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>> An Interview With Core Design
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An interview with Phil Chapman
Phil Chapman talks about Core Design's Anniversary Edition.
Copyright Planet Lara 14th August 2007

 

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Did the script undergo many changes? Was it ever considered to use the same voice track from the original Tomb Raider to keep the hardcore fans happy?

The script was to run along the same lines as the original but again things have progressed over the years and I think we would have had something a bit more cinematic....all done using the in game engine. The original videos were to be included as a bonus unlockable.

It was said quite some time back that the level design for TRAE was built upon the original level structures of Tomb Raider 1. Could you tell us more about this?

We did have all 15 original maps, exported from the original game, to use as templates for the new levels. This would provide us with the feeling of familiarity within the level design but advances in graphics and code allowed us to ' open ' up a lot of these area's bringing a much grander scope and feel to many of them.

Shortly after the leak of the TRAE trailer it was stated that the version used was that of the PS2 build. Is it true that Core were planning on releasing the game for the PS2 and PC as well as the PSP stated on the trailer?

The trailer was actually running on the PSP, though many people still seem unable to believe it,so the team was quite chuffed when everyone thought it was running on the PS2. We were developing a PS2 version at the same time which was looking sweet and I'm sure a PC version was on the cards.

It was noted by quite a lot of fans that the Lara Croft model for this game is strikingly similar to the Tomb Raider Legend model. Could you fill us in on some of the design decisions on the look and feel?

The model was created in house from scratch by Jamie Gibson but we were asked by EIDOS to adapt some of the clothing /accessories to closer resemble the Legend model.

We have seen animation of a bear performing a surprise attack on Lara. What other elements of improved AI would we have been treated to?

The one thing we hated about the original game was the fact that you could stand on any block and blast the hell out of the enemies. That just wouldn't cut it these days. So we designed as many of the enemies as possible to be able to climb and jump etc, so that they could pursue you relentlessly across the map. Any that couldn't would hide and take cover until you were vulnerable again. We also wanted you to have to lure some of them into traps, for instance the T-Rex. On the lost valley level you had to construct a trap during periods when the Rex was stunned and the lure him into it.

What excited you most about the game? What new features?

Knowing that fans of the series would come away with a big grin after playing it. From seeing how we took an old map and made it look spectacular to catching them out with some very clever new takes on the old puzzles....oh yeah and we were going to have a co-operative multiplayer version using a new character, Melissa Croft, which involved 2 player takes on many of the puzzles.

What are your future plans? Are you working on any exciting projects now that you can tell us about?

Yes but for a new company (working with many of the TR TAE team) so I can't reveal anything yet.

 

 
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