古墓丽影1 tomb raider 古墓丽影2 西安匕首 tomb raider The Dagger of Xi'an 古墓丽影3 劳拉的冒险 tomb raider Adventures of Lara Croft 古墓丽影4 最后的启示 tomb raider The Last Revelation 古墓丽影5 历代记 tomb raider Chronicles 古墓丽影6 黑暗天使 tomb raider The Angel of Darkness 古墓丽影7 传奇 tomb raider Legend
Tomb Raider
古墓丽影1

The Dagger of Xi'an
古墓丽影2:西安匕首

Adventures of Lara Croft
古墓丽影3:劳拉的冒险

The Last Revelation
古墓丽影4:最后的启示

Tomb Raider: Chronicles
古墓丽影5:历代记

The Angel of Darkness
古墓丽影6:黑暗天使

Tomb Raider: Legend
古墓丽影7:传奇

古墓丽影 周年纪念 tomb raider Anniversary
古墓丽影8 地下世界 tomb raider Underworld
劳拉与光之守护着 光明守护者 Lara Croft and The Guardian Of Light
古墓丽影9 tomb raider 2013
劳拉与奥西里斯神庙 Lara Croft and the Temple of Osiris
古墓丽影:崛起 Rise of The Tomb Raider
古墓丽影:暗影 Shadow of the Tomb Raider

Tomb Raider: Anniversary
古墓丽影:十周年纪念版

Tomb Raider: Underworld
古墓丽影8:地下世界

LCGOL
劳拉与光之守护者

TOMB RAIDER
古墓丽影9

LCTOO
劳拉与奥西里斯神庙

Rise of The Tomb Raider
古墓丽影10:崛起

Shadow of the Tomb Raider
古墓丽影11:暗影

2025年4月7日官网新闻:诺亚·休斯谈《古墓丽影:传奇》的传承

发表时间:2025/04/11 00:00:00  来源:古墓丽影网站  作者:“ZZer”翻译  浏览次数:299  
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【古墓丽影网站】2025年4月7日官网新闻:诺亚·休斯谈《古墓丽影:传奇》的传承

  诺亚·休斯谈《古墓丽影:传奇》的传承
  Noah Hughes Discusses the Legacy of Tomb Raider: Legend

  2025年4月7日
  Apr 7, 2025


  今天,我们庆祝《古墓丽影:传奇》发行19周年,这是水晶动力工作室在这一标志性系列中的首部作品。为纪念这一里程碑,我们的系列创意总监诺亚·休斯分享了他对这款游戏传承及持久影响的看法:
  Today, we celebrate 19 years of Tomb Raider: Legend, Crystal Dynamics' first entry in the iconic franchise. To mark this milestone, our Creative Franchise Director, Noah Hughes, shared his thoughts on the game's legacy and lasting impact:

  “当水晶动力工作室接手开发《古墓丽影:传奇》时,我们对前人的工作怀有深深的敬意。核心设计工作室的初代古墓丽影游戏已经让劳拉·克劳馥成为了一个文化偶像,我们的目标并非重新定义她,而是以一种既尊重这一传承又充分发挥我们工作室优势的方式,将火炬传递下去。
  “When Crystal Dynamics took on the challenge of developing Tomb Raider: Legend, it was with deep respect for the work that came before us. Core Design’s original Tomb Raider games had already made Lara Croft a cultural icon, and our goal wasn’t to redefine her, but to carry the torch forward in a way that honored that legacy while still leveraging the strengths of our studio.

  我们的第一步是,在现代硬件所支持的高保真度基础上,以一种更接地气、更可信的方式将劳拉呈现得栩栩如生。我们与她的原创作者托比·加德以及角色艺术家余金合作,旨在让劳拉在视觉上有所进化,同时不失她在前几款游戏中成为标志性形象的特质。余金对劳拉的影响一直延续至今,他帮助我们塑造了一个既熟悉又新颖的劳拉形象,展现了她的自信与运动天赋。
  Our first step was to bring Lara to life in a way that felt grounded and believable based on the increased fidelity supported by modern hardware. Working alongside her original creator, Toby Gard, and with character artist Kam Yu, we set out to evolve Lara visually without losing the qualities that made her model from the previous games so iconic. Kam, whose influence on Lara continues to this day, helped us shape a version of her that reflected her confidence and athleticism in a way that was familiar, yet fresh.

  你可以在游戏开篇的玻利维亚关卡中清晰地看到这一景象,劳拉置身于郁郁葱葱的悬崖和废墟之中,展现出了一种由多种技术增强所支持的新层次的表现力和真实感。
  You can see this vision clearly in the game's opening level in Bolivia, where Lara emerges into the lush cliffs and ruins, showcasing a new level of expressiveness and realism supported by a variety of technical enhancements.

  我们关注的一个重点是劳拉的动作与控制。在瑞利·库珀的领导下,我们仔细研究了玩家与劳拉的互动方式,特别强调了‘3C’原则:角色、控制和镜头。我们并非要进行本质的改变,而是旨在创造一种更流畅的体验,支持粉丝们多年来所喜爱的探索和平台跳跃。我们视此为重新构想已有优秀元素的机会。这一设计理念在东京屋顶场景中得到了充分体现,劳拉利用撑杆摆荡、抓钩攀爬和定时跳跃攀登了一座霓虹灯照亮的摩天大楼。这一序列的流畅性清晰地展示了我们所希望实现的移动流畅度。
  A major focus for us was Lara's movement and control. Under Riley Cooper's leadership, we took a hard look at how players interact with Lara, with a special emphasis on the "3 Cs": character, controls, and camera. Rather than dramatically changing what traversal meant, we aimed to create a more fluid experience that supported the same kind of exploration and platforming fans had loved for years. We saw this as an opportunity to reimagine what was already great. This design philosophy is fully realized in the Tokyo rooftop sequence, where Lara ascends a neon-lit skyscraper using pole swings, grapple-assisted climbs, and timed jumps. The flow of this sequence offers a clear demonstration of the traversal fluidity we hoped to achieve.

【古墓丽影网站】2025年4月7日官网新闻:诺亚·休斯谈《古墓丽影:传奇》的传承
《古墓丽影:传奇》东京画面
TRL Tokyo Screen

  谜题设计是另一个我们希望在该系列基础上进行拓展的领域。受道格·丘奇早期领导的启发,我们引入了基于物理的交互方式,鼓励玩家通过实验和直觉来应对挑战。我们的目标是创造一个能够激发好奇心的环境,让劳拉的智慧以新的方式闪耀,同时保持该系列所定义的探索精神。玻利维亚关卡中的跷跷板谜题就是一个明显的例子,劳拉必须利用自己的体重来发射物体以完成谜题。这是一个简单但有效的时刻,凸显了谜题设计将如何融入更动态的物理系统。
  Puzzle design was another area where we wanted to build on the series' foundations. With inspiration from early leadership by Doug Church, we introduced physics-based interactions that encouraged players to experiment and intuit their way through challenges. Our aim was to create environments that invited curiosity and allowed Lara’s intellect to shine in new ways, while staying true to the spirit of discovery that defined the series. A clear example of this is the teeter totter puzzle in the Bolivia level, where Lara must use her weight to launch objects to complete the puzzle. It's a simple but effective moment that highlights how the puzzle designs would incorporate more dynamic physical systems.

  
  回顾过去,《传奇》是水晶动力工作室踏入劳拉世界的第一步,我们怀着钦佩和谦逊的态度,寻求在新鲜与熟悉之间找到恰当的平衡。我们是否实现了这一平衡,最终要由玩家来决定。对我们来说,最重要的是传承劳拉的传奇,我们很荣幸有机会为她这一标志性形象贡献一些有意义的内容。我们在《传奇》中与托比和该系列的忠实粉丝们合作所学到的许多东西,继续影响着我们在塑造劳拉故事的下一章和古墓丽影系列未来的选择。”
  Looking back, Legend was Crystal’s first step into Lara’s world, and we approached it with admiration and humility in search of the right balance between fresh and familiar. Whether or not we achieved that balance is ultimately up to the players to decide. What mattered most to us was doing right by Lara’s legacy and we were honored to have the opportunity to contribute something meaningful to her iconic tapestry. Many of the things we learned on Legend by working with Toby and the amazing fans of the series continue to inform our choices as we shape the next chapter in Lara's story and the future of the Tomb Raider franchise.”


  《古墓丽影:传奇》最初为PlayStation 2发行,现可在PlayStation Store上获取。
  Tomb Raider: Legend, originally released for the PlayStation 2, is available on the PlayStation Store.

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