To do this, stand near the jar and press Interact to kick it. Some treasures also require that you break a jar or vase in order to get at them. To pick up a treasure or relic in the game, stand over it and press Interact. Either screen will show you the total number of treasures and relics available and how many you've found. Select Area Info or select Inventory then Treasures. To see how your treasure hunt is going, access Lara's PDA. These are numbered (x/8) in the walkthrough. For example, in the Niflheim level, which is part of the Mediterranean Sea chapter, the first treasure is listed as " treasure (11/26)." This means it is the 11th of the 26 available in the entire Mediterranean Sea chapter. In the walkthrough text, treasures and relics are indicated in bold, colored type. In the PC/PS3/Xbox 360 games, treasures look like silver octahedrons (D8s to anyone who's played Dungeons & Dragons or similar role-playing games). The sonar feature works both underwater and on land, and looks like it could be very useful for avoiding those "Where's that door I came in again?" moments.Most levels include a number of hidden treasures, along with a single relic. The idea, explains Eidos Man, is to give you a proper reference for navigating a 3D environment - something that can be hard to do with only a 2D map. As you move around levels, you can keep pinging to build up the map. This is then used to start constructing a 3D map, which shows the surrounding area as geometric shapes. Send out a ping and it'll bounce off all the hard surfaces within Lara's field of view. Lara has some new and improved equipment to help her out, including a utility light that won't run out of battery and a PDA complete with sonar feature. ![]() In addition, objects can be used in melee combat. She can still swim and run, and shoot too if she has a free hand. If an object - such as a giant axel, for example - won't fit in the backpack, Lara will just have to hold it. However, she no longer possesses a Mary Poppins-style backpack capable of holding a dozen guns, 73 medi-packs, half of the treasures of the ancient world and the contents of an Ikea. This is familiar territory - the door has three holes, and Lara and her arse must go off and find the three axels that fit into them. Now Lara's arse is swimming through a stone corridor, at the end of which is a large circular door. Remember, games journalists - "pert" is the new "buxom". But then I'm not interested in whether anyone I know is feeling hungover or looking forward to the Radiohead concert or thinking about buying a new fridge, and yet Facebook remains triumphant. I doubt anyone I know would be remotely interested in a photo of a shark being harpooned by a videogame character I happened to be controlling at the time. Then, we're told, you can upload them and share them online. Eidos Man shows how you can switch to the first-person viewfinder perspective and take snaps of your adventures. Sticky grenades, however, are very effective. The Eidos marketing man presenting the demo (the people who actually make the game still can't be trusted to talk about it, apparently) explains that while Lara's 9mm guns will work underwater, bullets won't travel too well. A red reticule appears around it, suggesting the targeting system hasn't changed much. But at least Lara's got a harpoon gun, which she's using to take out a shark. ![]() It's bobbing away in the deep blue waters of the Mediterranean, free to explore without worrying about that air meter now Lara has scuba apparatus. But when she turns round you see it's barely covering her spectacular buttocks the bottom half of the suit appears to have been sprayed on using a stencil made by drawing round a Dairylea triangle. They're really showing off Lara's new wetsuit, which is reasonably sensible from the front. They're showing off the underwater level, or at least that's what they're pretending. In fact, there's no getting away from the arse if you're sitting in an E3 demo of Tomb Raider: Underworld. Other trends include games set in post-apocalyptic American cities (I counted approximately 47,000 of these), and games about shooting mud-coloured monsters with no hair, gaping maws and the gait of an irritated orangutan (I counted approximately 47,000 of these, of which 47,000 were set in a post-apocalyptic American city).īut back to the arse. That's just one of the trends I noticed emerging from this year's E3, which is to gaming what London Fashion Week is to people who make trousers for a living.
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