> News

Tomb Raider Underworld: Details so far.

In Tomb Raider: Underworld (9), I can already say that Lara is going to:

  • Mesopotamia
  • Easter Island
  • Australia
  • Vatican
  • Mexico
  • Mayan Temples
  • And an Underworld of some sort

Platforms - Xbox 360, PlayStation 3 and PC

Lara Croft Model

Lara's body reacts to the weather and environment - if it is hot, she will sweat. If it is raining, the water will trickle down her body. If it is muddy, dirt will cling to her and gradually wash off due to the rainfall. Her clothes will also react to changing environmental conditions. Lara interacts with environmental foliage, sweeping it away as she passes through it. Crystal Dynamics have introduced motion capture for the first time in a Tomb Raider game. Motion capture brings increased realism and fluidity to Lara's movements.

Lara will have high quality facial animations and lip-synch.

Environments

TRU uses a realistic and dynamic weather system including torrential rainpour, thunderclouds and lightning. An improved physics engine means that the whole world is reacts to Lara\'s presence and has memory. Lara leaves footprints in the mud. Debris and bodies will no longer vanish, providing valuable markers of where the player has been in the game world. An innovative lighting system moves beyond simple dynamic lighting to create stunning and realistic environments. The game is more open-ended than ever before, giving players the choice of how to tackle situations. Crystal Dynamics travelled on location to photograph the Mayan tombs ensuring a realistic look to the ruins. All cutscenes are made using the in-game engine.

Possible Characters:

  • Alistair (Confirmed)
  • Zip (Confirmed)
  • Jaqueline Natla (Rumoured)
  • Amanda (Implied)
  • James Rutland (Rumoured)
  • Anaya Imanu (Implied)
  • Lady Amelia Croft (Implied)
  • Lord Richard Croft (Rumoured)

Gear:

  • Lara will have numerous costume changes throughout the game with more available as unlockables.
  • Environmental objects can be used in a variety of different ways, both as weapons and tools to aid climbing.
  • The grapple tool is back although it is unknown as to whether it is hooked or magnetic.
  • Dual Pistols
  • Grenades
  • Lara's motorbike is the only confirmed vehicle in the game so far. It will have a greater role in puzzle solving.

Article 1

Wii Love Lara

To celebrate the forthcoming release of TOmb Raider: Anniversary on the Wii console, we've updated the site with some fittingly awesome renders of Anniversary Lara Croft, sporting the Wii. (These renders: http://www.tombraiderchronicles.com/tombraideranniversary/Laracroft_wii_renders.html)

Article 2

PLAY Magazine, CD-Action, PCJuex, PSM3 and PSM3UK have all released coverage on Lara's next generation debut, Tomb Raider: Underworld. TO celebrate, we've uploaded some awesome new scans for you to drool over. (Scans available on TRF).

Posted by: Sam on 04/02/08 | Comments ( 0 )

GamesRadar Article and Box Cover For TR: AE For the PS2

A new TR: AE screenshot has been released along with a new article on GamesRadar.com:

Click the thumbnails below to view the new screenshot, the PS2 cover for TR: AE and some extra screens found on Igram.net

lost valleylost valleylost valleylost valleycover art

Posted by: TheOriginalTombRaider on 26/01/07 | Comments ( 20 )

All news...

> Introduction

Who hasn't heard of these games, or at least the movies they inspired? Lara Croft the upper class english heroine first appeared in the winter of 1996. Toby Gard is widely credited as her creator, but moved on shortly after the game's release due to the way she was 'sexed up'. This started a long running debate about why men and boys played the game. Was it because of the beautiful environments to explore, numerous enemies to overcome and varied puzzles in need of solving or purely because they wanted an eyeful of polygons. The number of female tomb raider players suggests that it is the former.

After the overwhelming success of the first game a second followed only a year later, which was itself followed by a new game once a year until 5 games had been released. These swift production times to cash in on the fame of the game obviously meant that quality suffered. Review scores were slowly dropping and the game was looking more and more out of date as there were only minor graphics improvements. Something needed to be done. So the games designers holed themselves away promising a new engine, an exciting grittier storyline, a new playable character and many other improvements.

The new game's release was originally set for the autumn of 2002 giving Core two years, double their usual time, to accomplish this feat of design. This would be the start of a long line of delays. Many will now know I am talking about the infamous Angel of Darkness. This game was put back again and again to give the development team more time, meanwhile a large tomb raider community was growing more and more frantic.

Christmas passed and 2003 began. On Lara's birthday, February 14th, the new official site was launched. After that, screenshots and other information on the game trickled out. At the beginning of June the message was spreading that the game was at last finished. It was released in the US to thousands of expectant fans. This was followed by numerous reviews, some praising the game beyond its worth and many more giving nothing more than average scores. The numerous bugs and slow loading times made the game unplayable for many. Those who could play the game were often disappointed with it. Then came the "cradle of life" film, which also flopped.

Was this the end for Tomb Raider? Well no. Soon after, Jeremy Heath-Smith, Development Director and MD at Core Design, left the company. Eidos, the publisher of the games, then began to consider the future of the game and Core Design in particular. The decision was that Core had to go; only 15 days after Jeremy left, the design of Tomb Raider was snatched from its creators and moved across the pond to a new development studio in the USA, Crystal Dynamics.

This studio, famous for the creation of the Soul Reaver series, is tasked with turning the series around. They will not have to do this alone; Warren Spector, the legendary creative force behind the Deus Ex and Thief series, is rumoured to be involved with the new game's design. Lara's original creator has also returned, after the release of his new game, Galleon, which has been in development for a massive 7 years. He plans to disband his development studio, Confounding Factor, and will join the Crystal Dynamics team as a senior designer. Can he bring back the magic of the first game? Only time will tell.