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	<title>screenshots - Tomb of Ash</title>
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	<title>screenshots - Tomb of Ash</title>
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	<item>
		<title>Photographer Mode Screenshots</title>
		<link>https://www.tomb-of-ash.com/photographer-mode-screenshots/</link>
		
		<dc:creator><![CDATA[Tina Ljubenkov]]></dc:creator>
		<pubDate>Wed, 12 Sep 2018 12:27:14 +0000</pubDate>
				<category><![CDATA[Shadow of the Tomb Raider]]></category>
		<category><![CDATA[Tomb Raider]]></category>
		<category><![CDATA[photographer mode]]></category>
		<category><![CDATA[screenshots]]></category>
		<guid isPermaLink="false">https://www.tomb-of-ash.com/?p=22382</guid>

					<description><![CDATA[<p>Check out our SOTTR Photographer Mode screenshots. </p>
<p>The post <a href="https://www.tomb-of-ash.com/photographer-mode-screenshots/">Photographer Mode Screenshots</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/photographer-mode-screenshots/">See image gallery at www.tomb-of-ash.com</a>] 
<p>The post <a href="https://www.tomb-of-ash.com/photographer-mode-screenshots/">Photographer Mode Screenshots</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Coastal Thailand Screenshots</title>
		<link>https://www.tomb-of-ash.com/coastal-thailand-screenshots/</link>
		
		<dc:creator><![CDATA[Tina Ljubenkov]]></dc:creator>
		<pubDate>Wed, 15 Aug 2018 11:07:59 +0000</pubDate>
				<category><![CDATA[Tomb Raider]]></category>
		<category><![CDATA[screenshots]]></category>
		<category><![CDATA[Tomb Raider Underworld]]></category>
		<guid isPermaLink="false">https://www.tomb-of-ash.com/?p=22299</guid>

					<description><![CDATA[<p>We're continuing our 10th Tomb Raider Underworld anniversary celebration with new screenshots featuring the level Coastal Thailand.</p>
<p>The post <a href="https://www.tomb-of-ash.com/coastal-thailand-screenshots/">Coastal Thailand Screenshots</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>We&#8217;re continuing our Tomb Raider Underworld 10th anniversary celebration with new screenshots featuring the level <strong><em>Coastal Thailand</em></strong>.</p>
 [<a href="https://www.tomb-of-ash.com/coastal-thailand-screenshots/">See image gallery at www.tomb-of-ash.com</a>] 
<p>The post <a href="https://www.tomb-of-ash.com/coastal-thailand-screenshots/">Coastal Thailand Screenshots</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Shadow of the Tomb Raider Screenshots v2</title>
		<link>https://www.tomb-of-ash.com/shadow-of-the-tomb-raider-screenshots-v2/</link>
		
		<dc:creator><![CDATA[Tina Ljubenkov]]></dc:creator>
		<pubDate>Mon, 13 Aug 2018 19:19:03 +0000</pubDate>
				<category><![CDATA[Shadow of the Tomb Raider]]></category>
		<category><![CDATA[Tomb Raider]]></category>
		<category><![CDATA[screenshots]]></category>
		<guid isPermaLink="false">https://www.tomb-of-ash.com/?p=22277</guid>

					<description><![CDATA[<p>Check out the new Shadow of the Tomb Raider Screenshots.</p>
<p>The post <a href="https://www.tomb-of-ash.com/shadow-of-the-tomb-raider-screenshots-v2/">Shadow of the Tomb Raider Screenshots v2</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/shadow-of-the-tomb-raider-screenshots-v2/">See image gallery at www.tomb-of-ash.com</a>] 
<p>The post <a href="https://www.tomb-of-ash.com/shadow-of-the-tomb-raider-screenshots-v2/">Shadow of the Tomb Raider Screenshots v2</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
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		<item>
		<title></title>
		<link>https://www.tomb-of-ash.com/mass-effect-2-nearly-60-hours-later-i-finally/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Fri, 24 Feb 2017 23:28:56 +0000</pubDate>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[gamer]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[mass effect]]></category>
		<category><![CDATA[mass effect 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[screenshots]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/mass-effect-2-nearly-60-hours-later-i-finally/</guid>

					<description><![CDATA[<p>Mass Effect 2 Nearly 60 hours later I finally finished the game. I explored everything I could and what an amazing game this is. I am now going to re-play the third instalment with the same character. I absolutely recommend this game, it is free on Origin for PC!</p>
<p>The post <a href="https://www.tomb-of-ash.com/mass-effect-2-nearly-60-hours-later-i-finally/"></a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<h2>Mass Effect 2</h2>
<p>Nearly 60 hours later I finally finished the game. I explored everything I could and what an amazing game this is. I am now going to re-play the third instalment with the same character.</p>
<p>I absolutely recommend this game, it is free on Origin for PC!</p>
<p>The post <a href="https://www.tomb-of-ash.com/mass-effect-2-nearly-60-hours-later-i-finally/"></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 Angel of Darkness Screenshots</title>
		<link>https://www.tomb-of-ash.com/part-two-of-our-aod-screenshot-collection-all/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Thu, 02 Feb 2017 12:00:23 +0000</pubDate>
				<category><![CDATA[The Angel of Darkness]]></category>
		<category><![CDATA[Tomb Raider]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[screenshots]]></category>
		<category><![CDATA[tomb raider]]></category>
		<category><![CDATA[tomb raider aod]]></category>
		<category><![CDATA[tomb raider the angel of darkness]]></category>
		<category><![CDATA[tr aod]]></category>
		<category><![CDATA[videogame]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/part-two-of-our-aod-screenshot-collection-all/</guid>

					<description><![CDATA[<p>Part two of our AOD screenshot collection. All screenshots are ingame screenshots done with no cheats or image enhancements.</p>
<p>The post <a href="https://www.tomb-of-ash.com/part-two-of-our-aod-screenshot-collection-all/">Tomb Raider The Angel of Darkness Screenshots</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Part two of our AOD screenshot collection. All screenshots are ingame screenshots done with no cheats or image enhancements.</p>
<p>The post <a href="https://www.tomb-of-ash.com/part-two-of-our-aod-screenshot-collection-all/">Tomb Raider The Angel of Darkness Screenshots</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 Angel of Darkness Screenshots</title>
		<link>https://www.tomb-of-ash.com/here-is-part-one-of-our-aod-screenshot-collection/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Sat, 28 Jan 2017 16:18:14 +0000</pubDate>
				<category><![CDATA[The Angel of Darkness]]></category>
		<category><![CDATA[Tomb Raider]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[angel of darkness]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[screenshots]]></category>
		<category><![CDATA[tomb raider]]></category>
		<category><![CDATA[video games]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/here-is-part-one-of-our-aod-screenshot-collection/</guid>

					<description><![CDATA[<p>Here is part one of our AOD screenshot collection. These are all ingame screenshots done with no cheats or image enhancements.</p>
<p>The post <a href="https://www.tomb-of-ash.com/here-is-part-one-of-our-aod-screenshot-collection/">Tomb Raider The Angel of Darkness Screenshots</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Here is part one of our AOD screenshot collection. These are all ingame screenshots done with no cheats or image enhancements.</p>
<p>The post <a href="https://www.tomb-of-ash.com/here-is-part-one-of-our-aod-screenshot-collection/">Tomb Raider The Angel of Darkness Screenshots</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>[Exclusive]Tomb Raider Anniversary Edition Documents</title>
		<link>https://www.tomb-of-ash.com/exclusivetomb-raider-anniversary-edition/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Fri, 23 Sep 2016 20:02:45 +0000</pubDate>
				<category><![CDATA[The 10th Anniversary Edition]]></category>
		<category><![CDATA[Tomb Raider]]></category>
		<category><![CDATA[ae]]></category>
		<category><![CDATA[anniversary]]></category>
		<category><![CDATA[concept]]></category>
		<category><![CDATA[core design]]></category>
		<category><![CDATA[developer]]></category>
		<category><![CDATA[edition]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[info]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[melissa]]></category>
		<category><![CDATA[screen]]></category>
		<category><![CDATA[screenshot]]></category>
		<category><![CDATA[screenshots]]></category>
		<category><![CDATA[tomb raider]]></category>
		<category><![CDATA[tombraider20]]></category>
		<category><![CDATA[unreleased]]></category>
		<category><![CDATA[wip]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/exclusivetomb-raider-anniversary-edition/</guid>

					<description><![CDATA[<p>These documents on Tomb Raider 10th Anniversary Edition were submitted though our contact form anonymously and thus we hold no credit or claim that they are real. We thank the uploader regardless as it allows us to read and dream about the cancelled game. upd. the documents have been confirmed to be genuine. upd 15/12/2022 [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/exclusivetomb-raider-anniversary-edition/">[Exclusive]Tomb Raider Anniversary Edition Documents</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<blockquote><p><b>These documents on Tomb Raider 10<sup>th</sup> Anniversary Edition were submitted<br />
though our contact form anonymously and thus we hold no credit or claim that<br />
they are real. </b></p>
<p><b>We thank the uploader regardless as it allows us to read and dream about the<br />
cancelled game.</b></p>
<p><b>upd. the documents have been confirmed to be genuine.</b></p>
<p>upd 15/12/2022 we now added download links for the documents.</p></blockquote>
<p><strong>DOWNLOAD DOCUMENTS:</strong></p>
<ul>
<li><a href="https://www.tomb-of-ash.com/wp-content/uploads/2022/12/Tomb-Raider-10th-Anniversary-Edition.docx">Tomb Raider 10th Anniversary Edition main design document</a></li>
<li><a href="https://www.tomb-of-ash.com/wp-content/uploads/2022/12/Tomb-Raider-10th-Anniversary-Edition-Atlantis.docx">Tomb Raider 10th Anniversary Edition Atlantis</a></li>
<li><a href="https://www.tomb-of-ash.com/wp-content/uploads/2022/12/Tomb-Raider-10th-Anniversary-Edition-Coop.docx">Tomb Raider 10th Anniversary Edition Co-op</a></li>
<li><a href="https://www.tomb-of-ash.com/wp-content/uploads/2022/12/Tomb-Raider-10th-Anniversary-Edition-Give-option.docx">Tomb Raider 10th Anniversary Edition Give option</a></li>
<li><a href="https://www.tomb-of-ash.com/wp-content/uploads/2022/12/Tomb-Raider-10th-Anniversary-Edition-Treasure-room.docx">Tomb Raider 10th Anniversary Edition Treasure room</a></li>
</ul>
<h2>10th&nbsp;Anniversary Edition</h2>
<p><b>1.<br />
Introduction</b></p>
<p>The original Tomb Raider was released in 1996, so 2006 will be the 10<sup>th</sup><br />
anniversary. This document outlines a concept for creating a special edition of<br />
the original game for the PSP platform to coincide with this anniversary.</p>
<p>The concept is to provide players with a “re-mastered” hand-held<br />
version of the classic game. This should appeal to people who played it first<br />
time around, and those who missed out. Retro gaming has shown itself to be a<br />
lucrative market, and Nintendo in particular have had considerable success with<br />
versions of SNES titles on GBA and Mario 64 on the DS.</p>
<p>So the idea would be to build a new set of PSP Tomb Raider games based<br />
on the proven gameplay of the original game engine, but brought up to date<br />
using the additional power of the PSP.</p>
<p>Although the idea is to preserve the original gameplay and levels<br />
(albeit in a graphically enhanced form), additional Easter egg and bonus<br />
features are planned to add an extra dimension to this version. In order to<br />
finally satiate the fans lust for a multiplayer Tomb Raider, the plan is to<br />
include a 2 player cooperative mode by teaming up with Lara’s younger cousin<br />
Melissa Croft.</p>
<p><b><i>Feature<br />
Summary</i></b></p>
<p>The game will be a version of the original game, with the following<br />
enhancements:</p>
<p>1.<br />
Higher<br />
resolution textures.</p>
<p>2.<br />
More<br />
detailed geometry. The original geometry will be exported to Maya and updated<br />
to add detail.</p>
<p>3.<br />
Improved<br />
lighting. The original game had monotone lighting – the proposal is to add<br />
coloured lighting.</p>
<p>4.<br />
Replacement<br />
of sprites with 3D models.</p>
<p>5.<br />
Improved<br />
particle effects.</p>
<p>6.<br />
Full<br />
screen effects (blooming, focal blur).</p>
<p>7.<br />
Updated<br />
sound effects.</p>
<p>8.<br />
Fully<br />
skinned and detail Lara model.</p>
<p>9.<br />
Skinned<br />
and higher detail enemy character and creature models.</p>
<p>10.<br />
FMV<br />
sequences redone. Alternatively, it may be possible to resample the original<br />
sequences.</p>
<p>In addition to these cosmetic improvements to the original game,<br />
additional new features are planned:</p>
<p>11.<br />
<b>Variations<br />
to original game</b>. Slight<br />
tweaks to the original puzzle setups, or positions of bad guys to add surprise<br />
for people who remember the original.</p>
<p>12.<br />
<b>New<br />
secret areas.</b> These will<br />
be added to the maps and unlocked by special items collected on previous<br />
levels. They will contain the new outfits / weapons and rare collectables.</p>
<p>13.<br />
<b>New<br />
extended ending.</b> The<br />
original game ended very abruptly because of time constraints. It would be good<br />
to include the “escaping from the collapsing pyramid” sequence that was<br />
originally planned.</p>
<p>14.<br />
<b>Tweaked<br />
controls:</b> Smoother<br />
controls, and additional animations and moves (especially for combat).</p>
<p>15.<br />
<b>Cooperative<br />
wi-fi mode.</b> Two players<br />
get to explore the tombs as a team. Puzzles would be tweaked to require both<br />
players to work together e.g. heavy levers that require both girls to move.<br />
Additionally, players will compete over the collectables (see below).</p>
<p>16.<br />
<b>Puzzle<br />
locks.</b> Mini-game style<br />
puzzle locks to enter certain rooms.</p>
<p>17.<br />
<b>Collectable<br />
artefacts scattered around the levels.</b> So each tomb will be filled with treasure items, some<br />
more easy to find than others, and some more rare than others. There will be<br />
different classes of collectables, some of which can unlock new secret areas.</p>
<p>18.<br />
<b>Trading.</b> Treasures and special items can be traded<br />
with other PSP TR1 players. Each PSP’s unique ID will be used to randomly seed<br />
the player’s TR1 levels with a subset of the available artefacts, so for<br />
players to collect them all they will need to trade with friends. Additionally,<br />
in Wi-Fi coop mode, the levels would be seeded with items from both versions,<br />
so it is an opportunity to collect items that are not available in your<br />
version.</p>
<p>19.<br />
<b>Treasure<br />
room.</b> Back at Lara’s<br />
mansion, the treasure room will record which special items have been located<br />
and which are still to be found.</p>
<p><b>20.<br />
</b><b>Unlockable<br />
weapons and outfits. </b>Extra<br />
weapons that were in later games and new outfits for Lara can be found in the<br />
game.<b></b></p>
<p>21.<br />
<b>Dynamic<br />
lighting</b>. Including the<br />
introduction of flares from TR2.</p>
<p>22.<br />
<b>Analogue<br />
control.</b> Optional analogue<br />
control for movement.</p>
<p><!-- more --></p>
<p><b>2.&nbsp;&nbsp; Control</b></p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/fc7b530b70c3edd028e900091679e011/tumblr_inline_odz3ogbiTZ1rwngbp_540.png" alt="image"></figure>
<p><i>Direction Control:</i></p>
<p>Pressing Up – Moves<br />
Lara forward at a running pace.</p>
<p>Pressing Down – Makes Lara jump backward a short<br />
distance.</p>
<p>Pressing Left or Right – Turns Lara in the desired<br />
direction.</p>
<p><i>Analog Controller:</i></p>
<p>Use to look around the environment, tap the<br />
analog stick to re-centre the camera behind Lara. Alternatively, this could use<br />
could only be activated be pressing a ‘look’ button – normally it could be used<br />
for analogue control as in Free Running.</p>
<p><i>X Button</i>: Action</p>
<p>Cross allows Lara to perform a variety of<br />
tasks depending on the situation, e.g. Press when Lara is near a wall to climb<br />
up, press when Lara is near a switch to make Lara pull it, Press when Lara’s<br />
guns are drawn to fire.</p>
<p><i>Square Button: Jump</i></p>
<p>Lara can jump in any direction to evade her enemies,<br />
press Square and Lara will jump straight up into the air. If you press a<br />
direction immediately after pressing Square Lara will jump in that direction.</p>
<p><i>Triangle Button: Draw</i></p>
<p>Press Triangle to draw Lara’s guns, if she<br />
spots something hostile she’ll point her guns at it.</p>
<p><i>Circle Button: Roll</i></p>
<p>Press Circle to make Lara perform a diving<br />
forward roll, she finishes up facing 180’, Handy for making quick turns.</p>
<p><i>L Button:</i></p>
<p>Hold down to allow Lara to walk forward,<br />
backward and to the left and right, whilst walking Lara won’t fall off any<br />
ledge. If you walk up to a ledge Lara will stop, when standing still pushing<br />
left or right allows Lara to sidestep in the desired direction.</p>
<p><i>R Button:</i></p>
<p>When Lara has her guns drawn, tap Right<br />
Trigger to make Lara lock onto an enemy, she will now point at the desired<br />
target awaiting the player to fire. If there are multiple enemies tap Right<br />
Trigger again to switch lock between them. (Note: We may be able to replace<br />
draw with this, thus freeing up the triangle button).</p>
<p><i>Select:</i></p>
<p>Press select to enter Lara’s backpack, this<br />
is where she keeps her weapons, ammo, health, save game and puzzle items.</p>
<p><i>Start:</i></p>
<p>Press start to pause the action and view<br />
how well Lara is doing on the current level, viewable stats include – Time<br />
Taken, Distance Run, Ammo Used, Saves Used, etc…</p>
<p>PSP Control Tweaks</p>
<p>An area of concern would be that the control scheme from TR4 would not<br />
be up to modern standards. However, it should be noted that many of the<br />
limitations of the original Tomb Raider games’ control are the result of the<br />
PS1 pad’s digital input. Until analog sticks became standard, the camera<br />
relative control that is used virtually universally nowadays was not an option.</p>
<p>The PSP is also mainly digital, with a configuration that is very<br />
similar to the original PS1 pads. Although it does have an analog stick, this<br />
has been found to have very limited sensitivity, travel and user feedback. It<br />
is also awkwardly positioned on the PSP unit. Consequently, it should be noted<br />
that most PSP games are choosing to use the digital pad for primary control.</p>
<p>However, the plan for TR PSP would still be to address as many of the<br />
shortcomings of the original Tomb Raider control scheme as possible. This would<br />
include:</p>
<p>·<br />
Current<br />
control set tweaked to provide more fluid movement.</p>
<p>·<br />
Additional<br />
moves added to match the TR7 move set.</p>
<p>·<br />
Combat<br />
system overhauled to use similar target relative movement scheme proposed for<br />
TR7 (see the section on Combat).</p>
<p>·<br />
Animation<br />
blending introduced to provide more responsive controls than the pure animation<br />
driven system.</p>
<p>·<br />
‘Attractor<br />
system’ from Free Running used to provide better level markup.</p>
<p>The camera relative controls of Free Running<br />
would suite Tomb Raider very well, we have produced a test area to prove this.</p>
<p><b><i>Extra Moves</i></b><b> </b></p>
<p>We could add some moves from later TR games<br />
but ones that won’t break the current map configurations:</p>
<p><i>Climb</i> – could<br />
be added without any worries because the climbable walls have specific textures<br />
and can only be performed within specific areas.</p>
<p><i>Crawl</i> –<br />
another easy move to implement, we could use this to allow access to hidden<br />
areas too.</p>
<p><i>Sprint </i>– Tap X repeatedly when running to activate the sprint, works pretty<br />
much as it does in free running, running out after a while. When in combat mode<br />
X is used to fire, so no sprinting when fighting.</p>
<p><i>Corner Climbing</i> – Allow Lara to climb around corners when shimmying,<br />
this won’t break anything on the whole, there may be a few specific areas but<br />
we can easily fix them.</p>
<p><i>Horizontal Poles</i> – First we should<br />
simplify the controls to just holding X to stay on the pole, which keeps Lara<br />
swinging too. Release X to drop or tap jump to, well jump. We could use poles<br />
in none essential areas and also modify sequence jumps to include them.</p>
<p><b><i>‘Sweetening’<br />
the TR1 Controls</i></b></p>
<p>In general, the<br />
controls need to be more forgiving (e.g. last chance grab to prevent most fatal<br />
falls), more fluid, and generally faster. Some of this can be taken from later<br />
TRs (e.g. Auto-lining the player up with locks and levers) and some from Free<br />
Running. We should also look at a few entirely new ‘moves’ which will not<br />
conflict with map design but will make the game feel more fluid and up-to-date<br />
(e.g. a running pickup anim for collecting objects while on the move). The<br />
extensive use of blending rather than link anims should help to make the<br />
control system more responsive.</p>
<p>It is also likely that we will use the ‘attractor system’ from Free<br />
Running to provide better level markup and give the player more leeway in<br />
control.</p>
<p><b><i>Map<br />
Control Rules from TR1</i></b></p>
<p>In order for<br />
the maps to work, we must stick absolutely to the map rules from TR1:</p>
<p><i>Vaulting<br />
&amp; Climbing</i></p>
<p>·<br />
0.25<br />
blocks (1 click) Lara automatically steps up.</p>
<p>·<br />
0.5<br />
blocks (2 clicks) Lara vaults up when player presses ‘action’</p>
<p>·<br />
0.75<br />
blocks (3 clicks) Lara climbs up when player presses ‘action’</p>
<p>·<br />
1 block<br />
(4 clicks) Lara jumps straight up and grabs if the player holds ‘action’</p>
<p>·<br />
0.25<br />
blocks (1 click) When in water Lara can climb out.</p>
<p>Note: All vaulting and climbing can be performed onto<br />
a sloping surface, but only if the angle is 0.25 (1 click) or less</p>
<p><i>Jumping<br />
Vertical</i></p>
<p>·<br />
1.75<br />
blocks (7 clicks) this is the maximum height Lara can jump straight up to grab.</p>
<p><i>Standing<br />
Jump Forward</i></p>
<p>·<br />
Standing<br />
Jump forward 1 block to land on the centre of the target block.</p>
<p>·<br />
Standing<br />
Jump forward 2 blocks to grab the edge of the target block.</p>
<p><i>Running Jump<br />
Forward</i></p>
<p>·<br />
Running<br />
Jump forward 2 blocks to land on the centre of the target block.</p>
<p>·<br />
Running<br />
Jump forward 3 blocks to grab the edge.</p>
<p><i>Back Flip</i></p>
<p>·<br />
Lara<br />
can back flip 2 blocks.</p>
<p><i>Side Flip</i></p>
<p>·<br />
Lara<br />
can side flip 2 blocks.</p>
<p><i>Sliding</i></p>
<p>·<br />
Anything<br />
on or above 0.75 blocks (3 clicks) will cause Lara to slide</p>
<p><i>Shimmy</i></p>
<p>·<br />
Anything<br />
on or below 0.25 blocks (1 click) sloping edge can be shimmied along.</p>
<p><i>180’ Roll</i></p>
<p>·<br />
Lara<br />
always rolls across 1 block when she 180’ rolls, this is to allow her to climb<br />
onto a block and quickly turn to face the opposite direction ready to perform a<br />
running jump.</p>
<p><i>Tapping<br />
forward on D-Pad</i></p>
<p>·<br />
Lara<br />
steps 0.75 blocks forward and stops.</p>
<p><i>Tapping back<br />
on D-Pad</i></p>
<p>·<br />
Lara<br />
performs a small jump back from the front of the block to the back, placing her<br />
in the perfect position to run and jump from the edge.</p>
<p><b>3.<br />
Camera and Collision</b></p>
<p>The present Free Running camera is generally pretty good, and it is<br />
also likely that the TR1 camera would have to be ditched anyway because it<br />
relied on the AI box system (which will disappear if the collision becomes<br />
non-grid-based).</p>
<p>There could also be a secondary camera system designed specifically for<br />
trap areas. Basically you&nbsp;hold R-Trigger when your guns aren’t drawn, now<br />
the camera stays behind Lara and acts more like the original TR cam, now Lara<br />
can sidestep, side jump, roll and pull off all kinds of crazy manoeuvring that<br />
would be much harder in the regular control system. The player can release the<br />
R-Trigger to return to regular control and camera.</p>
<p><b>4.<br />
Combat and AI</b></p>
<p>Two of the things that made the combat unsatisfactory in the previous<br />
Tomb Raiders were automatic locking-on and unlimited ammo.</p>
<p>The automatic lock on and firing would be replaced by a system where<br />
Lara has to actually press a button to lock onto a target, and must press that<br />
button again to cycle between targets (this was implemented in TR 4 or 5 but<br />
was relegated to an optional control rather than being the default). This method forces the player to be actively<br />
responsible for targeting on enemies, and is thus more rewarding.</p>
<p>We will experiment with removing unlimited<br />
ammo. This would require at least one of the following adjustments:</p>
<p>1.&nbsp;&nbsp;&nbsp;&nbsp; There would need<br />
to be respawning ammo pickups in the level. This was used from TR3 onwards for<br />
specific level-essential ammo (such as crossbow bolts that were used for<br />
solving a puzzle) but this idea could be extended to normal pistol ammo (so<br />
Lara can always get more ammo, but it might mean going back someway through the<br />
level.</p>
<p>2.&nbsp;&nbsp;&nbsp; Lara would need a<br />
close range attack such as a kick, punch or pistol whip. If we have close<br />
combat, we will also need to experiment with using a Zelda style lock on<br />
baddies, so Lara rotates around the enemy whilst firing</p>
<p>We could<br />
also experiment with forcing the player to reload (possibly using the ‘draw<br />
weapon’ button).</p>
<p>We will also use the baddies from later TRs (though<br />
textured/modelled to look like the correct animal for TR1), and extend their<br />
abilities in terms of where they can get to on a map. There were quite a few<br />
tweaks and improvements in the AI over the course of Tomb Raiders 1-5 so we<br />
will use the later code as a basis. If the collision maps end up not being grid<br />
based then we will need to use navmeshes instead of the box system used for AI<br />
route finding in the old Tomb Raiders.</p>
<p><b>5.<br />
Hazards and Triggering</b></p>
<p>Traps need to be exported from old TR with everything setup, including<br />
anims and how they are triggered. Obviously all of the animations will<br />
eventually be updated, but we need to get the traps working from day one. A<br />
complete list of the traps/hazards that need recreating are in the appendices.</p>
<p>We should also look at making the traps non-lethal where possible.<br />
Instant death is less acceptable in modern games, and for many of the traps it<br />
would be an easy fix to put in a last-chance grab or something similar to make<br />
the game more forgiving.</p>
<p><b>6.<br />
Save Game</b></p>
<p>We will not totally remove the save game crystals for the PSP, as this<br />
would greatly dilute the game play (because the player would be allowed to save<br />
the game as often as they liked). It would also remove the tension that was<br />
present in TR1 as you searched for the crystals and the joy when you found<br />
them.</p>
<p>Instead we would keep the blue crystals from the original game, maybe<br />
adding a couple here and there if we think it’s necessary, and also adding<br />
another smaller green crystal that can be found in smaller hidden places and<br />
are collected in the normal fashion, the green crystals are a ‘save anywhere’<br />
type and are placed in the inventory until the player feels he needs to use<br />
one.</p>
<p>The player is given a fixed number of green crystals at the start of<br />
each level, which would initially be high and then reduce as the game<br />
progresses, after a level has been completed any spare green crystals are taken<br />
from the player and can be traded for either health or ammo, no crystals are<br />
carried over, allowing for easier difficulty level balancing.</p>
<p>This method would keep the tension of the original but still allow some<br />
degree of ‘save anywhere’ without ruining the dynamic of the game. The player<br />
would still take care when using a green crystal because they know there is a<br />
finite amount, tie that in with the possibility of being rewarded for not using<br />
the green crystals and the player isn’t going to want to waste them.</p>
<p>Another possible feature would be a “Save and Quit” save at any point<br />
which allows the player to save the game anywhere but which is erased when the<br />
player reloads it. This allows the player to save the game because the doorbell<br />
rings or they need to get off the bus, but prevents save game abuse. However,<br />
the fact that the PSP has a ‘hibernate’ mode means this may not be necessary</p>
<p><b>7.<br />
Co-operative Play</b></p>
<p>The first thing we should do is get two<br />
Lara’s dropped into the 1 player game without any modifications and allow a 2<br />
player Wi-Fi link, simply to test how much fun it would be. This is the very<br />
basic form of cooperative play and wouldn’t take too long to implement.</p>
<p>Next we add extra new cooperative elements<br />
such as a different looking secondary character (Melissa Croft, Lara’s younger,<br />
sexier, but slightly dodgy cousin), separate inventories for each player would<br />
promote them to fight for the treasure, ammo, puzzle and health pickups.<br />
Trading between the two inventories would also allow the two players to swap<br />
different items depending on their circumstances i.e. player 1 has loads of<br />
medi-packs and no ammo, player 2 has loads of ammo and no medi-packs, so they<br />
trade. Everybody’s happy.</p>
<p>Now we change existing puzzles without<br />
changing the geometry or puzzle setup, push-able blocks require both characters<br />
to push them, pressure pads now require both characters to stand on them, large<br />
levers require two people to shift them, etc.</p>
<p>The next phase of co-op mechanics would be<br />
actual map changing specifically for the co-op adventure, this could be<br />
localised to rooms within the room system and could act as a co-op only flip<br />
map. For example:</p>
<p>Player 1 and Player 2 are standing<br />
before a high wall with a pressure pad directly in front of them;</p>
<p>Player 1</p>
<p>stands<br />
on the pressure pad, which opens a door around the corner.</p>
<p>Player 2</p>
<p>goes through the door<br />
and up a flight of stairs.</p>
<p>Player 1</p>
<p>steps off the pressure<br />
pad and tries to run through the door, it closes again. He returns to the<br />
pressure pad area.</p>
<p>Player 2</p>
<p>is waiting above the<br />
pressure pad on top of the wall, when</p>
<p>Player 1</p>
<p>gets close to the pressure pad</p>
<p>Player 2</p>
<p>gets a prompt on his screen that says ‘Press X to pull player 2 up’</p>
<p>If he presses X we are<br />
presented with a small cutscene of</p>
<p>Player 2</p>
<p>helping</p>
<p>Player 1</p>
<p>up onto the wall. It is<br />
possible that ‘cutscene’ will actually be a linked anim with a simple camera<br />
cut to mask any ‘snapping’ of position or rotation.</p>
<p><i>Note: The one player version of this<br />
example simply required the player to push a block onto the pressure pad,<br />
allowing the door to stay open; all we’ve done is remove the block.</i></p>
<p>This allows us to add extra puzzle bits to<br />
the levels without breaking the original 1 player game. It should be noted that<br />
it doesn’t matter if the 2 player game is somewhat different to single player –<br />
for instance, allowing one player to give the other a leg-up and then being<br />
pulled up may allow the player to reach higher than the 7-click maximum they<br />
can get to on their own. As long as this doesn’t create bugs, it’s okay if it<br />
allows the players to bypass one or two puzzles that they would otherwise have<br />
to face in the single player game.</p>
<p>There are<br />
also other types of multi-player interaction which are fun without being<br />
directly co-operative – e.g. if a boulder comes rolling down a slope and<br />
there’s only one alcove to hide in, and that isn’t being enough for both<br />
players, then one player is going to have to find some other way of escaping<br />
(and fast!).</p>
<p>There will<br />
also be occasions where one player will provide covering fire taking out<br />
enemies while the other player opens a puzzle lock or pulls levers to get a<br />
door open.</p>
<p>In treasure rooms the players will be<br />
actively competitive trying to get to the treasure first. Although we don’t<br />
want the players actively trying to kill each other, the levels could be<br />
designed in such a way that they can slow each other down.</p>
<p>Although it’s a completely different sort of<br />
game, the most recent 2D Zelda on GameCube uses this co-operative/competitive<br />
style very effectively (with up to 4 players). They use many of the mechanisms<br />
that we have already proposed (such as needing more than one person to push a<br />
block, and needing people to be standing on pressure pads in different rooms to<br />
open a door) but it would be worth going through the game in detail to look at<br />
their co-operative puzzles, even though the 3D environment of Tomb Raider<br />
provides us with many more possibilities.</p>
<p><b>8.<br />
Multiplayer Trading/Unlocking</b></p>
<p>Tomb Raider 1 had many items in the levels that looked collectable but<br />
weren’t, in TR: TAE we could allow the player to collect them along with many<br />
other items too, some items being invisible apart from a small glint when the<br />
light catches them, these items are valuable to Lara.</p>
<p>Even though they are none essential to finishing the game the<br />
antiquities are grouped into collections based on where they were found and<br />
what they are, there could be a collection of roman coins for example.</p>
<p>Each time a level is completed the player is given the option to return<br />
to Lara’s mansion and drop off the antiques they have accrued in the level,<br />
they will appear in display cases inside the treasure room. Empty cases hint to<br />
the player that other collections are to be found if they look hard enough, and<br />
empty positions within a display case show the player how many items there is<br />
in that collection.</p>
<p>Because it is unlikely that two players will go through the whole game<br />
in co-operative mode, the single-player game should unlock the equivalent<br />
co-operative level once that level is complete. This allows players to play a<br />
single level in co-operative mode once that level has been unlocked.</p>
<p>World<br />
Raider Tombs</p>
<p>Completing an antiques collection unlocks a secret ‘World Raider’<br />
hidden tomb. The tombs have different themes depending on difficulty and skill,<br />
these are: Trap Tomb, treasure Tomb, Combat Tomb. Each proper level (or area)<br />
of the game has a World Raider Tomb equivalent. It is also possible that we’ll<br />
unlock one-off tombs from other famous areas of antiquity.</p>
<p>The Player doesn’t have to find all of the pieces to a collection to<br />
unlock a World Raider Tomb; they can trade spare pieces with other PSP users to<br />
get the ones they need. The logic could be done something like this –</p>
<p>Tom has most of the antiques to unlock Peru World<br />
Raider Tomb 1 and only needs one more piece. He also has a couple of pieces for<br />
Egypt World Raider Tomb 3.</p>
<p>Player 1</p>
<p>has only a few pieces of the Peru collection<br />
but has most of the pieces for Egyptian World Raider Tomb 3; he needs three<br />
more pieces to unlock it.</p>
<p>Player 2</p>
<p>asks</p>
<p>Player 1</p>
<p>if he wants to trade one of his Egyptian<br />
pieces for the Peru<br />
piece he needs,</p>
<p>Player 1</p>
<p>being a bit greedy declines the offer.</p>
<p>Player 2</p>
<p>now asks if all three of the Egyptian pieces will<br />
do for the one Peru<br />
piece,</p>
<p>Player 1</p>
<p>agrees and the items are traded.</p>
<p>The key thing about trading is that the items remain unique to a<br />
players save game, for example – Now that Tom has traded the Peru piece he<br />
won’t be able to collect it again in his version of the game, because it’s<br />
already been collected and traded, the only way he can acquire this piece is by<br />
trading it back from another PSP player. This means that depending on how each<br />
individual player progresses through the game they will unlock different World<br />
Raider Tombs.</p>
<p>Another system, which could be used either instead of or as well as the<br />
previous system, would be to allow temporary unlocking of features depending on<br />
the combination of items that the two players possess. For example, I have a<br />
number of shards of an impressive Grecian urn, but not the full thing. You also<br />
have an incomplete urn, but between us we have all of the pieces of it<br />
(probably plus some duplicates). Neither of us individually has access to the<br />
Angkor Wat treasure room, but it is unlocked for us while we share a wi-fi<br />
connection so we can play a co-operative (or competitive!) treasure hunt in<br />
there.</p>
<p>Many other unlockables are also possible in the game, such as unlocking<br />
extra weapons or outfits. We should also allow the player to play the game<br />
through single-player with Melissa Croft once they’ve completed it with Lara.</p>
<p><b>9.<br />
Viral Marketing</b></p>
<p>This technique<br />
should be considered for TR:TAE It is a way of trying to use purchasers of the<br />
game to distribute demos of the game and encourage others to play it.</p>
<p>1)&nbsp;&nbsp;&nbsp; The game allows the player to<br />
create a playable demo of the game (which only has a small subset of<br />
levels/content) onto a memory stick provided by another PSP owner.</p>
<p>2)&nbsp;&nbsp;&nbsp; When they start up their demo<br />
game, some of the items in the game are created using the unique ID of their<br />
PSP… some of these items will not be available in the main (non-demo) game, and<br />
there is a possibility that they might be quite rare.</p>
<p>3)&nbsp;&nbsp;&nbsp; These items can be traded (potentially<br />
back to the person who owns the original game)… the player would have to play<br />
for a while to get these items.</p>
<p>4)&nbsp;&nbsp;&nbsp; The demo save game can be loaded<br />
into the full game – so if the player of the demo buys the full game they can<br />
continue from wherever they got to in the demo.</p>
<p>This means that<br />
owners of the game have an incentive to give away demos of the game, because<br />
they might get something out of it. There is also the lottery ticket aspect<br />
that you have no idea what items any particular PSP will produce until you put<br />
the demo on it and play the game.</p>
<p>Notes:</p>
<p>·<br />
“items” is used here as a cover-all name for anything of value or<br />
interest in the game, and is not limited to inventory items.</p>
<p>·<br />
I think that actually putting the demo onto a memory stick is the ideal<br />
way forward because the player can then take it away with them and get hooked<br />
on the game at their leisure. It would be even better if the demo could itself<br />
spawn demos, but this might present technical difficulties. However, the<br />
concept would still work if the game could spawn a multiplayer game over Wi-Fi</p>
<p>·<br />
Obviously we would need to find out from Sony very early on if this<br />
sort of thing would be allowed.</p>
<p><b>10.<br />
Front End and Inventory</b></p>
<p>Although many<br />
improvements have been made to the TR front end and inventory over the years,<br />
many people are still attached to the original ‘carousel’ front end and<br />
inventory. As a front end this is possibly a bit minimalist for a modern game,<br />
so the proposal is to have a front end which pays homage to the original TR<br />
front end, for example by having the items laid out on a table at which Lara is<br />
sitting and having the camera spin round to focus on each item as you move the<br />
d-pad left or right.</p>
<p>The in-game<br />
inventory should be based on the original TR, while including many of the enhancements<br />
that were made over the entire TR series (such as shortcuts for the most common<br />
inventory actions)</p>
<p><b>11.<br />
Levels and Maps</b></p>
<p>The idea is to preserve the original levels (albeit in a graphically<br />
enhanced form), with additional secret areas and treasure rooms. The proposal<br />
would be to revisit all areas of the game engine to see what improvements could<br />
be made. The geometry built in Maya rather than the simple TR editor based on<br />
the original level maps. The collision would remain largely unchanged but could<br />
be modified in areas where we were certain it would not break the gameplay.</p>
<p>Static Objects need<br />
to be exported from the old TR maps with instancing already set up and basic<br />
collision, and flip maps need to be exported from old TR fully with triggers<br />
intact. We will investigate using the technique of later TRs, where rooms could<br />
be individually flipped rather than the universal flipping on and off which<br />
took place in TR1 (and led to some very convoluted triggering).</p>
<p>We will also use coloured<br />
lighting and light states for certain rooms, similar to flip maps but with<br />
flipped lights, so you could set up a blend type between the two light states,<br />
good for creating flickering lights without the need for dynamic light.</p>
<p>For the levels, there will be a general tidying and improvement in<br />
terms of new, better textures and removing some of the worst aspects of<br />
blockiness. Some areas will be further improved, and particular “spectacular”<br />
points of the map will be given the most attention in terms of graphic<br />
reworking. We are currently identifying which areas in each level to<br />
concentrate on. Here are a couple of examples:</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/c2ab0d3d65364091c1c6012bb5067302/tumblr_inline_odz3ohBdCM1rwngbp_540.png" alt="image"></figure>
<p><i>Peru</i><i> Caves – The Key<br />
Primary areas being the Bridge and the Overgrown ruins.</i></p>
<figure class="tmblr-full"><img fetchpriority="high" decoding="async" class="alignnone" src="http://68.media.tumblr.com/7c61bd679f2cc660aaa02e5165c2a2a8/tumblr_inline_odz3oilBNP1rwngbp_540.png" alt="image" width="540" height="388"></figure>
<p><i>St. Francis’<br />
Folly – The main ‘shaft’ area is the primary area.</i></p>
<p><b>12.<br />
Graphics and Animation</b></p>
<p>The game will<br />
based on the original game, with the following enhancements:</p>
<p>1.<br />
Higher<br />
resolution textures.</p>
<p>2.<br />
More<br />
detailed geometry. The original geometry will be exported to Maya and updated<br />
to add detail.</p>
<p>3.<br />
Improved<br />
lighting. The original game had monotone lighting – the proposal is to add<br />
coloured lighting.</p>
<p>4.<br />
Replacement<br />
of sprites with 3D models.</p>
<p>5.<br />
Improved<br />
particle effects.</p>
<p>6.<br />
Full<br />
screen effects (blooming, focal blur).</p>
<p>7.<br />
Fully<br />
skinned and detail Lara model (depending on which version of Lara we decide to<br />
use)</p>
<p>8.<br />
Link<br />
anims replaced with blending</p>
<p>9.<br />
Skinned<br />
and higher detail enemy character and creature models.</p>
<p>10.<br />
FMV<br />
sequences redone. Alternatively, it may be possible to resample the original<br />
sequences.</p>
<p>11.<br />
Use ragdoll physics for Lara</p>
<p><b>13.<br />
Difficulty and Tutorials</b></p>
<p>The game needs to be easier in general (for modern, particularly US<br />
tastes) and we will need to extend the tutorials to cover any new moves. As<br />
well as making the game more forgiving (by using things such as last-chance<br />
grab), we can add context-sensitive control help in early levels in the same<br />
manner as Free Running (either giving the player help in particular points on<br />
the map, or supplying feedback when they do something wrong).</p>
<p><b>14.<br />
Audio</b></p>
<p>Nothing major to do here… update some of the sound effects, put floor<br />
material sound effects in (as in later TRs), keep original music. The only<br />
possible problems are: Lara’s voice and VOs for FMV, new voice stuff for<br />
Melissa (it would be nice is there was some “chat” between the two Crofts).</p>
<p><b>15.<br />
Design Methodology</b></p>
<p>Take the existing Tomb Raider 1 design, then add new aspects to the<br />
game but in a modular fashion so that we can finish the game at any point<br />
without breaking it. This applies to the overall game design in terms of adding<br />
new features as well as the reworking of the actual levels from Tomb Raider 1.</p>
<p><b>16.<br />
Resources</b></p>
<p><b><i>Timeline</i></b></p>
<p>The installed base for PSP units in early<br />
2006 is predicted by Sony to be in the region of 5 million units. Sales of a<br />
PSP Tomb Raider would therefore likely be in the region of 250,000 – 500,000<br />
units assuming an attach rate of 5-10%.</p>
<p>So, due to the limited sales potential of the<br />
title on a relatively new platform, the project scope would need to be limited<br />
to allow a small team to turn around the game in a short time period.</p>
<p>The current plan is therefore for Tomb Raider<br />
PSP to ship Q2 2006.</p>
<p><b><i>Team</i></b></p>
<p>Expectation is that team size would be an<br />
average of 15 people (peak 20) over 10-12 months.</p>
<p>An additional full-time programmer may be<br />
needed. Also, 5-10 more artists would be required depending on the scope of the<br />
project.</p>
<p><b>The Treasure<br />
Room</b></p>
<p>Croft Manor holds more secrets than one dare to count,<br />
Lara’s most precious secret being the treasure room, here Lara displays her<br />
most precious items and also trades with other Tomb Raiders via her Laptop.<br />
Within the treasure room lies many glass display cabinets, the cabinets are<br />
arranged around a large bronze globe in the center of the room, some of th<br />
cabinets are full, some are partially full, other lie empty, waiting for Lara<br />
to fill them.</p>
<p><b>Getting in</b></p>
<p>The Treasure room is initially hidden from the player<br />
but if they care to look in Lara’s inventory they will find half of a Dragonfly<br />
Broach, if the player finds the other half, which is hidden within the first<br />
room of the house, they can combine the two halves into a key that unlocks a<br />
secret door, the secret door can be found near a tiffany lamp with the same<br />
dragonfly shape on it, if Lara places the key into the lock of the drawer on<br />
the table that the lamp sits on, it will open the secret door instead of the<br />
drawer.</p>
<p>Once inside the treasure room the player can view<br />
Lara’s most precious items, and also view the empty cases too, these are to be<br />
filled by the player, completing collections with unlock bonus features (see<br />
below), there are 16 empty cabinets in the treasure room, each cabinet unlocks<br />
a special feature, the special features are:</p>
<p><b>Lost Tomb (see below for more details)</b></p>
<p><b>Weapons</b></p>
<p><b>Outfits</b></p>
<p><b>Concept Material</b></p>
<p>If the player positions Lara in front of a display<br />
cabinet and presses ‘X’ they will be presented with a fullscreen view of the<br />
cabinet, allowing them to see exactly what they need to collect or trade and<br />
what they already have. If the player views a completed collection for the<br />
first time they will be congratulated and asked if they wish to view, wear,<br />
arm, or visit the unlocked feature depending on what the feature is. For<br />
example –</p>
<p>‘Well done, you have unlocked the Egyptian Lost Tomb,<br />
would you like to explore it now YES/NO?’</p>
<p>If the player selects YES, the camera flies near to<br />
the globe and settles on Egypt.</p>
<p>If they select NO, the camera returns to the normal<br />
ingame camera behind Lara.</p>
<p><b>What Treasure<br />
does</b></p>
<p>Treasure can be collected in-game and also in the Lost<br />
Tombs (See Below) and is usually part of a larger artifact. When a cabinet has<br />
been filled, or a collection completed, the player is rewarded with a surprise<br />
feature unlock.</p>
<p><b>Trading between PSP<br />
users</b></p>
<p>Lara can trade treasure items with other Tomb Raiders<br />
via the PSP’s Wi-Fi link, the player accesses the trade screen by guiding Lara<br />
to the laptop that sits on Lara’s desk and pressing ‘X’, now the player is<br />
presented with a full screen menu, something like this</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/a02721a76bc8c61d314ab065e089bf47/tumblr_inline_odz3ojjtlJ1rwngbp_540.png" alt="image"></figure>
<p>Lara’s items<br />
are displayed on the left whilst the other connected player (connect via Sony<br />
standard Wi-Fi link) has his artefacts displayed on the right. The artefacts<br />
highlighted in red are the ones that Lara and the other Tomb Raider are<br />
prepared to trade, the player can only select his items to highlight in red.<br />
The small box next to each item represents which artefacts both players want to<br />
have, the player can only place a tick (represented as a T) in the other Tomb<br />
Raiders list, so in John Smiths half, Lara has ticked Roman Coin 7, Egyptian<br />
Statue piece 8, and Peruvian Pot piece 4, John Smith has ticked Roman Coin 1<br />
and Greek Vase piece 3, so Lara has ticked more artefacts than John, but if<br />
both players are happy with the trade then pressing ‘X’ when the large bottom<br />
portion of the screen is highlighted will complete the trade and swap the<br />
desired items.</p>
<p>Once traded the<br />
new items will appear inside their respective display case. All tradeable<br />
artifacts can be found more than once within the game, but some are found more<br />
often than others, this will differ from PSP to PSP by using a random seed<br />
generator in connection with the unique ID that every PSP has, this means that<br />
every PSP owner who has Tomb Raider will have different treasure to find and<br />
trade, thus promoting artifact trading between PSP users to help them unlock<br />
special features.</p>
<p><b>Lost Tombs</b></p>
<p>Probably the<br />
most prized unlockable feature, Lost Tombs have many challenges and treasure to<br />
find and conquer, some of the treasure is only found inside Lost Tombs so for<br />
the player to complete his collection requires him to find Lost Tombs. There<br />
are four Lost Tombs to find, each tomb having a veriety of challenges to<br />
overcome, here are the types –</p>
<p>Combat<br />
Challenge – Lara is locked inside a small arena, enemies attack her from all<br />
sides, kill them all and survive to reach the treasure.</p>
<p>Puzzle<br />
Challenge – Lara is faced with a tricky timed puzzle, she must solve it to<br />
reach the treasure.</p>
<p>Trap Challenge<br />
– A run the gauntlet style challenge. Lara must traverse the trap sequence to<br />
reach the treasure.</p>
<p><b>2 Player<br />
Co-Operative Inventory ‘Give’ feature</b></p>
<p>In two player Co-Op mode Lara and Melissa take on the<br />
adventure together via the PSP Wi-Fi link, each player controls either Lara or<br />
Melissa. When Lara or Melissa collects certain items such as medi-packs or<br />
ammo, they can be given to the other character to help them out. Here is how<br />
it’s done –</p>
<ul>
<li>Lara<br />
and Melissa are standing close to each other</li>
</ul>
<ul>
<li>Player<br />
1(Lara) accesses his inventory by pressing ‘start’</li>
</ul>
<ul>
<li>He<br />
selects a Small Medi-Pack by rotating the carousel with left and right<br />
analog and presses ‘X’</li>
</ul>
<ul>
<li>An<br />
option box is displayed for the Small Medi-Pack –</li>
</ul>
<p>Use,&nbsp;Combine or&nbsp;Give<br />
to Melissa</p>
<ul>
<li>Player<br />
1 uses the Up and Down analog direction and selects ‘Give to Melissa’ by<br />
pressing ‘X’</li>
</ul>
<ul>
<li>Player<br />
1 is now presented with an option box ‘Are you sure YES/NO?</li>
</ul>
<ul>
<li>He<br />
selects YES by pushing left or right on the analog (default yes) and<br />
presses ‘X’</li>
</ul>
<ul>
<li>The<br />
Small Medi-Pack disappears from Player 1 (Lara’s) inventory and appears in<br />
Player 2 (Melissa’s) inventory.</li>
</ul>
<ul>
<li>Player<br />
2 (Melissa) receives an on-screen prompt ‘Lara has given you an item’<br />
followed by the given item (Small Medi-Pack) appearing in the bottom right<br />
corner of the screen, as if Melissa had just collected it herself.</li>
</ul>
<ul>
<li>Now<br />
Player 2 (Melissa) can access her inventory and view/use the new item as<br />
they wish.</li>
</ul>
<p><b>Points to note:</b></p>
<p>The ‘Giving’ feature can only be accessed when both<br />
characters are close to one another. This creates some interesting situations<br />
(see below for examples) of how the giving feature can be used.</p>
<p>Only certain types of item can be given, these are –<br />
Health Items, Puzzle Items such as keys or artifacts, Ammo.</p>
<p>Items that can’t be given are – Save Crystals<br />
(unnecessary because both players progress is saved), weapons, treasure (Can<br />
only be traded in the Treasure room).</p>
<p>When Lara and Melissa are close to each other, an<br />
onscreen icon appears to let both players know that they can give items to each<br />
other.</p>
<p><b>Example Puzzle<br />
Situations:</b></p>
<p>Example A –</p>
<p>Lara and Melissa have been split up and have to work<br />
alone for a while, Lara is in a room with water in it, Melissa is in an enemy<br />
infested dungeon, the two rooms are joined by a small port cullis. Lara swims<br />
around and finds a key, a cut cam shows the exit door opening for her, but<br />
Melissa can’t find anything to open her exit door, Lara must go up to the port-cullis<br />
and give Melissa the key to the exit door, allowing her to exit with Lara.</p>
<p>Example B –</p>
<p>Melissa stands on the pressure pad, allowing Lara to<br />
climb onto the raised block and climb onto a higher ledge. Lara finds an<br />
artefact on the ledge and passes it down to Melissa so she can unlock a door<br />
that leads up to the ledge Lara stands on.</p>
<p>Co-operative Play</p>
<p>The<br />
first thing we should do is get two Lara’s dropped into the 1 player game<br />
without any modifications and allow a 2 player Wi-Fi link, simply to test how<br />
much fun it would be. This is the very basic form of cooperative play and<br />
wouldn’t take too long to implement.</p>
<p>Next we add<br />
extra new cooperative elements such as a different looking secondary character<br />
(Melissa Croft, Lara’s younger, sexier, but slightly dodgy cousin), separate<br />
inventories for each player would promote them to fight for the treasure, ammo,<br />
puzzle and health pickups. Trading between the two inventories would also allow<br />
the two players to swap different items depending on their circumstances i.e.<br />
player 1 has loads of medi-packs and no ammo, player 2 has loads of ammo and no<br />
medi-packs, so they trade. Everybody’s happy.</p>
<p>Now<br />
we change existing puzzles without changing the geometry or puzzle setup,<br />
push-able blocks require both characters to push them, pressure pads now<br />
require both characters to stand on them, large levers require two people to<br />
shift them, etc.</p>
<p>The next phase<br />
of co-op mechanics would be actual map changing specifically for the co-op<br />
adventure, this could be localised to rooms within the room system and could<br />
act as a co-op only flip map. For example:</p>
<p>Person A and Person B are standing before a high<br />
wall with a pressure pad directly in front of them; Person A stands on the<br />
pressure pad, which opens a door around the corner.</p>
<p>Person B goes through the door and up a flight of<br />
stairs.</p>
<p>Person A steps off the pressure pad and tries to run<br />
through the door, it closes again. He returns to the pressure pad area.</p>
<p>Person B is waiting above the pressure pad on top of<br />
the wall, when Person A gets close to the pressure pad Person B gets a prompt<br />
on his screen that says ‘Press X to pull player 2 up’</p>
<p>If he presses X we are presented with a small<br />
cutscene of Person B helping Person A up onto the wall. It is possible that<br />
‘cutscene’ will actually be a linked anim with a simple camera cut to mask any<br />
‘snapping’ of position or rotation.</p>
<p><i>Note: The one player version of this example simply required<br />
the player to push a block onto the pressure pad, allowing the door to stay<br />
open; all we’ve done is remove the block.</i></p>
<p>This allows us<br />
to add extra puzzle bits to the levels without breaking the original 1 player<br />
game. It should be noted that it doesn’t matter if the 2 player game is<br />
somewhat different to single player – for instance, allowing one player to give<br />
the other a leg-up and then being pulled up may allow the player to reach<br />
higher than the 7-click maximum they can get to on their own. As long as this<br />
doesn’t create bugs, it’s okay if it allows the players to bypass one or two<br />
puzzles that they would otherwise have to face in the single player game.</p>
<p>There<br />
are also other types of multi-player interaction which are fun without being<br />
directly co-operative – e.g. if a boulder comes rolling down a slope and<br />
there’s only one alcove to hide in, and that isn’t being enough for both<br />
players, then one player is going to have to find some other way of escaping<br />
(and fast!).</p>
<p>There<br />
will also be occasions where one player will provide covering fire taking out<br />
enemies while the other player opens a puzzle lock or pulls levers to get a<br />
door open.</p>
<p>In treasure<br />
rooms the players will be actively competitive trying to get to the treasure<br />
first. Although we don’t want the players actively trying to kill each other,<br />
the levels could be designed in such a way that they can slow each other down.</p>
<p>Although it’s<br />
a completely different sort of game, the most recent 2D Zelda on GameCube uses<br />
this co-operative/competitive style very effectively (with up to 4 players).<br />
They use many of the mechanisms that we have already proposed (such as needing<br />
more than one person to push a block, and needing people to be standing on<br />
pressure pads in different rooms to open a door) but it would be worth going<br />
through the game in detail to look at their co-operative puzzles, even though<br />
the 3D environment of Tomb Raider provides us with many more possibilities.</p>
<p>Escape<br />
from Atlantis</p>
<p>Overview</p>
<p>The<br />
new final level of Tomb Raider 10<sup>th</sup> Anniversary pitches Lara against<br />
a huge Atlantean War Machine controlled by Natla. Lara must escape from the<br />
crumbling remains of Atlantis through caverns filled with flowing Lava as the<br />
War Machine uses it’s terrifying energy beam to blast whole sections of cavern<br />
inward, Natla is hell-bent on destroying Lara and what left of Atlantis,<br />
nothing else matters to her now.</p>
<p>Objective</p>
<p>Lara<br />
must escape from Atlantis through the volcanic caverns and destroy the war<br />
machine with Natla inside it.</p>
<p>Level<br />
Flow &#8211;</p>
<p><b>Lead in:</b></p>
<p>The level begins where<br />
the last left off, inside the great pyramid structure. Lara has just battled<br />
with a mutated flying Natla and has seemingly killed her, Lara then climbs<br />
around the structure to find a way out, when she reaches the high columns and<br />
jumps onto the first one a cut scene is triggered –</p>
<p><b>Cutscene:</b></p>
<p>The pinnacle of the<br />
pyramid structure is blasted inward by a huge energy beam, a massive hole has<br />
been created in the roof sending floods of light rays into the dark interior,<br />
the whole structure starts to shake periodically as the unseen colossus<br />
approaches, Lara fights against the tremors to stay atop the column as she<br />
stares up into the light, waiting.</p>
<p>The light is drowned<br />
out as a huge shape fills most of the hole leaving only small streaks around<br />
it’s edges, the war machine pears into the pyramid looking for something, it’s<br />
search beams scanning the room beneath. Lara quickly hangs from the back of the<br />
pillar as the beam heads toward her, then down to the floor. The beam stops<br />
moving, it’s found what it came for, Natla.</p>
<p>The beam intensified as<br />
Natla’s limp body is dragged from the floor in the beam, as she begins to rise<br />
high into the void Natla stirs, shocked at first as she rises slowly toward the<br />
colossus above.</p>
<p>Lara climbs back onto<br />
the column and blasts at Natla as she rises in the beam, her bullets are<br />
harmlessly bounced away, Natla begins to laugh, a long insane laugh as she<br />
realises that Lara is still alive and she has the power to finish her off. She<br />
is carried all the way up into the belly of the war machine, ready to destroy<br />
Lara once and for all. The war machine turns to look at Lara.</p>
<p>Game on.</p>
<p><b>In-Level Gameplay:</b></p>
<p>1. Lara starts atop the<br />
tall stone pillar, her immediate aim is to cross the chamber to the exit on the<br />
far wall. She must move quickly as the War machine blasts the pillar she’s<br />
standing on just as she jumps to the next, it constantly targets Lara using the<br />
search beam as she jumps from pillar to pillar into the what she thinks is the<br />
exit tunnel.</p>
<p>2. Lara reaches the sloped tunnel and starts to run down<br />
it, there is a strange red glow at the far end. The war machine leaves the main<br />
pyramid chamber out of view, the huge tremors accompany it as it leaves. Ahead<br />
of Lara in the tunnel, small rocks and dust falls from the ceiling with each<br />
tremor, as the tremors become more distant the dust falls move further down the<br />
tunnel, Lara realises that the war machine is moving ahead ready to attack her<br />
again.</p>
<p>3. The tunnel joins high up into a larger cavern, looking<br />
down Lara can see a vast river of lava flowing to her left into the cave which<br />
is blocked off by a large rockfall, the lava flows between the rocks and off<br />
into an unseen cave, to her right lies a huge lava fall. Lara jumps across the<br />
cavern onto another high ledge and turns right toward the lava fall, the fall<br />
flows into an Atlantean chamber with a large suspended platform in its centre,<br />
the gantry that leads to the platform has been destroyed by part of the falls.<br />
Lara jumps, climbs and shimmys around the chamber until she reaches the<br />
platform, it’s some sort of lift that should take her to the surface.</p>
<p>Lara pushes the button on the lift and it begins to rise<br />
but stops as a huge blast rips through the wall of the chamber cutting the lift<br />
power, it malfunctions and drops toward the lava below. The lift platform lands<br />
in the lava with Lara still on it, luckily it floats down the river away from<br />
the falls back into the cavern toward the blocked off bit. As the platform<br />
approaches the blocked off area the huge familiar tremors of the war machine<br />
start again, this time getting closer and more intense, sending plumes of lava<br />
skyward.</p>
<p>Another huge blast shatters the blockage as the war machine<br />
peers through the hole, Lara jumps from the platform onto the rocky ledge and<br />
into a small tunnel, the tunnel dog-legs back into the main cavern which is now<br />
curving to the right</p>
<p>4. When she emerges the war machine is still there peering<br />
in through the darkness, search beam cutting through the mist, looking for her.<br />
The ledge Lara stands on has smaller outcrops jutting upward, giving her places<br />
to hide, but Lara is attacked by a smaller sentinel that alerts the larger war<br />
machine, it blasts the ledge, sending it into the lava, Lara jumps onto the<br />
ledge as it floats down stream, the war machine keeps tracking and blasts<br />
another huge chunk of ceiling from the cavern, it falls into the lava too,<br />
creating another platform for Lara to jump to. As Lara floats away from the<br />
sentinel it moves away again.</p>
<p>5. Around the bend the river narrows into another falls,<br />
jamming the platform against its walls, Lara climbs up the rock face into a<br />
larger chamber. The chamber has a high rock platform with the lava flowing<br />
downward through a natural archway into a large pool, a stone walkway leads<br />
around the edge of the cavern toward the exit, Lara runs across the walkway and<br />
is stopped by the energy beam from the war machine which tears through the<br />
walkway sending it tumbling into the lava, leaving Lara stranded on a small<br />
outcrop, she must climb back where she came from onto the platform.</p>
<p>Once back on the platform the war machine blasts through<br />
the ceiling again and targets Lara, there are a few rock formations in here<br />
that she can use as cover, but if the war machine sees her the beam blasts it<br />
away. Lara must get across to the opposite side of the chamber, the only way is<br />
to force the war machine into blasting a tall rocky outcrop, which falls across<br />
the gap creating a rock bridge.</p>
<p>Lara starts to run across the bridge, when she’s two thirds<br />
of the way across the energy beam rips through part of it, tilting it downward,<br />
Lara must sprint to make it to the other side before it falls into the Lava.</p>
<p>Lara finds herself on another large platform and must keep<br />
moving here, a series of jumps lies ahead onto a section of sloping platforms,<br />
Lara jumps between them as they are blasted one by one behind her, after the<br />
jumps lies another platform with a large outcrop near it’s edge. High up on the<br />
wall is a small cave entrance but it’s too high for Lara to reach, she must<br />
trick the war machine into blasting the outcrop, the force of the blast slams<br />
the outcrop against the wall, creating a way up to the cave entrance, Lara<br />
quickly climbs up and into the cave.</p>
<p>6. The cave doglegs back into the main cavern onto a small<br />
rock platform, Lara must climb down from it onto a lower platform just above<br />
the surface of the Lava. There are more platforms sticking out from the<br />
surface, some are flat while others are sloped, the lava is also more violent<br />
here with plumes of fire and ash jetting upward into the cavern. Lara must<br />
cross this section to proceed onward.</p>
<p>The cavern joins into another larger cave that runs across<br />
it, the lava is faster in here and is fed by another lava fall to Lara’s left.<br />
Large chunks of rock are constantly pushed over the falls and down the river,<br />
she must use them to cross to the far side just before the cave bends to the<br />
left.</p>
<p>7. Lara jumps onto the small platform and is attacked by<br />
smaller sentinels, she jumps down onto a lower platform which breaks away from<br />
the cavern wall and floats down around the bend, as Lara turns the corner she<br />
is confronted with a truly terrifying site, the war machine is standing in what<br />
looks like the crater of a live volcano, it’s huge legs bracing it against the<br />
walls with it’s massive body hanging over the centre of the lava lake, it seems<br />
to be dormant as Lara approaches she sees the long proboscis hanging down into<br />
the lava, it’s recharging itself for the final battle.</p>
<p>8. The lava lake has a large island in the centre with a<br />
hole in it, with the rest of the lava flowing around it. As Lara jumps onto the<br />
island the war machine is awakened, it retracts the proboscis and tracks Lara,<br />
the machine must be destroyed thus killing Natla too but this is no easy task<br />
as it tracks Lara with more ferocity than before, blasting chunks of the island<br />
away as it does so.</p>
<p>The war machine uses it’s tractor beam to lift huge chunks of<br />
rock from the island and blasts them back at Lara, if she leads the war machine<br />
near a molten ball of lava that’s just been spat from the lake it will beam<br />
them up too, Lara must shoot the magma ball whilst it’s in the beam to explode<br />
it near the war machine, taking damage from it and temporarily disrupting it’s<br />
shields, she can now target the elbow structures of its four huge legs, but<br />
only for a short while before the shields go back up. Only two of the four<br />
elbows must be destroyed to send the war machine crashing into the lava.</p>
<p><b>Cutscene: </b></p>
<p>The war machine explodes in the lava lake, sending plumes<br />
of magma across the island, Lara begins the long climb up the side of the<br />
crater to the light above, as she climbs the sound of a chopper can be heard,<br />
Lara looks down and sees the lava boiling up inside the crater, the volcano is<br />
about to erupt, she climbs faster and sees the chopper. Winston, Lara’s trusted<br />
butler, talks over the loudspeaker “Afternoon ma’am, I just thought I’d drop in<br />
and give you a hand” the lava begins to rise, Lara quickly jumps to the chopper<br />
and grabs the landing skid, the chopper rises quickly out of the crater as the<br />
lava plume chases it up, the volcano explodes just as the chopper clears it,<br />
Lara shouts to Winston “Mine’s an Earl Grey, white with two sugars. Oh and<br />
Winston, thanks”</p>
<p>The End.</p>
<h2>Technical Info</h2>
<p><b>The War Machine</b></p>
<p>Although huge and<br />
terrifying, the war machine isn’t actually a full blown enemy due to its size,<br />
it’s actually bigger than the area Lara moves through, so having it appear on<br />
the outside of the room is a good thing. The war machine will have a series of<br />
scripted animations, which are triggered as Lara moves through the caverns –</p>
<p>Appear over the hole – The war machine straddles the hole<br />
in the roof and lowers its torso inside.</p>
<p>Disappears from view – The war machine lifts its torso out<br />
of the hole and walks off.</p>
<p>Once in position the<br />
war machines torso and head area can track Lara, this isn’t done with animation<br />
but in code, allowing it to follow her pretty much anywhere in the room below.</p>
<p>The<br />
war machine has one pretty terrifying weapon in the form of an energy beam,<br />
Lara must move quickly as the beam has a slight lag before it catches up to<br />
her, the player has a warning period before the full energy beam is activated,<br />
as follows:</p>
<p>Search beam = Green</p>
<p>As the war machine<br />
tracks Lara it’s search beam is harmless, she can quickly dash through it<br />
without harm but if she lingers in it too long –</p>
<p>Pre Fire Target Lock =<br />
Red</p>
<p>The beam turns red,<br />
signalling to the player that they have to get out of the beam quickly before<br />
they get toasted, if they fail to get out –</p>
<p>Energy Beam = White</p>
<p>A huge ray of pure<br />
energy is blasted forth from the war machine, taking heavy damage from Lara,<br />
she can only be hit twice with a full Health bar by this. She will even lose a<br />
small amount of damage just being near to the beam.</p>
<p>Weak Spot = No Beam</p>
<p>After the energy beam has expired there is a small period<br />
before the search beam kicks in again, this is Lara’s chance to rain a few well-placed<br />
shots into the massive lens. This will stop the war machine tracking Lara for a<br />
short while.</p>
<p>Our aim is to give the<br />
impression that the war machine is present in the level even if the player<br />
can’t see it. There are many tricks we can use to accomplish this –</p>
<p>Camera Shake – Used to represent the war machine stomping<br />
around on the surface whilst Lara is below, the camera shake should be<br />
scaleable to allow us to strengthen or weaken the shake to give the impression<br />
that the war machine is passing overhead, couple this with timed dust effects<br />
from the ceiling and good meaty stomping sound effects and the illusion is<br />
complete.</p>
<p>The Energy Beam – The war machine will mostly be<br />
represented by this, we have triggered areas of the map that prompt an audio<br />
‘power up’ effect to warn the player, then the energy beam blasts through the<br />
ceiling, creating a hole (flip map), if Lara is caught in the beam she loses<br />
tons of damage. So the player thinks the war machine is near even though they<br />
don’t see it.</p>
<p>The final confrontation<br />
– In the final room the war machine is already inside the volcano in position. Its<br />
head and torso tracks Lara as before but now she can target the knee joints, so<br />
another few anims are needed to show the machine getting hit and taking damage.</p>
<p><b>Moving Platforms</b></p>
<p>This level requires the<br />
use of moving animated platforms, to allow us to float chunks of rock down the<br />
lava rivers, the platforms should also have the facility to have attractors, FX<br />
and triggers attached to them which move with the platform, ala AOD.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/718a8fd58b292563a8e07c9468b262db/tumblr_inline_odz3olXSSx1rwngbp_540.jpg" alt="image"></figure>
<p>The post <a href="https://www.tomb-of-ash.com/exclusivetomb-raider-anniversary-edition/">[Exclusive]Tomb Raider Anniversary Edition Documents</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<title></title>
		<link>https://www.tomb-of-ash.com/two-new-unreleased-images-from-resident-evil-7/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Wed, 14 Sep 2016 08:42:37 +0000</pubDate>
				<category><![CDATA[Resident Evil]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[7]]></category>
		<category><![CDATA[biohazard]]></category>
		<category><![CDATA[resident evil]]></category>
		<category><![CDATA[screens]]></category>
		<category><![CDATA[screenshots]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/two-new-unreleased-images-from-resident-evil-7/</guid>

					<description><![CDATA[<p>Two new unreleased images from Resident Evil 7</p>
<p>The post <a href="https://www.tomb-of-ash.com/two-new-unreleased-images-from-resident-evil-7/"></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/two-new-unreleased-images-from-resident-evil-7/attachment/2525/'><img decoding="async" width="150" height="150" src="https://www.tomb-of-ash.com/wp-content/uploads/2016/09/tumblr_odhk71P1KJ1rfy3d2o1_1280-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2016/09/tumblr_odhk71P1KJ1rfy3d2o1_1280-150x150.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2016/09/tumblr_odhk71P1KJ1rfy3d2o1_1280-48x48.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2016/09/tumblr_odhk71P1KJ1rfy3d2o1_1280-90x90.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2016/09/tumblr_odhk71P1KJ1rfy3d2o1_1280-200x200.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2016/09/tumblr_odhk71P1KJ1rfy3d2o1_1280-300x300.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2016/09/tumblr_odhk71P1KJ1rfy3d2o1_1280-400x400.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2016/09/tumblr_odhk71P1KJ1rfy3d2o1_1280-600x600.jpg 600w" sizes="(max-width: 150px) 100vw, 150px" /></a>
<a href='https://www.tomb-of-ash.com/two-new-unreleased-images-from-resident-evil-7/attachment/2526/'><img decoding="async" width="150" height="150" src="https://www.tomb-of-ash.com/wp-content/uploads/2016/09/tumblr_odhk71P1KJ1rfy3d2o2_1280-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2016/09/tumblr_odhk71P1KJ1rfy3d2o2_1280-150x150.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2016/09/tumblr_odhk71P1KJ1rfy3d2o2_1280-48x48.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2016/09/tumblr_odhk71P1KJ1rfy3d2o2_1280-90x90.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2016/09/tumblr_odhk71P1KJ1rfy3d2o2_1280-200x200.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2016/09/tumblr_odhk71P1KJ1rfy3d2o2_1280-300x300.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2016/09/tumblr_odhk71P1KJ1rfy3d2o2_1280-400x400.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2016/09/tumblr_odhk71P1KJ1rfy3d2o2_1280-600x600.jpg 600w" sizes="(max-width: 150px) 100vw, 150px" /></a>

<p>Two new unreleased images from Resident Evil 7</p>
<p>The post <a href="https://www.tomb-of-ash.com/two-new-unreleased-images-from-resident-evil-7/"></a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<title>Ten Early Screens From The Angel Of Darkness</title>
		<link>https://www.tomb-of-ash.com/ten-early-screens-from-the-angel-of-darkness-want/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Wed, 17 Aug 2016 18:28:00 +0000</pubDate>
				<category><![CDATA[The Angel of Darkness]]></category>
		<category><![CDATA[Tomb Raider]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[angel of darkness]]></category>
		<category><![CDATA[aod]]></category>
		<category><![CDATA[core design]]></category>
		<category><![CDATA[early]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[screens]]></category>
		<category><![CDATA[screenshots]]></category>
		<category><![CDATA[the]]></category>
		<category><![CDATA[tomb raider]]></category>
		<category><![CDATA[wip]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/ten-early-screens-from-the-angel-of-darkness-want/</guid>

					<description><![CDATA[<p>TEN early screens from the Angel of Darkness. Want more nostalgia? Check our well-preserved AOD website (Requires Adobe Flash)</p>
<p>The post <a href="https://www.tomb-of-ash.com/ten-early-screens-from-the-angel-of-darkness-want/">Ten Early Screens From 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[<p>TEN early screens from the Angel of Darkness.</p>
<p>Want more nostalgia? Check our well-preserved AOD <a href="http://traod.tomb-of-ash.com" target="_blank" rel="noopener noreferrer">website </a>(Requires Adobe Flash)</p>
<p>The post <a href="https://www.tomb-of-ash.com/ten-early-screens-from-the-angel-of-darkness-want/">Ten Early Screens From The Angel Of Darkness</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></content:encoded>
					
		
		
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		<title>Tomb Raider Anniversary Edition Screenshots</title>
		<link>https://www.tomb-of-ash.com/tomb-raider-anniversary-edition-in-game-shots/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Wed, 10 Aug 2016 23:05:01 +0000</pubDate>
				<category><![CDATA[The 10th Anniversary Edition]]></category>
		<category><![CDATA[anniversary]]></category>
		<category><![CDATA[beta]]></category>
		<category><![CDATA[core design]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[edition]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[screenshots]]></category>
		<category><![CDATA[tomb raider]]></category>
		<category><![CDATA[tombraider20]]></category>
		<category><![CDATA[wip]]></category>
		<guid isPermaLink="false">http://ashkaprielov.co.uk/tomb-raider-anniversary-edition-in-game-shots/</guid>

					<description><![CDATA[<p>Tomb Raider Anniversary Edition in game shots taken from pre-production version by Carl Tilley. Uploaded with permission. Check out Carl’s stunning TRAE video:</p>
<p>The post <a href="https://www.tomb-of-ash.com/tomb-raider-anniversary-edition-in-game-shots/">Tomb Raider Anniversary Edition Screenshots</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/tomb-raider-anniversary-edition-in-game-shots/attachment/2720/'><img loading="lazy" decoding="async" width="150" height="150" src="https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o1_1280-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o1_1280-150x150.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o1_1280-48x48.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o1_1280-90x90.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o1_1280-200x200.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o1_1280-300x300.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o1_1280-400x400.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o1_1280-600x600.jpg 600w" sizes="auto, (max-width: 150px) 100vw, 150px" /></a>
<a href='https://www.tomb-of-ash.com/tomb-raider-anniversary-edition-in-game-shots/attachment/2721/'><img loading="lazy" decoding="async" width="150" height="150" src="https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o2_1280-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o2_1280-150x150.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o2_1280-48x48.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o2_1280-90x90.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o2_1280-200x200.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o2_1280-300x300.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o2_1280-400x400.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o2_1280-600x600.jpg 600w" sizes="auto, (max-width: 150px) 100vw, 150px" /></a>
<a href='https://www.tomb-of-ash.com/tomb-raider-anniversary-edition-in-game-shots/attachment/2722/'><img loading="lazy" decoding="async" width="150" height="150" src="https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o4_1280-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o4_1280-150x150.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o4_1280-48x48.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o4_1280-90x90.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o4_1280-200x200.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o4_1280-300x300.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o4_1280-400x400.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o4_1280-600x600.jpg 600w" sizes="auto, (max-width: 150px) 100vw, 150px" /></a>
<a href='https://www.tomb-of-ash.com/tomb-raider-anniversary-edition-in-game-shots/attachment/2723/'><img loading="lazy" decoding="async" width="150" height="150" src="https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o3_1280-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o3_1280-150x150.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o3_1280-48x48.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o3_1280-90x90.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o3_1280-200x200.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o3_1280-300x300.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o3_1280-400x400.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o3_1280-600x600.jpg 600w" sizes="auto, (max-width: 150px) 100vw, 150px" /></a>
<a href='https://www.tomb-of-ash.com/tomb-raider-anniversary-edition-in-game-shots/attachment/2724/'><img loading="lazy" decoding="async" width="150" height="150" src="https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o5_1280-150x150.jpg" class="attachment-thumbnail size-thumbnail" alt="" srcset="https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o5_1280-150x150.jpg 150w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o5_1280-48x48.jpg 48w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o5_1280-90x90.jpg 90w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o5_1280-200x200.jpg 200w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o5_1280-300x300.jpg 300w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o5_1280-400x400.jpg 400w, https://www.tomb-of-ash.com/wp-content/uploads/2016/08/tumblr_obpusdqEhR1rfy3d2o5_1280-600x600.jpg 600w" sizes="auto, (max-width: 150px) 100vw, 150px" /></a>

<h2>Tomb Raider Anniversary Edition</h2>
<p>in game shots taken from pre-production version by <a href="http://carltilley.myfreesites.net/" target="_blank" rel="noopener noreferrer">Carl Tilley</a>.</p>
<p>Uploaded with permission.</p>
<p>Check out Carl’s stunning TRAE video:</p>
<figure class="tmblr-embed tmblr-full"></figure>
<p>The post <a href="https://www.tomb-of-ash.com/tomb-raider-anniversary-edition-in-game-shots/">Tomb Raider Anniversary Edition Screenshots</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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