An interview with Richard Morton
Richard Morton talks about Core Design's Anniversary Edition.
Copyright Planet Lara 24th July 2007

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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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