BITS ON TOMB RAIDER
NEXT GENERATION
Copyright 2001 www.tombraiderchronicles.com /
Channel 4
[ April 25th 2001 ]
Those
luvvies from Bits over at Channel 4 have scored
an exclusive interview with Core Designs' Excecutive
Producer Adrian Smith who reveals more about Tomb
Raider Next Generation:
Bits:
What are the things that you are going to start
exploring with the already very well known character
of Lara ?
Adrian:
OK, I think that for us that the first chapter
in the first game is going to be like standing
in a room, opening lots of doors and not actually
knowing where those doors go to. It’s certainly
not going to be any smaller than the Tomb Raider
experiences that people may have bought in the
past. People on average seem to take 70 to 80
hours to play those, so I think it will be that
and then some. These are obviously very early
design sketches. We’ve gone back onto paper to
work out how the characters look, to adopt some
a sort of a style and a look and a feel. And it’s
going to be more mature.
Bits:
Well certainly her appearance has changed...
Adrian:
Her appearance has changed, yes.
Bits:
She’s lost the swelling that seemed to appear
before in the chest area.
Adrian:
[Adrian smiles] There’s more refinement to the
model.
Bits:
Can you give away anything about the plot, because
I’ve got it right here and I could probably give
away loads...
Adrian:
The plot is actually that Lara is put into a situation
that is very, very alien to her. Her character’s
not changed, but she’s thrown into a situation
where in actual fact she becomes very much a wanted
person. She has to go to places she normally wouldn’t
go. She has to go deep underground. She has to
mix with a different society, a different group
of people.
Bits:
Does this mean that the whole gameplay style is
going to change?
Adrian:
The Lara that I play will maybe look the same
as the Lara you play, but however, my Lara may
be different, not in so far as ‘Congratulations,
you’ve gone up another level’, but suddenly Lara
my be able to sprint for me a little bit further
because I do choose to sprint everywhere, whereas
you take your time a little bit and walk, so that
means that maybe I can get through that door that
you can’t get through. We want to take it to the
next level, we want people to feel that they are
really in these environments. So how they’ve been
playing the game actually effects how Lara’s doing
in the game and how you’re going to do in the
future.
Bits:
How long do you think that going through something
like this [brandishes the huge script to Chapter
One] times four is going to take to play?
Adrian:
It’s the golden question. At the moment we’re
putting element together. There’s a lot more story,
there’s a lot more character interaction, there’s
more to the characters you can play, there’s lots
of different avenues and ways you can go, there’s
lots more to find, lots more to explore. I want
to actually be there, I want to feel like I’m
involved, that I’m in that environment. I think
that consumers will come back to playing games
that you’re there and you feel that you’re there.
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