TOMB RAIDER UNDERWORLD
Copyright 2008 www.tombraiderchronicles.com
[ February 8th 2008 ]
a podcast with Eric Lindstrom, Creative Director
Dynamics, and quizzed him on Tomb
Raider Underworld. The extensive interview
provides further insight into what gamers can
expect from Lara
Croft's upcoming romp through Southern Mexico
and beyond, including revelations on the challenges
developing for Next Gen platforms.
biggest challenge is that when you were making
PS2 games or Xbox games, you had this amount of
memory, this amount of reference, etc. Now you've
got an army of features, an army of possibilities.
The graphics, the sound, everything. It's a lot
of data and a lot of creativity you have to bring
to bear on this project.
it's a huge challenge of logistics and creative
thought to make a game nowadays on these platforms
realising that full potential. I mean you can
make a game just like you did before but it doesn't
reach the top tier.
really make games look as good on these new platforms
and play as good on these new platforms as we
pushed in the last generation, it's a huge effort.
But it's also fun because you get to see stuff
happen at the end of the day that's just, 'Oh
my God, people will go crazy on this.'"
new look Lara Croft, Eric yields the following:
"I would say that what her look is now is what
you would expect to find in the world she's in.
We made the world of Tomb Raider much more lush,
much more detailed, much more authentic, and much
more rich, and we had to take her into the next
generation as well so that she would suit that
a higher fidelity to all of the environment that
she experiences and interacts with. We had to
bring her fidelity up as well and we don't use
the word "realistic" because we're not trying
to make her look more realistic.
when we give her muscle tone, when we give her
more detailed textures and whatnot, that we're
not trying to make her look more like a real woman.
We're not trying to make her look more real. We're
trying to make her more believable, more credible,