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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