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In fact the whole game is effectively a flashbook through lara's life and earlier adventures - utilising montages cobbled from previous games as well as scenes from her child-hood that chronicles her most far-flung global adventure yet.

Places
Coastal Thailand, the Mediterranean Sea, Croft Manor, Mexico, and the Arctic plus some hitherto unannounced levels.
With a short initial flash-back-within-a-flash-back tutorial.

Movements
Free-climb on the rocky out-croppings that even vetren gamers might have to concentrate to notice

Enemies
Bat, tiger, wall-crawling lizards, wet-suited black-ops-looking human or anyother enemy

Guns
We can count on a sub-machine gun.
Further she wont find ammo convenietly just, you know, lying around temples of unknowlable age, so these special weapons demand judicious use.
Podemos contar com uma sub-maquina

Puzzles
Eldritch-teck gauntlets to manipulate a massive stone column puzzles, cracking the code of some Mayan-calendar lock to a subterranean temple, or releasing the proper switches to harass a Cthulhu-scale mega chephalopod the puzzles have a really epic
quality to them. It takes multiple actions and mini-victories to get, say that massive, multi-armed statue of Shira to do it's mechanical thing-but when it finnally does you feel like you're by Genesha accomplished something.

Font: Play Magazine, September 2008
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