Hi Everyone,

I have plans… BIG PLANS… plans to set up a Kickstarter project to help fund a remake of my Tomb Raider 4 – The Last Revelation, Tomb Raider 5 – Chronicles and, with the help and / or blessing of Martin Iveson (AOD co-writer), Tomb Raider 6 – Angel of Darkness OST. The production will be huge and the merchandise available will be a something to pledge for. Here is an idea of what might be on offer, depending on pledge:

Digital Downloads
Limited Edition Signed CD Box Sets
Limited Edition DVD containing the Angel of Darkness OST in 5.1
Limited Edition Vinyl’s (Signed)
Copies of the Original Angel of Darkness Music Score
Music Score for this Complete Project (Signed)
… plus much more!!!

The music will be produced either in the studio or, depending on fund total, will be performed by a world class orchestra in a fabulous sounding room.

Before I can commit to setting up this Kickstarter project, I need to jump a few hurdles and deal with some legalities so, in the meantime, please SHARE, COMMENT YOUR THOUGHTS and PASS THE WORD.

Let’s make this dream a reality!!!

Cheers,
Peter

PS – The original OST’s will be included in the Box Set