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The
double crosshair was spotted in the Anniversary
Edition trailer. Was this an original idea from
Core Design or something you were asked to
incorporate from Legend?
Richard:
We
had already started working on the double crosshair
before we really got a look at Legend, but after
seeing it we changed the graphic on ours to look
like theirs, Lara had true double targeting in our
version of 10th Anniversary, it played
really well.
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?
Richard:
Most
of the enemies were given the ability to climb
and/or jump, which meant that Lara could no longer
stand atop a pillar and blast the enemy to oblivion,
instead she’d have to fight them properly. Enemies
such as the wolves could hunt in packs, some would
head straight for Lara while others would try to
flank her from behind, it was all working very well.
In terms of the score for
the game what was planned? Was it decided that an
updated and re-composed version of the original Tomb
Raider’s music was going to be used?
Richard:
Yes,
we had the original composer Nathan McCree lined up
to compose a new version of the original score and
other new pieces too.
As the game was being made
to mark the 10-year anniversary were there going to
be any special features (retrospective videos,
imagery etc…) accompanying the game?
Richard:
Yes,
we wanted to include a 10th Anniversary
making of video and the original FMV sequences, we
also wanted to have a viewer to allow the player to
see the original models and animations from the PS1
version. We also had lots of concept art for 10th
Anniversary which would have made it to the disc.
What
kind of camera control was there? Did it have the
ability to switch between fixed-behind-Lara cam and
user-controlled cam?
Richard:
The
camera and control system from Free Running was
adapted for 10th Anniversary, it was
quite a lazy camera system that never made sudden
movements, the biggest breakthrough came when we
forced Lara to rotate around the camera when the
player pushed left or right on the controller, this
was integral to Free Running and meant the player
never had to make any awkward adjustment on the
controller.
What excited
you most about the game? What new features?
Developers always have something up their sleeve
with a new game that they don't tell anyone about in
interviews and they wait for the players to see for
themselves...
Richard:
We
had lots of stuff to play with on 10th
Anniversary, the whole climbing system was great,
she could jump sideways across gaps and reach levers
that would drop down and become swing poles, there’s
was lots of dynamic stuff like that, nothing was
what it seemed. Pretty much every level had been
re-imagined to give the player something new and
refreshing to play. As mentioned before a new
extended ending level was planned which pitted Lara
against a huge Atlantean War Machine as she tried to
make her final escape from the crumbling Atlantis
down lava filled tunnels.
What are your future plans?
Are you working on any exciting projects now that
you can tell us about?
Richard:
I
have since left Core/Rebellion in 2006 and went to
Sega Racing for a while, working on Sega Rally Revo.
Me and one of my former workmates are now in the
process of setting up a new sister studio for one of
the big UK developers, can’t tell you any more than
that at the moment.
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