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	<title>making of - Tomb of Ash</title>
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		<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>
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					<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>
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		<title>Making of: Tomb Raider &#8211; the Angel of Darkness</title>
		<link>https://www.tomb-of-ash.com/making-of-tomb-raider-the-angel-of-darkness/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Thu, 26 Nov 2015 16:28:20 +0000</pubDate>
				<category><![CDATA[The Angel of Darkness]]></category>
		<category><![CDATA[Tomb Raider]]></category>
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		<guid isPermaLink="false">http://ashkaprielov.co.uk/making-of-tomb-raider-the-angel-of-darkness/</guid>

					<description><![CDATA[<p>Here’s a very interesting piece about TRAOD. It underlines all the problems the devs faced with the game and how they were rushed by poor PR decisions. The stress fractures were clear a long time before Tomb Raider: The Angel Of Darkness was released. In May 2002 at the E3 conference in LA, Eidos showcased [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/making-of-tomb-raider-the-angel-of-darkness/">Making of: Tomb Raider &#8211; the Angel of Darkness</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<blockquote><p>Here’s a very interesting piece about TRAOD. It underlines all the problems the devs faced with the game and how they were rushed by poor PR decisions.</p></blockquote>
<p>The stress fractures were clear a long time before Tomb Raider: The Angel Of Darkness was released. In May 2002 at the E3 conference in LA, Eidos showcased ‘playable’ levels of the game which were little more than short animation demos. For a game due out ‘imminently’, it appeared woefully incomplete.</p>
<p>Fast forward to Sony’s PlayStation Experience at Earl’s Court in September the same year and the public was able to see the next-gen Lara for the first time. Able to play the opening level – set in a Parisian backstreet – the disappointment at Lara’s clumsy negotiation of a dumpster followed by some awkward ladder climbing was tangible. “We spent an inordinate amount of time on the animation of Lara and designed the controls around the animation instead of designing the animation around the controls,” explained Jeremy Heath-Smith, Core Design’s co-founder, shortly after the game was released.</p>
<p>“We got wrapped up in that whole beautiful big animation experience. I don’t know if we ever would have understood what we got wrong with the animation until the game was out. We could have easily used another two or three months. We could have used another year.”</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/4e129d335a035bda586ad3b5c4afadab/tumblr_inline_nyfk8oczaO1rwngbp_540.jpg" /></figure>
<p>Significantly, Heath-Smith had to present the game at a buyers’ conference several months before the game was released. It was an agonising experience both for the man himself and those attending. ”It was the worst opening level to any game,” an anonymous source tells Edge. “I had to sit through Jeremy Heath-Smith cursing through it while attempting to get Lara on top of a bin. It was unusual behaviour at a buyers’ conference to say the least.”</p>
<p>&nbsp;</p>
<p><a href="http://web.archive.org/web/20130531052922/http://www.edge-online.com/features/making-tomb-raider-angel-darkness/" target="_blank" rel="noopener noreferrer"><b>Read full article here</b></a></p>
<p><b>© </b><a title="Posts by Edge Staff" href="http://web.archive.org/web/20130531052922/http://www.edge-online.com/author/edgestaff/" target="_blank" rel="noopener noreferrer">Edge Staff</a> at 11:04am January 17 2011</p>
<p>&nbsp;</p>
<p>The post <a href="https://www.tomb-of-ash.com/making-of-tomb-raider-the-angel-of-darkness/">Making of: Tomb Raider &#8211; the Angel of Darkness</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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