CRAFTING TOMB
RAIDER UNDERWORLD
Copyright 2008 www.tombraiderchronicles.com
[ September 8th 2008 ]
Gamesultra
has published a lengthy interview with Eric Lindstrom,
Creative Director for Tomb
Raider Underworld, who discusses the processes
by which the creative team at Crystal Dynamics
stays on track with its latest iteration of the
franchise and how being a fan of the series provides
a useful insight during development.
"I remember
playing Tomb Raider myself and how I felt about
it, and a lot of what I think the hardcore fans
want is that experience they had in classic Tomb
Raider - that exploration, that discovery, and
that sense of place and context. A lot of what
video games have transformed into over the last
ten years is at odds with some of those goals.
"I think
that it's a fine line between observing the traditions
and evolving the game-play, and the way we tackle
that problem is boiling down Tomb Raider to its
true essence, which isn't about making blind jumps
and falls to death and tractor controls.
"Those
are just tools to get the experience into the
gamer's mind. By concentrating on exploration
and discovery and emotional payoff, those are
the things people are really going to remember
about Tomb Raider. By sticking to those, we can
evolve continuously as the game industry develops."
Tomb
Raider Underworld marks the first game in this
flagship series that is designed specifically
for next generation consoles. Exploiting the power
and capabilities of next generation consoles,
Lara must hunt for clues across larger than life
environments, seen with exquisite, detailed clarity.
Tomb
Raider Underworld is scheduled for release across
European territories on November 21, 2008, and
across North America on November 18, 2008.
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