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Old 02-19-2008, 10:40 PM
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Talking Preview : Tomb Raider Underworld First Look

Tomb Raider : Underworld


Tomb Raider Underworld First Look

Lara returns to raid once again.



January 31, 2008 - She's been a Legend, inspired Chronicles and had world-spanning Adventures. She just recently celebrated her Anniversary, revisiting old stomping grounds. She's even leapt from consoles to PCs, handhelds to mobile phones and taken on the box office twice. Over the years, Lara Croft's popularity has never waned as she's explored ruins, tombs and other historical sites. But her latest expedition will pit her against dangerous enemies, new hazards and some treacherous myths. We got a chance to check out the demo for the upcoming Tomb Raider Underworld twice, and thanks to the various enhancements and new abilities Lara has available, this could be the deepest Tomb Raider yet.

Eric Lindstrom, the Creative Director, and Rob Pavey, the Lead Programmer of Tomb Raider Underworld were our guides as we embarked on this demo. While Rob showed off Lara's moves, Eric pointed out that the design team wanted to focus on taking "the core elements of Tomb Raider and translate them into next-generation gameplay," using the various systems and their elements to tell a large scale story with impressive mechanics. To focus upon this, they isolated three key innovations that they chose to hone in on: the first was the concept of Lara against the world – she'll explore treacherous terrain in the game that very few, if any, humans have been to, and she'll have to react to any threats or hazards that may arise.




Secondly, the team wanted Lara to affect the world and the world to affect Lara. By saying that, the developers wanted to give players the feeling that they were explorers, and that they could manipulate items or elements of the world freely, but in a natural way to help them choose their paths or solutions to puzzles. Finally, the team wanted Lara to be able to do anything players expected her to. This last choice was made so that players had the ability to take chances with Lara as they explored the various pathways of the title, trying different moves or actions that seemed realistic or believable as they made their way through each level. This became more clear as we went into the demo.

While it was a pre-alpha build of the game, the demo was designed as a showcase to highlight some of Lara's new abilities, as well as the improvements that the design team have been bringing to the series. Set halfway through the fourth level amidst Mayan ruins in Chiapas, Lara had to try to find a missing skull artifact that she needed to solve a puzzle. It wasn't going to be as simple as it sounded, particularly because the area she was exploring was swarming with poachers that were looking for jaguars to kill. This section highlighted the emergent nature of the combat, which, according to Eric, has been designed "to get enemies in your face as quickly and as aggressively as possible."






Both the enemy AI and animals reacted to and attacked based on the threat they perceived from their line of sight. This meant that Lara could use the confusion of battle to get the poachers and jaguars to target each other while she stayed back and picked off the survivors. It also meant that she had to be careful, because your opponents won't blindly fling themselves towards you either; both sets of enemies would use ambush and squad tactics to eliminate their targets, actively seek cover to protect themselves, and retreat if they needed.



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Old 02-20-2008, 06:45 AM
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That's going to be huge - I'm waiting for it!!!
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Old 02-20-2008, 08:28 PM
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Waaaw looks Really great
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Old 03-09-2008, 03:06 PM
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Useless spam!!

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