Um... No, we didn't really have a date picked out. We had a window, as we said, fall 2012, and that was a generic window that we felt we would fall in. It's not an exact science when you're making games. When you start making a game, two or three years out or whatever it may be, you pick a window and say, this is where we think we'll fall. And it may be a year to start with. We say, we hope we can get it done this year. And then as you progress further, well, we think it can fall in this window... And as you get closer and closer to finishing the game it gets more predictable. We're trying to put something together that's very complex, that is very quality-driven, that really is this amazing origin story that we're creating. We really want to take the time to make sure that we hone it in and deliver it in a way that we wanted to achieve.
DARRELL GALLAGHER: Well, I don't know where those rumors came from, to be honest...
KARL STEWART: They appeared out of nowhere, yeah. It didn't come from us.
DARRELL GALLAGHER: I did read some of those on the Internet, and to be honest with you, we weren't delayed at that point. We really didn't make this decision until much later. There wasn't a point where we could have made that decision, because we were still mid-production on this particular title.
Well, it was neither. Ultimately it's a big decision and it needs to involve everybody. So it doesn't come from one place necessarily. What I can say is it's a decision that's been supported by Square Enix, and as a group, as a whole, we feel like this is the right landing spot for this game. We made the recommendation that we needed some more time, and that was well-supported by the organization as a whole. They came back and said, we want you to make the game you want to make, so we all agreed on it and we feel that Q1 is the best date.
DARRELL GALLAGHER: Yeah. The game is at alpha. We have the whole game in place, it's great to see start to finish, you can play it beginning to end, and it's in great shape. We have a great structure of a game here. In terms of six months, 12 months for alpha, it's just not apples to apples. I can't really compare one development team or one studio or publisher to another. It's just very difficult to make that comparison. What we can say is that this is the amount of time that we feel we need to take it to the quality level that we believe in, and that works for us.
KARL STEWART: Although I do love people's timelines, when we said we hit alpha a couple of months ago. People were coming up with... "It takes 18 weeks to get from alpha to beta!" I'm like, wow, what game are you making?
اذكر أن أول ما لعبت أنشارتد كانت تذكرني بـTR
ما لي حق الآن أقول أن TR تذكرني بأنشارتد ...
:laugh:: تمزح؟!نايسسسسس العرض مرررره يحمس بس ياخي ملامح وجه لارا كلش ماعجبني حتى صوتها بعد
http://im28.**********/2012-05-27/133814465681.jpg
تصميم لارا كروفت بتسعينات كان رائع جدا بعكس الأجزاء الحديثه
بالعكس أنا شايف التصميم الجديد هو أفضل تصميم لها حتى الان .
تصاميمها القديمة عبارة عن سيلكون + بوتوكس = قبيحة ( ما أنكر اني كنت اشوفها رهيبة ايام التسعينات ) .
أخر تصميم للارا خرافي بمعنى الكلمة صحيح ما عجبني يوم صغرو عمرها لكن شكلها ممتاز و يبين المعاناه و المغامرة إلي بتخوضها خصوصاً في صورة غلاف GI سابقاً لكن ما ننسى أنه مجرد Artwork مع هذا أشوف أفضل شكل لارا in-game في جزء Underground
اقصد .. جارديان اوف لايت .. افضل لعبة كو اب في هالجيل - بالنسبة ليي - !
مش الافضل لكن كانت ممتعة بشكل مو طبيعي!!!! 1+ هنا.