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Did the script undergo many
changes? Was it ever considered to use the same
voice track from the original Tomb Raider to keep
the hardcore fans happy?
The script was to run along the same lines as the
original but again things have progressed over the
years and I think we would have had something a bit
more cinematic....all done using the in game engine.
The original videos were to be included as a bonus
unlockable.
It was said quite some time
back that the level design for TRAE was built upon
the original level structures of Tomb Raider 1.
Could you tell us more about this?
We did have all 15 original maps, exported from the
original game, to use as templates for the new
levels. This would provide us with the feeling of
familiarity within the level design but advances in
graphics and code allowed us to ' open ' up a lot of
these area's bringing a much grander scope and feel
to many of them.
Shortly after the leak of the
TRAE trailer it was stated that the version used was
that of the PS2 build. Is it true that Core were
planning on releasing the game for the PS2 and PC as
well as the PSP stated on the trailer?
The trailer was actually running on the PSP,
though many people still seem unable to believe
it,so the team was quite chuffed when everyone
thought it was running on the PS2. We were
developing a PS2 version at the same time which was
looking sweet and I'm sure a PC version was on the
cards.
It was noted by quite a lot of
fans that the Lara Croft model for this game is
strikingly similar to the Tomb Raider Legend model.
Could you fill us in on some of the design decisions
on the look and feel?
The model was created in house from scratch by Jamie
Gibson but we were asked by EIDOS to adapt some of
the clothing /accessories to closer resemble the
Legend model.
We have seen animation of a
bear performing a surprise attack on Lara. What
other elements of improved AI would we have been
treated to?
The one thing we hated about the original game was
the fact that you could stand on any block and blast
the hell out of the enemies. That just wouldn't cut
it these days. So we designed as many of the enemies
as possible to be able to climb and jump etc, so
that they could pursue you relentlessly across the
map. Any that couldn't would hide and take cover
until you were vulnerable again. We also wanted
you to have to lure some of them into traps, for
instance the T-Rex. On the lost valley level you had
to construct a trap during periods when the Rex was
stunned and the lure him into it.
What excited you most about
the game? What new features?
Knowing that fans of the series would come away with
a big grin after playing it. From seeing how we took
an old map and made it look spectacular to catching
them out with some very clever new takes on the old
puzzles....oh yeah and we were going to have a
co-operative multiplayer version using a new
character, Melissa Croft, which involved 2 player
takes on many of the puzzles.
What are your future plans?
Are you working on any exciting projects now that
you can tell us about?
Yes but for a new company (working with many of the
TR TAE team) so I can't reveal anything yet.
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