<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>last revelation - Tomb of Ash</title>
	<atom:link href="https://www.tomb-of-ash.com/tag/last-revelation/feed/" rel="self" type="application/rss+xml" />
	<link>https://www.tomb-of-ash.com/tag/last-revelation/</link>
	<description>Award-Winning Videogames Blog</description>
	<lastBuildDate>Thu, 18 May 2017 21:47:14 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=7.1</generator>

<image>
	<url>https://www.tomb-of-ash.com/wp-content/uploads/2017/05/TOA-link-head-120-48x48.png</url>
	<title>last revelation - Tomb of Ash</title>
	<link>https://www.tomb-of-ash.com/tag/last-revelation/</link>
	<width>32</width>
	<height>32</height>
</image> 
	<item>
		<title>An autograph from Peter Connelly, composer for Tomb Raider 4-AOD.</title>
		<link>https://www.tomb-of-ash.com/an-autograph-from-peter-connelly-composer-for/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Sat, 30 Jan 2016 22:13:34 +0000</pubDate>
				<category><![CDATA[Collection]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[1990s]]></category>
		<category><![CDATA[90s]]></category>
		<category><![CDATA[collection]]></category>
		<category><![CDATA[core design]]></category>
		<category><![CDATA[gamer]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[last revelation]]></category>
		<category><![CDATA[ps1]]></category>
		<category><![CDATA[psx]]></category>
		<category><![CDATA[rare]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[tomb raider]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/an-autograph-from-peter-connelly-composer-for/</guid>

					<description><![CDATA[<p>An autograph from Peter Connelly, composer for Tomb Raider 4-AOD.</p>
<p>The post <a href="https://www.tomb-of-ash.com/an-autograph-from-peter-connelly-composer-for/">An autograph from Peter Connelly, composer for Tomb Raider 4-AOD.</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<a href='https://www.tomb-of-ash.com/wp-content/uploads/2016/01/tumblr_o1sdqm0bIh1rfy3d2o1_1280.jpg'><img fetchpriority="high" decoding="async" width="1024" height="768" src="https://www.tomb-of-ash.com/wp-content/uploads/2016/01/tumblr_o1sdqm0bIh1rfy3d2o1_1280-1024x768.jpg" class="attachment-large size-large" alt="" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2016/01/tumblr_o1sdqm0bIh1rfy3d2o1_1280-1024x768.jpg 1024w, https://www.tomb-of-ash.com/wp-content/uploads/2016/01/tumblr_o1sdqm0bIh1rfy3d2o1_1280-300x225.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2016/01/tumblr_o1sdqm0bIh1rfy3d2o1_1280-768x576.jpg 768w, https://www.tomb-of-ash.com/wp-content/uploads/2016/01/tumblr_o1sdqm0bIh1rfy3d2o1_1280-48x36.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2016/01/tumblr_o1sdqm0bIh1rfy3d2o1_1280-90x68.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2016/01/tumblr_o1sdqm0bIh1rfy3d2o1_1280-150x113.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2016/01/tumblr_o1sdqm0bIh1rfy3d2o1_1280-200x150.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2016/01/tumblr_o1sdqm0bIh1rfy3d2o1_1280-400x300.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2016/01/tumblr_o1sdqm0bIh1rfy3d2o1_1280-500x375.jpg 500w, https://www.tomb-of-ash.com/wp-content/uploads/2016/01/tumblr_o1sdqm0bIh1rfy3d2o1_1280-600x450.jpg 600w, https://www.tomb-of-ash.com/wp-content/uploads/2016/01/tumblr_o1sdqm0bIh1rfy3d2o1_1280-800x600.jpg 800w, https://www.tomb-of-ash.com/wp-content/uploads/2016/01/tumblr_o1sdqm0bIh1rfy3d2o1_1280.jpg 1280w" sizes="(max-width: 1024px) 100vw, 1024px" /></a>

<p>An autograph from Peter Connelly, composer for Tomb Raider 4-AOD. Check out <a href="https://www.tomb-of-ash.com/collected" target="_blank" rel="noopener noreferrer"><b>my collection. </b></a></p>
<p>The post <a href="https://www.tomb-of-ash.com/an-autograph-from-peter-connelly-composer-for/">An autograph from Peter Connelly, composer for Tomb Raider 4-AOD.</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Tomb Raider the Last Revelation OFFICIAL STORY OUTLINE</title>
		<link>https://www.tomb-of-ash.com/tomb-raider-the-last-revelation-official-story/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Wed, 23 Dec 2015 16:13:20 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[1990s]]></category>
		<category><![CDATA[90s]]></category>
		<category><![CDATA[behind the scenes]]></category>
		<category><![CDATA[brief]]></category>
		<category><![CDATA[concept]]></category>
		<category><![CDATA[core design]]></category>
		<category><![CDATA[core design archives]]></category>
		<category><![CDATA[developer]]></category>
		<category><![CDATA[document]]></category>
		<category><![CDATA[eidos]]></category>
		<category><![CDATA[gamer]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[large]]></category>
		<category><![CDATA[last revelation]]></category>
		<category><![CDATA[playstation]]></category>
		<category><![CDATA[ps1]]></category>
		<category><![CDATA[psx]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[retro gaming]]></category>
		<category><![CDATA[story]]></category>
		<category><![CDATA[the]]></category>
		<category><![CDATA[tomb raider]]></category>
		<category><![CDATA[tr4]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/tomb-raider-the-last-revelation-official-story/</guid>

					<description><![CDATA[<p>Another unreleased document from Core Design. This one outlines the story in TR4. See more exclusive articles, unreleased documents and interviews here. TOMB RAIDER THE LAST REVELATION:  Brief storyline  EGYPT- Present Day  Lara moves across an unforgiving desert, on camel, a guide by her side.  She halts at a small rocky outcrop, dismounts and activates [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/tomb-raider-the-last-revelation-official-story/">Tomb Raider the Last Revelation OFFICIAL STORY OUTLINE</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Another unreleased document from Core Design. This one outlines the story in TR4. See more exclusive articles, unreleased documents and interviews <b><a href="https://www.tomb-of-ash.com/tagged/core-design-archives" target="_blank">here</a>.</b></p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/1e82e278aca05dbc5fff61aa8baf84e4/tumblr_inline_nztji8IAuP1rwngbp_540.png" /></figure>
<p><b>TOMB RAIDER</p>
<p>THE LAST REVELATION: </b></p>
<h2><b>Brief storyline</b> </h2>
<p><i></p>
<p>EGYPT- Present Day</i> </p>
<p>Lara moves across an unforgiving<br />
desert, on camel, a guide by her side. </p>
<p>She halts at a small rocky outcrop, dismounts and activates<br />
an ancient mechanism, revealing what appears to be a <b>virgin tomb…</b> </p>
<p>Upon her later escape, Lara’s guide attempts to double<br />
cross her and steal an artefact she has taken from the tomb. She outwits him<br />
and he flees. </p>
<p>Anxious to discover who her latest enemy is, Lara pursues<br />
the guide but runs into an ambush. She escapes by the skin of her teeth across<br />
the Nile. </p>
<p>It is at this point that we recognise Lara’s rival and learn<br />
of his true intentions…</p>
<p>Lara meets with an old colleague and fellow archaeologist<br />
to gather more information about the artefact she has discovered. Lara must now<br />
begin her real task and collect vital pieces of information and other artefacts<br />
etc. </p>
<p>Her next stop is the Tomb of Semerkhet at<b> Karnak</b>; she can only enter using the<br />
artefact as a key, and henceforth leaves it in the key-slot as she enters. </p>
<p>Somebody then traps her inside, steeling the artefact and<br />
sealing Lara inside the tomb…</p>
<p>She escapes to discover her rival is heading to <b>Alexandria</b> in an attempt to find the<br />
other artefacts and information.</p>
<p>Once in Alexandria, it’s a game of cat and mouse. Lara<br />
must regain the artefacts before her enemy. </p>
<p>Lara’s enemy then kidnaps her colleague in an attempt to<br />
lure Lara to <b>Cairo</b>. </p>
<p>Lara reaches Cairo on motorbike, and fights her way through<br />
to the <b>Citadel</b>, subsequently to the <b>Giza Pyramids</b> for the final show-down. </p>
<p>Document info:</p>
<figure><img decoding="async" src="http://68.media.tumblr.com/182303c950ec05ce0a4aa6817d0d41f3/tumblr_inline_nztjmfIIzQ1rwngbp_540.png" /></figure>
<p><i>Susie Hamilton was the Public Relations expert for Core Design in 1993-2002</i></p>
<p>The post <a href="https://www.tomb-of-ash.com/tomb-raider-the-last-revelation-official-story/">Tomb Raider the Last Revelation OFFICIAL STORY OUTLINE</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Official Core Design Tomb Raider 4 Memo</title>
		<link>https://www.tomb-of-ash.com/official-core-design-tomb-raider-4-memo/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Tue, 22 Dec 2015 00:09:18 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[1990s]]></category>
		<category><![CDATA[1999]]></category>
		<category><![CDATA[4]]></category>
		<category><![CDATA[90s]]></category>
		<category><![CDATA[behind the scenes]]></category>
		<category><![CDATA[core design]]></category>
		<category><![CDATA[core design archives]]></category>
		<category><![CDATA[eidos]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[gamer]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[large]]></category>
		<category><![CDATA[last revelation]]></category>
		<category><![CDATA[making of]]></category>
		<category><![CDATA[psx]]></category>
		<category><![CDATA[retro]]></category>
		<category><![CDATA[retrogaming]]></category>
		<category><![CDATA[sony]]></category>
		<category><![CDATA[tomb raider]]></category>
		<category><![CDATA[tr4]]></category>
		<category><![CDATA[wip]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/official-core-design-tomb-raider-4-memo/</guid>

					<description><![CDATA[<p>UPDATED OVERVIEW 5TH AUGUST 1999 Storyline (See overview for plot details). This is driven seamlessly through game and gives Lara very clear objectives throughout. The storyline is related via FMV’s, cut-scenes and Lara’s interaction with characters, plus the collection of information (from inscriptions etc). Gameplay dissolves to cut-scenes, cut-scenes to FMV, and vice-versa. The intention [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/official-core-design-tomb-raider-4-memo/">Official Core Design Tomb Raider 4 Memo</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/79485924a366905e0424df0eca87ddbe/tumblr_inline_nzqfjfbnqx1rwngbp_540.jpg" alt="image" /></figure>
<p><b>UPDATED OVERVIEW 5<sup>TH</sup> AUGUST 1999</b></p>
<p><i>Storyline (See overview for plot details).</i></p>
<p>This is driven seamlessly through game and gives<br />
Lara very clear objectives throughout.</p>
<p>The storyline is related via FMV’s, cut-scenes and Lara’s<br />
interaction with characters, plus the collection of information (from<br />
inscriptions etc).</p>
<p>Gameplay dissolves to cut-scenes, cut-scenes to FMV,<br />
and vice-versa. The intention is to completely eliminate loading screens and<br />
keep the adventure continuous</p>
<p>Whereas for previous Tomb Raider games, the story<br />
was used as a means of linking locations, Last Revelation’s plot  will be completely integrated throughout the<br />
game, keeping the player clearly focused.</p>
<p>FMV and cut scenes are far more prevalent than seen<br />
in previous games and quality is vastly improved. Last Revelation will feature<br />
11 FMVs (20 minutes).</p>
<p>The Last Revelation introduces two important<br />
characters that have influenced Lara&rsquo;s life tremendously. These characters play<br />
integral roles through the entire game.</p>
<p><b> Locations</b></p>
<p>The game is set entirely in Egypt.</p>
<p><i>Main locations:</i></p>
<ul>
<li>Karnak</li>
<li>Cairo</li>
<li>Giza</li>
<li>Alexandria</li>
<li>Valley of the Kings</li>
</ul>
<p><b></b></p>
<p>Last Revelation is the same size as previous Tomb Raider games, but<br />
locations themselves are smaller and more atmospheric. The player will not be<br />
required to wander around vast maps in search of clues and will have a very<br />
clear idea of what needs to be achieved. Puzzles will be solved with<br />
information/items from the near vicinity in order to keep objectives clear.</p>
<p><b></p>
<p>Training Level</b> </p>
<p>Lara’s mansion is not featured. </p>
<p>The training level takes place in Cambodia and is a<br />
‘flashback’ level that is used to introduce Lara’s mentor, Von Croy, and also<br />
to re-introduce Lara herself at the age of 16 years. </p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/3fc1cc33529ae3525bf8a448a5f0c62e/tumblr_inline_nzqg4p4UIU1rwngbp_540.jpg" alt="image" /></figure>
<p>The 16 year version of Lara is not a feature of Last<br />
Revelation but is used as a means to tell both old and new users more about her<br />
history and the reasons why she is an adventurer today. </p>
<p>Von Croy has the same moves as Lara and teaches her<br />
how to perform all moves, both old and new. </p>
<p>The level features a race against Von Croy.<br />
Experienced / proficient players will be rewarded with an alternative route<br />
toward the end of the training level. </p>
<p>The training level may be repeated by re-starting<br />
the game. It must be completed in order to access the real adventure. </p>
<p>At the end of the training level, the player is<br />
presented with an FMV: Von Croy’s leg becomes trapped. When Lara tries to save<br />
him, the area around her becomes unstable. She flees to save her own life – and<br />
has to leave Von Croy for dead. </p>
<p>The player is subsequently presented with an<br />
introductory FMV that sets the scene for The Last Revelation itself. </p>
<p><b></p>
<p>Inventory</b></p>
<p>Upon loading Last Revelation, the player is<br />
presented with a brand-new interface. The old inventory rings and passport<br />
system are now obsolete. </p>
<p>The new inventory system is more akin to that of a<br />
traditional adventure game e.g. Monkey Island. </p>
<p><i>Standard inventory items: </i></p>
<ul>
<li>Colt pistols</li>
<li>Canteen</li>
<li>Flares</li>
<li>Compass – required for solving some of the puzzles</li>
<li>Binoculars – these have a zoom in/out feature</li>
<li>Diary – see ‘Diary’ section  </li>
</ul>
<p><i> Inventory contd.</i></p>
<p> Items may be collected, combined and stored in the<br />
new inventory.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/f2e55c41024be4b13a6c311c3411092c/tumblr_inline_nzqfqb9EJe1rwngbp_540.png" alt="image" /></figure>
<p>Objects:           Batteries</p>
<p><b>Diary</b> </p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/a0bf7bdd3a0dbd11fa8a523fe898b07b/tumblr_inline_nzqg8z1ptJ1rwngbp_540.jpg" alt="image" /></figure>
<p>The new inventory also features a diary that has the<br />
following uses: </p>
<p>·        <br />
Storing of information – the Diary makes a journal that details Lara’s<br />
progress e.g plot details, location details etc. If Lara reads inscriptions,<br />
these will also appear in the Diary as if she has written them in herself.<br />
Information contained within the Diary can be referred to at any time. </p>
<p>·        <br />
Hints and tips – For areas where Lara becomes stuck, the player may enter this<br />
section of the diary for simple clues. (There will be some kind of penalty for<br />
frequent referral to this section). </p>
<p>·        <br />
Maps<br />
– Lara may collect pieces of maps throughout the game. These may be overlaid on<br />
the screen during gameplay to assist the player (PC only). Once Lara has all<br />
pieces of a particular map, secret areas may be opened up for additional<br />
exploration. </p>
<p>·        <br />
Scrapbook – throughout the game, background information will appear in the<br />
scrapbook e.g. pictures of Lara, her family, friends, information about her<br />
past and previous Tomb Raider adventures etc. This is not required for<br />
completion of the game, being used purely for the player’s interest /<br />
amusement. </p>
<p>·        <br />
Save / Load game – both PSX and PC games use a ‘save-anywhere’ system. PSX format<br />
offers 5 save-game slots. </p>
<p></p>
<p><b>Game Engine</p>
<p></b></p>
<p>The existing Tomb Raider engine, although solid,<br />
prevented Core from changing fundamental elements for Tomb Raiders II and III.</p>
<p>Development of Last Revelation started Spring 1998.<br />
The engine is 90% new, having has been completely re-designed. </p>
<p>Fundamental changes include the following: </p>
<p>·        <br />
New comprehensive inventory system </p>
<p>·        <br />
New targeting system – Lara will no longer automatically lock-on to<br />
enemies. The player will have the option to toggle between targets. Objects<br />
within the environment may now also be targeted. </p>
<p>·        <br />
New AI – due to the new targeting system, AI is now able to reach<br />
advanced levels (see Artificial Intelligence) </p>
<p>·        <br />
New ‘Organics’ – 3D objects are introduced via the new editing system.<br />
This results in areas featuring ‘real’ objects that Lara may interact with, 3D<br />
architecture and therefore greater levels of detail. </p>
<p>·        <br />
Collapsible walls – some walls may now be blown up / collapsed. </p>
<p>·        <br />
Lighting system – Dynamic lighting and spotlighting are featured.<br />
Spotlighting enables concentrated beams of light to be used to guide the<br />
player/ focus attention/create additional atmospheric effects. </p>
<p>·        <br />
Environment Mapping – textures and 3D objects are environment-mapped to<br />
display realistic characteristics and react to light. E.g. metallic surfaces<br />
will now be reflective, marble surfaces will shine etc. </p>
<p>·        <br />
Bump Mapping (PC only) – for greater visual clarity, detail and depth. </p>
<p>·        <br />
PSX version is hi-res and supports dual-analog. </p>
<p>·        <br />
PC Specification: 266 Minimum (software and hardware). Details to be<br />
confirmed.  </p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/73b712f8d97cce606f44a39db2d23869/tumblr_inline_nzqgb4u9bc1rwngbp_540.jpg" alt="image" /></figure>
<p><b>Artificial Intelligence</b> </p>
<p>Last Revelation features advanced levels of AI. </p>
<p>Many enemies are given the same moves as Lara and<br />
will be able to mimic her moves around the environment. </p>
<p>Human enemies are not prevalent but will be given<br />
almost the same range of moves as Lara herself. </p>
<p>Lara will no longer be able to reach a safe point<br />
and simply shoot enemies from safety – they will pursue her and/or counter her<br />
moves. </p>
<p>Lara will have to ‘deal’ with enemies, using far<br />
more complex methods than seen in previous TR games. Enemies now have the<br />
capacity to dodge and evade. </p>
<p>Some enemies may not be killed outright e.g.<br />
Skeletons may not be shot down since they are already dead. Lara must find<br />
other means to destroy them e.g. they may be pushed off ledges, smashed or<br />
trapped etc. </p>
<p>Supernatural enemies may not be killed outright<br />
either – e.g. different types of Wraiths will require different methods for<br />
their elimination. </p>
<p>Enemies now follow the environments closely and will<br />
‘hug’ the landscape for greater levels of realism. </p>
<p>Lara may be poisoned by some of Last Revelation’s<br />
enemies. To restore health she will need to use specific items that may be<br />
collected and stored in the inventory. </p>
<p><b></p>
<p>Enemies</b> </p>
<p>Due to the storyline and setting, the majority of<br />
enemies are non-human. Set’s approach to earth gradually begins to influence<br />
the environments and bizarre events begin to occur… </p>
<p><i>Examples of enemies:</i></p>
<ul>
<li>Mummies</li>
<li>Skeletons</li>
<li>Wraiths</li>
<li>Sphinxes</li>
<li>Statues (ancient Gods/creatures come to life)</li>
<li>Von Croy’s followers (human)</li>
<li>Giant scorpions, beetles etc. </li>
</ul>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/02ace58e712ec1bf8e6fde292d2b76c7/tumblr_inline_nzqgboZdXP1rwngbp_540.jpg" alt="image" /></figure>
<p><b>Characters</b><b> </b></p>
<p>Lara will interact with several characters but there are<br />
two main characters that she will meet frequently throughout Last Revelation: </p>
<p>Von Croy: Lara’s arch-enemy, unbeknown to her at the outset.<br />
He will appear throughout the game and will usually be one step ahead of Lara </p>
<p>Jean-Yves: Lara meets this old friend several times. Lara and<br />
Jean Yves share a mutual respect for one another – like Lara, he is an<br />
adventurer/archaologist. There is an ‘X-files’ sexual tension between the two<br />
but this is not developed to a romantic level. Lara will visit Jean-Yves<br />
several times and at one point will have to save his life. </p>
<p><b></p>
<p>Weapons</b> </p>
<p>Again, due to the setting and storyline, Lara has no<br />
need for hi-tech weapons. Her standard weapons are a pair of Colt pistols. </p>
<p>Other weapons include: </p>
<ul>
<li>Shotgun</li>
<li>Uzis (with standard and new tracer bullets)</li>
<li>Revolver</li>
<li>Grenades (standard, stun and smoke)</li>
<li>Crossbow – this is a very accurate, targetable<br />
weapon. When used, perspective will move to first person. </li>
</ul>
<p><b></p>
<p>Moves</b> </p>
<p>Last Revelation features a higher ratio of new moves<br />
than seen in previous games.  Two of the<br />
key moves are the use of ropes and new ‘shimmy’: </p>
<p>Use of ropes &#8211;  This opens<br />
up brand new methods for negotiation of environments and puzzles.  Lara may climb up and down, grab, swing from<br />
and build momentum using ropes. </p>
<p>Shimmy round corners – Lara can now move<br />
hand-over-hand around corners. Again, this opens up new possibilities for<br />
exploration. </p>
<p>Examples of other new moves:</p>
<ul>
<li>Shoulder barge door</li>
<li>Kick down door</li>
<li>Open door (with hand)</li>
<li>Crowbar door open</li>
<li>Search bodies</li>
<li>Open trap door in floor / ceiling  </li>
</ul>
<p><b>Lara Croft</p>
<p></b></p>
<p> Lara is now fully skinned and has an increased<br />
number of polygons. She can now blink and<br />
her mouth will move so that she will now be seen to talk in cut-scenes. </p>
<p>Lara may look toward certain important objects, features. This will help<br />
toward detection of small objects and interactive objects such as door handles<br />
and switches etc. </p>
<p>Lara also has a new voice for Last Revelation! </p>
<p>Costume changes will not be heavily featured since<br />
the story is set in one country only. There may be small changes – these to be<br />
confirmed. </p>
<p>When Lara emerges from the water, the player will<br />
now see water dripping from her. </p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/4729144e15618157e9cffba5667032f3/tumblr_inline_nzqgciFRtZ1rwngbp_540.jpg" alt="image" /></figure>
<p><b></p>
<p>Vehicles</b> </p>
<p>Last Revelation features 2 main vehicles – a jeep<br />
and a motorbike with side-car. </p>
<p>Also featured is a train. A ‘level’ will be played<br />
in/on the roof of the train. </p>
<p>Vehicles are used to link geographical areas via<br />
gameplay. As such, they are intrinsic to gameplay/progression to a new area.</p>
<p><b></p>
<p>Puzzles</b> </p>
<p>Last Revelation is heavily puzzle-based, more so<br />
than even the original Tomb Raider. </p>
<p>Puzzles themselves are all-new. Lara’s new moves,<br />
plus the new inventory system allows greater scope than ever before for<br />
invention of new puzzle ideas. </p>
<p>All items required to solve puzzles may be found<br />
within Lara’s near vicinity. This eliminates the need for the player to cover<br />
vast distances searching for objects. The difficulty will lie in actually working out the puzzles, rather than<br />
obtaining the items required to solve them. </p>
<p>Puzzles<br />
feature element such as: ropes and pulleys, pressure-pads, timed levers,<br />
rotating hubs, wheels, hanging switches, switches in holes, levers and<br />
fulcrums, platforms and blocks that can be raised, trip wires, breakable walls,<br />
direction puzzles (using compass). </p>
<p>The<br />
old levers/switches from previous games are now obsolete. Lara has a range of<br />
new systems to operate, using new animations and the new inventory.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/c659524fb5f40aed7e61962607852099/tumblr_inline_nzqfwn3Qpx1rwngbp_540.png" alt="image" /></figure>
<p><b> Document info:</b></p>
<figure><img decoding="async" src="http://68.media.tumblr.com/bd73512fed2f5c9e6a0e7b609fc1d06f/tumblr_inline_nzqfz5hdPL1rwngbp_540.png" alt="image" /></figure>
<p><i>Susie Hamilton was the Public Relations expert for Core Design in 1993-2002</i></p>
<p>The post <a href="https://www.tomb-of-ash.com/official-core-design-tomb-raider-4-memo/">Official Core Design Tomb Raider 4 Memo</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title></title>
		<link>https://www.tomb-of-ash.com/exclusive-concept-arts-for-tomb-raider-3-aldwych/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Tue, 29 Jul 2014 12:01:00 +0000</pubDate>
				<category><![CDATA[Andy Sandham]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[andy sandham]]></category>
		<category><![CDATA[chronicles]]></category>
		<category><![CDATA[core design]]></category>
		<category><![CDATA[core design archives]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[large]]></category>
		<category><![CDATA[last revelation]]></category>
		<category><![CDATA[tomb raider]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/exclusive-concept-arts-for-tomb-raider-3-aldwych/</guid>

					<description><![CDATA[<p>Exclusive concept arts for Tomb Raider 3 (Aldwych) and Tomb Raider 5 (Ireland) kindly provided by Andy Sandham after his interview with me! Please have a read if you haven&#8217;t already 🙂</p>
<p>The post <a href="https://www.tomb-of-ash.com/exclusive-concept-arts-for-tomb-raider-3-aldwych/"></a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<a href='https://www.tomb-of-ash.com/exclusive-concept-arts-for-tomb-raider-3-aldwych/attachment/4377/'><img decoding="async" width="150" height="150" src="https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o1_1280-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o1_1280-150x150.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o1_1280-48x48.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o1_1280-90x90.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o1_1280-200x200.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o1_1280-300x300.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o1_1280-400x400.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o1_1280-600x600.jpg 600w" sizes="(max-width: 150px) 100vw, 150px" /></a>
<a href='https://www.tomb-of-ash.com/exclusive-concept-arts-for-tomb-raider-3-aldwych/attachment/4378/'><img decoding="async" width="150" height="150" src="https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o2_1280-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o2_1280-150x150.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o2_1280-48x48.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o2_1280-90x90.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o2_1280-200x200.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o2_1280-300x300.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o2_1280-400x400.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o2_1280-600x600.jpg 600w" sizes="(max-width: 150px) 100vw, 150px" /></a>
<a href='https://www.tomb-of-ash.com/exclusive-concept-arts-for-tomb-raider-3-aldwych/attachment/4379/'><img loading="lazy" decoding="async" width="150" height="150" src="https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o3_1280-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o3_1280-150x150.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o3_1280-48x48.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o3_1280-90x90.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o3_1280-200x200.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o3_1280-300x300.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o3_1280-400x400.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o3_1280-600x600.jpg 600w" sizes="auto, (max-width: 150px) 100vw, 150px" /></a>
<a href='https://www.tomb-of-ash.com/exclusive-concept-arts-for-tomb-raider-3-aldwych/attachment/4380/'><img loading="lazy" decoding="async" width="150" height="150" src="https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o4_1280-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o4_1280-150x150.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o4_1280-48x48.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o4_1280-90x90.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o4_1280-200x200.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o4_1280-300x300.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o4_1280-400x400.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2014/07/tumblr_n9h2qnWOP61rfy3d2o4_1280-600x600.jpg 600w" sizes="auto, (max-width: 150px) 100vw, 150px" /></a>

<p>Exclusive concept arts for Tomb Raider 3 (Aldwych) and Tomb Raider 5 (Ireland) kindly provided by Andy Sandham after his <b><a href="http://tomb-of-ash.tumblr.com/post/93095805215/interview-with-andy-sandham-core-design" target="_blank">interview</a></b> with me! Please have a read if you haven&rsquo;t already <img src="https://s.w.org/images/core/emoji/17.0.2/72x72/1f642.png" alt="🙂" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>The post <a href="https://www.tomb-of-ash.com/exclusive-concept-arts-for-tomb-raider-3-aldwych/"></a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Interview with Andy Sandham (Core Design)</title>
		<link>https://www.tomb-of-ash.com/interview-with-andy-sandham-core-design/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Mon, 28 Jul 2014 08:10:00 +0000</pubDate>
				<category><![CDATA[Andy Sandham]]></category>
		<category><![CDATA[Classics]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Tomb Raider]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[andy sandham]]></category>
		<category><![CDATA[chronicles]]></category>
		<category><![CDATA[classic]]></category>
		<category><![CDATA[core design]]></category>
		<category><![CDATA[core design archives]]></category>
		<category><![CDATA[eidos]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[Jacqueline Natla]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[large]]></category>
		<category><![CDATA[last revelation]]></category>
		<category><![CDATA[natla]]></category>
		<category><![CDATA[original]]></category>
		<category><![CDATA[tomb raider]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/interview-with-andy-sandham-core-design/</guid>

					<description><![CDATA[<p>Andy Sandham was involved in majority of Tomb Raider games by Core Design. He was an artist, level designer and a scriptwriter throughout his work on Tomb Raider series. And today he kindly agreed to an interview with me. Andy Sandham, Core Design Hello Andy, thank you for agreeing to have Q&#38;A with us. You [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/interview-with-andy-sandham-core-design/">Interview with Andy Sandham (Core Design)</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<blockquote><p><b>Andy Sandham was involved in majority of Tomb Raider games by Core Design. He was an artist, level designer and a scriptwriter throughout his work on Tomb Raider series. And today he kindly agreed to an interview with me.</b></p></blockquote>
<p><img decoding="async" src="http://68.media.tumblr.com/ab8a56094cc23f01adea34cbbef5b985/tumblr_inline_ndwsfi5wPr1rwngbp.jpg" alt="image" /></p>
<p><i>Andy Sandham, Core Design</i></p>
<p><b>Hello Andy, thank you for agreeing to have Q&amp;A with us.</b></p>
<p><b>You had a great level of involvement from <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Ftombraiders.net%2Fstella%2Ftomb2.html&amp;t=ZWQyMThkYzQxNjc0ZmMyNThkYzRhNDgzNjY1ZDg3NDI0YmMyZWQ1MixLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Tomb Raider I</a>I until <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Ftombraiders.net%2Fstella%2Ftomb5.html&amp;t=OGFiZDM5N2EzNGJkMDcxOWVkNjM5MDk5ZWYwMDAxNjljODc4MTkzNSxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Tomb Raider (5) Chronicles</a>.  Which was your favourite game that you worked on? </b></p>
<p><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Ftombraiders.net%2Fstella%2Ftomb3.html&amp;t=NGMwYWZjZTBhN2ZjNmVhYTNlNTc5MDhkMTdmMzQxMDBmNDcwNjZmYixLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Tomb Raider 3</a> – we really pushed the boundaries of what the <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FPlayStation%23PlayStation&amp;t=OTUzNGVjNWM4YTgwZDIzYzYzYzVjZWM0ZDk2MzRjN2Y1OTg1YTY4NCxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">PSONE</a> was capable of, and there was a healthy sense of competition in the team. I also created the <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FLondon_Section&amp;t=MDNlY2RjZjc5NWI2ZWQwNzIxYzJkZmZhNTdmYmUzMDEzMDMwYzlmZSxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">London level</a>, which allowed me a lot of ‘research time’ in London, if that’s the right phrase. I still recall standing in tube stations with my breeze block sized digital camera taking photographs of the floor and walls for textures!</p>
<p><img decoding="async" src="http://68.media.tumblr.com/c426a28afdb203f315c50b5c3d2a23d4/tumblr_inline_n9efk3dr4D1rwngbp.jpg" alt="image" /></p>
<p><i>Tomb Raider III (1998)</i></p>
<p><b><a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FCroft_Mansion&amp;t=OWViMTU3ZmY4NDgyNzlmYzE1YjFhNmQ5Mzg0NzU2NjRmMDE5NjY1NSxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Croft manor</a> has always been a great training area for beginners and veterans alike to establish the new skill sets each game had.  Previously we have read that Croft Manor was inspired by <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.nationaltrust.org.uk%2Fkedleston-hall%2F&amp;t=MTVhNWMyMzhhNmU1ZDgxMTM1ZjljMTA2ZjBiM2E0OTRkYmE1YzJkZCxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Kedleston Hall</a> however we have personally gone there and it does not have that many similarities.  Having been in Darby and outside the original Core Design building, we noticed many of the buildings were brick with white edging and had architectural similarities.  </b><b>What inspired the look of Croft Manor really?</b></p>
<p>I’m uncertain what Toby’s (<i>Toby Gard</i>) original inspiration was – although, yup, It did bear a few similarities to the original Core building – without the hidden quad bike track, of course.</p>
<p><img decoding="async" src="http://68.media.tumblr.com/5824dad53363063a6c94bc3abed60000/tumblr_inline_n9efp72nYC1rwngbp.jpg" alt="image" /></p>
<p><i>Ex Core Design building (55 Ashbourne Road, Derby, UK) and Croft Manor in Tomb Raider III</i></p>
<p><b>Why was Croft Manor removed from <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Ftombraiders.net%2Fstella%2Ftomb4.html&amp;t=Y2Y2NTVlYmNhMTAxZWMxMGEzNDUzZTdiZWM0MTFmYWM4ZGNhZWYwZSxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Tomb  Raider (4) Last Revelation</a> and Tomb Raider (5) Chronicles?</b></p>
<p>If memory serves, I think we began to try and build the tutorials into the levels – as per the <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FWerner_Von_Croy&amp;t=YjdlZWM2YjJmZThiYjFlZTc0NDE4MmRmNTlmZTg3NWMxNDhhNDczYyxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Werner Von Croy</a> intro section out of Last Revelation – so that we weren’t doubling up work. As a side note, that <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FAngkor_Wat_Section&amp;t=NGYwZjUzZGQ2NDFmY2JiZWI3MWE4ZWRhMTRlMjRmNDBjMzQxNDYwNyxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">tutorial sequence</a> with Werner Von Croy still gives a number of us re-occurring nightmares – companion AI in those days was a relatively new thing, even if Werner was (supposed to be) on a fairly linear path… Myself and Tom (AI coder) battled through this day and night for a number of weeks — although I think if we hadn’t already cut our teeth with the nightmarish baptism of fire ‘<a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.tomb-raider.wikia.com%2Fwiki%2FSophia_Leigh&amp;t=YTllMDY5N2FhYjNkNDAxNWRiYmIyYmY1MjQ2OWE5NjMyMzFhZWFlNCxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Sophia</a> boss battle’ from Tomb3, one of us may have ended up leaping out of a window. I think we’re both still catching up on sleep from that one…</p>
<p><img decoding="async" src="http://68.media.tumblr.com/601e27d5772ed4d445a4452f211661d0/tumblr_inline_n9efv6re0U1rwngbp.jpg" alt="image" /></p>
<p><i>Von Croy (Tomb Raider 4) and Sophia Leigh (Tomb Raider III)</i></p>
<p><b>We noticed right next to the old Core Design building there was an office building called “Croft House”.  Was Lara Croft’s last name inspired by the building next door or is the “phone book” story true on how her name was chosen?</b></p>
<p>Nope, neither. Lara was originally Lara Cruz as created by Toby, but I believe the boss wanted something more English. Toby and the original scriptwriter, Vicky (<a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FVicky_Arnold&amp;t=NDJmMTc3MzdlODAxZDNhYzMyNjY1NzNiOWQ3YzdjYTMwM2QwYzBkYyxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer"><i>Vicky Arnold</i></a>), came up with ‘Croft’, as being quintessentially English.</p>
<p><img decoding="async" src="http://68.media.tumblr.com/10cd22f590cf559caf0dd1fdbd1d395d/tumblr_inline_n9eg1oMTEs1rwngbp.jpg" alt="image" /></p>
<p><i>Croft House, 51 Ashbourne Rd, Derby</i></p>
<p><b>In Tomb Raider (4) Last Revelation we get to see Lara Croft as a young girl going on one of her first adventures with Von Croy.  How did you come up with the concept and story to involve her younger and being guided by someone?</b></p>
<p>As above, this was to integrate the tutorial ‘seamlessly’ into the game. Obviously didn’t work out quite that way, though!</p>
<p><b>Our hero, Lara Croft, has been known to save the world a few times.  She saved it from power hungry <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FJacqueline_Natla&amp;t=ZGQ0NTYyOGEwNTZlNzhhZmQ0ZWRlMTQ2YThhZDhmODNjM2U1ZWJiMCxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Natla</a> who was going to release an Atlantean race of beasts, <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FMarco_Bartoli&amp;t=YTRjODE1MjQzOWI3NDNmMDZhMmVmNDNmZjJlOGE4MTRmZWRlM2U4ZSxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Bartroli</a> who was releasing a dragon, and <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FDr._Willard&amp;t=MThhNWEzZWNiN2ZjNGNiYjI0MThkNjQ3ZTQ1M2UyNDUyM2IyYjU3NSxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Dr. Willard</a> who was trying to accelerate evolution.  In Tomb Raider (4) Last Revelation suddenly Lara Croft is the one leading the world to the apocalypse by reading <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fwww.wikiraider.com%2Findex.php%2FAmulet_of_Horus&amp;t=ZWQ0YzNlODU5MWE3YjIzMGJlYzEyYzE4YzE0MjZjOWFkN2RkNjE4ZSxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">the Amulet of Horus</a>.  What made the team decide to make Lara make this critical mistake?</b></p>
<p>The Core team all sat down together to outline the story for Tomb 4 (which I scripted, as no-one else wanted to do it), and it was kinda decided we needed something new – the ‘revelation’, so to speak. That’s where the plot device originated from.</p>
<p><img decoding="async" src="http://68.media.tumblr.com/5280388e3a939479b7bfd8a2c1e3e476/tumblr_inline_n9eg9knKxU1rwngbp.jpg" alt="image" /></p>
<p><i>Tomb Raider 4: The Last Revelation (1999)</i></p>
<p><b>What was the reason to make it seem like she died?  Was this a plot-based move (such as a cliffhanger to have Tomb Raider advance to a new console) or perhaps did Core feel this was the end of the Tomb Raider franchise as a whole due to a dip in sales?</b></p>
<p>Jeremy and Adrian (our bosses) were very much hands off with regards what we wanted to do with the games  &#8211; other than ‘greenlighting’ settings, etc. – We were all a little sick of Lara, and decided killing her might give us a chance to move onto a new project.  Didn’t work – although in hindsight, I’m amazed how much freedom they gave us – these days, If you proposed killing Lara croft, you’d probably end up sleeping with the fishes…The joys of a small team are coming back though, via indie projects…</p>
<p><b>Clearly, a ton of research on ancient Egypt and its mythology went into Tomb Raider (4) Last Revelation.  How did you go about researching for all the levels? </b></p>
<p>Jeremy (to his credit) actually decided we needed to set 4 back in Egypt – to get Lara back to Tombs – and generously planned a trip out there for all of us – unfortunately, with the deadline rapidly approaching, and a number of inoculations required with specific time periods before they took effect, meant  another trip to London instead! We all spent a lot of time in the British museum, and trawling around the bookstores on the street opposite for the books with the most photographs of textures in! It was always a highly sought after prize – the book with the most textures that we could scan in. (I should point out the internet was still relatively useless with regards resources at this point)</p>
<p><img decoding="async" src="http://68.media.tumblr.com/db88e3af69f28628fe1f18fba314910f/tumblr_inline_n9egdsA4ZA1rwngbp.jpg" alt="image" /></p>
<p><i>Locations in Tomb Raider 4</i></p>
<p><b>In Tomb Raider (4) Last Revelation we all were introduced to the ability to walk back to the previous level despite our advancement to the next.  How did this idea come up?  Was this something that was thought of early on and could not be done due to technological limitations or was this a new idea for the game series?</b></p>
<p>We were all keen on a ‘hub’ and more player choice so that if the player was stuck in one area, they’d be able to try another without getting frustrated – what now would be referred to in poncy ludological terminology  as ‘player agency’</p>
<p><b>In Tomb Raider (5) Chronicles there are four stories that are going back to Lara’s past. How did  the concept of Tomb Raider (5) Chronicles come about?</b></p>
<p>Tomb Raider 5 was based around the levels we originally pitched for Tomb 4 – Jez (Jeremy) told us he wanted Lara ‘back in some fucking Tombs!’ – hence Tomb 4 being set in Egypt.</p>
<p><b>As a level designer what was your process to turn concept into reality?  Did you physically draw out maps or diagrams to aid in creation?  Do you have original concept art you would like to share with us?</b><i> (UPD. Andy <a href="http://i-8-yer-grandma.tumblr.com/post/93204752095/exclusive-concept-arts-of-levels-for-tomb-raider" target="_blank" rel="noopener noreferrer">sent us some concept art</a>)</i></p>
<p>Yup, very much a case of thinking of an area you’d like to tackle (like the London Underground), then drawing out rough sketches of the layout and what you wanted Lara to achieve at the end of each level (funnily enough, I found some of these just the other day…), and then a lot of time working my way around puzzles, and then off to collect the textures using my trusty gigantic digital camera!</p>
<p>I’d note that around tomb 5, creating original puzzles was becoming pretty difficult, and I worked out a number of systems with which to formulate new puzzle concepts – a number of which I’m now teaching my award winning Design students within my puzzle design course at <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FNHTV_Breda_University_of_Applied_Sciences&amp;t=MzJkYTVmNWZkNTM5MGY5YzZmMDZjZDY5M2VmNDc1N2U4MTk1MDE1YSxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">NHTV</a> school of international game architecture and design (IGAD)*</p>
<p>*(please note this is a plug) (<i>please no we included it <img src="https://s.w.org/images/core/emoji/17.0.2/72x72/1f600.png" alt="😀" class="wp-smiley" style="height: 1em; max-height: 1em;" /></i>)</p>
<p><img decoding="async" src="http://68.media.tumblr.com/67b1b853cd681ca0b70818b400054096/tumblr_inline_n9eghwUh9L1rwngbp.jpg" alt="image" /></p>
<p><i>Tomb Raider 5 – Chronicles (2000)</i></p>
<p><b>Was it a coincidence that there was a Russian sub by the name of <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FRussian_submarine_Kursk_%28K-141%29&amp;t=OWIyNjY1ZGQwOTliNTBhZmRiMGMxYmMwNzFhZTE2M2E1ZGYyNTg3NSxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Kursk</a> that sunk in the Barents Sea a few months before the release date of Tomb Raider (5) Chronicles which included a Russia level with similar themes?</b></p>
<p>This was Joby’s (Joby Wood) level – I’m unsure if this event was related, although I do know Joby had an enormous pile of books on his desk focussing on the ‘<a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FHoly_Lance&amp;t=Yjg1MTc4YWFhZDc2ZDVjN2M2NGQ1NzgxMGFjMWMzZDcxMzQ2MDZhMCxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">spear of destiny</a>’?</p>
<p><b>In concept form and even once the script has been written there are many differences to the completed project.  What are some of the notable changes on the games you worked on from concept to finished project?</b></p>
<p>Tomb Raider three was interesting as we kept pushing the boundaries – one of the coders would shout ‘Hey, I’ve got a quad bike working!’ or something similar, and we’d all crowd around and then start working out ways to get these new systems into our levels. I still distinctly remember, at least once a week, asking Chris (Coupe), one of the programming leads, for some new feature I wanted to make my level better, to be told quite categorically to ‘fuck right off’. Without fail, two or three days later, Chris would call me over with the feature implemented and say ‘Happy Now’? We had some world class (although potty mouthed) talent on that team.</p>
<p><b>Have you played the newer Tomb Raider games by Crystal Dynamics?  What are your thoughts on them? </b></p>
<p>Yup, been playing the new ones – Some really nice work here. And I do love the way they’ve taken some of the core features and revamped and upgraded them (i.e. the vine climbing becoming the ice hook walls, and the zip lines you’re able to shimmy back up). It’s all building on what was originally a simple, clean, genius concept within the original Tomb Raider.</p>
<p><b>As the scriptwriter and as a level designer you had a lot of say in the feel of the Tomb Raider classics.  How do you feel about the direction the story of the new games has taken?  What would you have done different?</b></p>
<p>I actually correctly predicted that the series may try for a bit of ‘survival horror’, as the solitary nature was something that made the original so unique. With regards the script on the new game, I’m not entirely convinced – I feel they were going in a particular survival horror direction, and then lost their nerve. Very much a ‘Hills have eyes’ and ‘Deliverance’ vibe, became ‘Bear Grylls with a crossbow’…</p>
<p><img decoding="async" src="http://68.media.tumblr.com/716435d66c2f76dcf2198dc6deff32ca/tumblr_inline_n9egnoTDBN1rwngbp.jpg" alt="image" /></p>
<p><i>Tomb Raider (2013) by Crystal Dynamics</i></p>
<p><b>How do you feel about the level design of the new games?  What would you have done different?</b></p>
<p>I’m impressed! You’re guided along the critical path in such a way that you actually feel as if you’re exploring – a vitally important aspect as a player motivator within these games. It’s really a case of drip feeding setpieces, spectacle, and awe inspiring moments as player motivators – which they do well.</p>
<p><b>In theory if you had your team then with the same projects with MODERN technology what advancements in level design would you take advantage of?  What ideas you wish you could have used were thrown out because of technical limitations?</b></p>
<p>Lara croft floating in orbit, surrounded by the wreckage of her broken satellite, attempting to find a way back to Earth whilst utilising the canny guidance of George Clooney? Joking aside, with regards advancements in level design, I teach a number of subjects within this field, and wouldn’t say there are many MAJOR advancements – it’s just knowing the techniques on how to motivate and reward the player while providing the right amount of challenge. So, in a nutshell, just knowing how to do it right in the first place!</p>
<p><b>Thank you very much for your time!</b></p>
<p>It’s been a pleasure.</p>
<p><a href="https://twitter.com/i_8_yer_grandma" target="_blank" rel="noopener noreferrer">AshKa/Fiend</a> for Lara Croft in Russia. <a href="http://t.umblr.com/redirect?z=http%3A%2F%2Fvk.com%2Fpage-278982_48598167&amp;t=N2Q2NjM2MzE5Njg0NTg1YzQ0NmY4MWU3OWE1NjE2NTBmOTY2NmM0MCxLcXlhWDUwbg%3D%3D&amp;b=t%3Aw7GcrEhPgqwQ3OrC6EhwPQ&amp;p=http%3A%2F%2Ftomb-of-ash.tumblr.com%2Fpost%2F93095805215%2Finterview-with-andy-sandham-core-design&amp;m=1" target="_blank" rel="noopener noreferrer">Read this article in Russian</a></p>
<p>Special Thanks to Tatiana Leitzel.</p>
<p><a href="http://tomb-of-ash.tumblr.com/post/94071931125/interview-with-andy-sandham-part-ii" target="_blank" rel="noopener noreferrer"><b>READ PART II OF THIS INTERVIEW</b></a></p>
<p>The post <a href="https://www.tomb-of-ash.com/interview-with-andy-sandham-core-design/">Interview with Andy Sandham (Core Design)</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
			</item>
	</channel>
</rss>
