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First of all we would like to congratulate you on
Lara receiving the converted ‘blue plaque’ award.
Will it be sad to see the Derby offices go or do you
focus on the positive of Lara being acknowledged
with such an honour?
Richard:
It’s
great that Lara has received the Blue Plaque,
regardless of where her current home resides.
How did the
Anniversary Edition come
about? Did Eidos request a remake specifically for
the 10th anniversary or was the game concept left to
Core Design’s imagination?
Richard:
Core
developed the idea, myself and a few others came up
with the idea and suggested making it. We knew we
wanted to remake the original for the new generation
and celebrate the 10th Anniversary of the
first game.
The timeline of events has
been subject to much speculation among the fans.
When did work first begin on Tomb Raider Anniversary
Edition?
Richard:
Work
first began in late 2005, we had a year to finish it
which would have meant the game would have been
released in time for xmas 2006, the 10th
Anniversary year.
At the time you were making
this game was Toby Gard already working with Crystal
Dynamics on Tomb Raider: Legend? Was it ever a
possibility that he’d be working with your team?
Richard:
Yes,
Toby was working on Legend at the same time as we
were working on 10th Anniversary. There was never any talk of
Toby working with us though.
A lot of fans are confused
as to why the project was actually cancelled, it
seemed as though it was almost complete. Was the
cancellation because of the series changing
developers? If so, why was the game commissioned in
the first place?
Richard:
It
was a strange time really, we’d just finished Free
Running for PSP/PS2 and had developed a really good
control system and camera, we started messing about
with a Lara model on the PSP in the Free Running
engine and the idea of 10th Anniversary
was born. We suggested it to Eidos who allowed us to
develop it, but when Core was sold to Rebellion it
seemed like they didn’t want the franchise to go
‘out-of-house’ hence the cancellation of our
project.
Other than the graphics,
how does the Anniversary Edition differ from the
original Tomb Raider game? Was it a priority for
Core to stay as true to the original as possible?
Richard:
We wanted to stay true to the original in terms of
story and level flow, but we also wanted to offer
the player something new in terms of moves and
puzzles, so many of the big puzzles were twisted
around to be different but still familiar to the
player. We wanted to make the good bits even better
and re-imagine the bad bits into something
spectacular, we even planned an new extended ending
level.
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