翻訳と辞書
Words near each other
・ "O" Is for Outlaw
・ "O"-Jung.Ban.Hap.
・ "Ode-to-Napoleon" hexachord
・ "Oh Yeah!" Live
・ "Our Contemporary" regional art exhibition (Leningrad, 1975)
・ "P" Is for Peril
・ "Pimpernel" Smith
・ "Polish death camp" controversy
・ "Pro knigi" ("About books")
・ "Prosopa" Greek Television Awards
・ "Pussy Cats" Starring the Walkmen
・ "Q" Is for Quarry
・ "R" Is for Ricochet
・ "R" The King (2016 film)
・ "Rags" Ragland
・ ! (album)
・ ! (disambiguation)
・ !!
・ !!!
・ !!! (album)
・ !!Destroy-Oh-Boy!!
・ !Action Pact!
・ !Arriba! La Pachanga
・ !Hero
・ !Hero (album)
・ !Kung language
・ !Oka Tokat
・ !PAUS3
・ !T.O.O.H.!
・ !Women Art Revolution


Dictionary Lists
翻訳と辞書 辞書検索 [ 開発暫定版 ]
スポンサード リンク

Tomb Raider: Underworld : ウィキペディア英語版
Tomb Raider: Underworld

| director = Eric Lindstrom
| producer = Alex Jones
| designer = Harley White-Wiedow
| programmer = Rob Pavey
| writer = Eric Lindstrom
Toby Gard
| composer = Troels Brun Folmann
Colin O'Malley
| series = ''Tomb Raider''
| engine =
| platforms = OS X
Microsoft Windows
Mobile phone
N-Gage 2.0〔(【引用サイトリンク】title=EA Mobile Strengthens Commitment to Nokia N-Gage With New Global Games Line-up )
Nintendo DS
PlayStation 3
PlayStation 2
Wii
Xbox 360
| released = PlayStation 2

| genre = Action-adventure
| modes = Single-player
}}
''Tomb Raider: Underworld'' is an action-adventure video game, the eighth instalment of the ''Tomb Raider'' series, following character Lara Croft. The story continues from the events in ''Tomb Raider: Legend'' as a direct sequel, but also addresses unexplained plot elements by association with ''Tomb Raider: Anniversary''. ''Underworld'' was released by Eidos Interactive for the Xbox 360, PlayStation 3 and Microsoft Windows, in North America on 18 November 2008, Europe on 21 November 2008 and Australia on 5 December 2008. On 14 June 2012, ''Underworld'' was released on the Mac OS X by Feral Interactive.〔(【引用サイトリンク】title=Feral Interactive : Online Store for Mac )〕 It 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. Developers implemented new features into the gameplay, such as the dual-target feature and an upgraded inventory system, using an Active Sonar map and a multi-purpose grappling hook. The game also features a hint system and a new melee combat system where Lara has the ability to battle her opponents using kicks and grapple pulls. Downloadable content was also released exclusively for the Xbox 360, where the player takes control of Lara and her doppelgänger in two new chapters.
''Underworld'' received mostly positive reviews for the PlayStation 3, Xbox 360, and PC versions. Critics generally praised the environments, Lara's motion captured movements, story, puzzles, exploration, graphics and the less linear style of gameplay, although some criticism was directed at its "haywire" camera angles and "dodgy" combat system. The PlayStation 2 and Wii versions received mostly moderate to negative reviews. Most cited them as having medium to poor graphics; being oversimplified; "dumbed" down; and bugged, especially the PlayStation 2 version. On 27 February 2009, Eidos announced that the game had sold around 2.6 million copies worldwide.〔 On 22 May 2009, ''Tomb Raider: Underworld'' was re-released as part of the Xbox Classics and Platinum Range lines for Xbox 360 and PlayStation 3, respectively. ''Underworld'', along with ''Legend'' and ''Anniversary'', was included in the ''The Tomb Raider Trilogy'' compilation, which was released in March 2011 for the PlayStation 3. In the end of 2011, ''Tomb Raider: Underworld'' was offered for free to PlayStation Plus members.
==Gameplay==

''Tomb Raider: Underworld'' is a single player, action-adventure video game. The game is presented in third person perspective, where the player takes control of Lara Croft. 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. 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.〔
Lindstrom explained that they integrated the elements of climbing, shooting and puzzle solving. This instalment 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, is a key component in solving the puzzles she will encounter in her adventure.〔 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.〔 The grappling hook can be stretched taut and used to pull objects off ledges, 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 made the game non-linear, offering elaborate multi-stage puzzles.〔
Another new design element was the "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.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Tomb Raider: Underworld」の詳細全文を読む



スポンサード リンク
翻訳と辞書 : 翻訳のためのインターネットリソース

Copyright(C) kotoba.ne.jp 1997-2016. All Rights Reserved.