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		<title>ALLACORD SIGLUM Alchemist</title>
		<link>https://www.tomb-of-ash.com/traodallacord-siglum-alchemist/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Sun, 30 Oct 2016 11:00:39 +0000</pubDate>
				<category><![CDATA[The Angel of Darkness]]></category>
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		<guid isPermaLink="false">http://ashkaprielov.co.uk/traodallacord-siglum-alchemist/</guid>

					<description><![CDATA[<p>Allacord Siglum was a twentieth century bloodline descendant of the medieval alchemist Arne Saknussemm.</p>
<p>The post <a href="https://www.tomb-of-ash.com/traodallacord-siglum-alchemist/">ALLACORD SIGLUM Alchemist</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<blockquote><p><i>We continue to publish exclusive Angel of Darkness documents from Murti Schofield, the writer of the game.</i></p></blockquote>
<h2>ALLACORD SIGLUM ALCHEMIST</h2>
<p>His links to an alchemist of earlier years.</p>
<p>Allacord Siglum was a twentieth century bloodline descendant of the medieval alchemist Arne Saknussemm. In fact he bore an astonishing resemblance to Saknussemm in ways that most people who understood such matters found deeply disturbing. Saknussemm was an Icelandic savant and explorer who was active in the 1400 – 1500’s and reputedly even as far back as the late 1300’s. After Saknussemm’s works were burned by the Inquisition in Copenhagen in 1573 and he himself evaded burning alive, almost all trace of him vanished.</p>
<p>It was thought that he must have continued his old practice of adopting different names and identities and being constantly on the move to avoid the unwanted attention his apparent lack of ageing inevitably drew to him. There is no definitive record of his activities from that time on or of his eventual demise. But there are some disconcerting appearances, brief and never confirmed, of someone who could have been the Icelandic fugitive in his latter years. Clearly he had taken great care to cloak his continuing work in secrecy, no doubt advancing his <i>great endeavour</i> of alchemical research into the many aspects of dissolution, transfiguration, and resolution – ‘<i>solve et coagulae’</i> as the ancients would have it.</p>
<p>Throughout the centuries there have been alchemists of vastly differing abilities whose work was misunderstood and they all gained much ill repute, deserved or not.  Some would appear to have modelled themselves on the mysterious and long absent Saknussemm. Cases are recorded where it was claimed that signature features identified in disturbing portraits and engravings were those of the gaunt faced Icelandic renegade thought to have perished in the sixteenth century. But of course this was all the merest supposition.</p>
<p>Such beliefs and theorising gave substance to the dark fables of Cursed Eternals, the Wandering Jew, the Undying Mage and so on. Several attempts were made to piece together clues that there were certain individuals slipping through the timestreams of history adopting a succession of guises and assumed names to evade detection. Such attempts came to nothing however as those involved would disappear under grim and often grisly circumstances.</p>
<p>Saknussemm’s name occurred frequently in this connection and he was often cited as the prima example of an ‘<i>accursed eternal’</i>, a long lived creature aged far beyond the normal requirement or desires of everyday humanity. From time to time such an accursed one would surface beneath the lens of history only to disappear again leaving no discernable trace.</p>
<p>1930’s and 1940’s</p>
<p>Allacord Siglum, or at least an ominous individual using that name, made his first appearance during the tumultuous 1930-40’s upheavals in Germany. His origins were obscure and his presence created quite a stir amongst the upper echelons of the Nazi party who were becoming increasingly engaged in all kinds of occult investigations and insane rituals.</p>
<p>His name was hinted at in reports by British Intelligence linked to disturbing practices in certain concentration camps and the <b>Georg Helser conspiracy </b>to assassinate Hitler at the Bürgerbraukeller in 1939. It was the failure of this ill conceived plot which led to Hitler’s increased popularity and eventual election as the German Chancellor. Siglum was also named in association with the arrival at the <b>Berlin Unterwelten</b> complex of a consignment of Tibetan mummified corpses amongst many other exotic and abstruse items. Construction of this vast labyrinth of bunkers had begun in 1937 with a ‘mystical’ Baetyl foundation stone delivered by Siglum and laid by Hitler himself.</p>
<p>1945</p>
<p>Beyond that Siglum’s name crops up repeatedly in intelligence reports on the Occult Reich. One puzzling event is worthy of note: he seems to have been key in a misdirected Allied bombing raid which took place over a remote region on the Czech German border in 1945. Quite why the bombing of <b>Schloss Kriegler</b> was of strategic importance to the Nazi party at the very end of the war has never been properly explained.</p>
<p>Further traces of his activities were linked to a list of shadowy projects with names such as:</p>
<ul>
<li>Zwei Länder (Two Domains)</li>
<li>Fleisch Materiums Konstrukt (Flesh Math Construct)</li>
<li>Eiszeit Festung (Ice Era Fortress)</li>
<li>Das Dunkle Welten Program (Dark Worlds Programme)</li>
<li>Gehirnkabinetprodukt (Brain Cabinet Product)</li>
<li>Zweites Reich Program (Second Domain Programme)</li>
<li>Fleischantwort (Flesh Answer-retort)</li>
<li>Lebendegehirnmachine or Bewussteskabinet (living calculus engine)</li>
</ul>
<p>Whether these were linked or distinct projects never became clear because, once again, nothing substantial could be confirmed due to the agents connected with the reports simply vanishing without a trace, sometimes an entire network – gone overnight. What was pieced together about several of these projects was Siglum’s involvement in Hidalgo-Zennikco Transport, a large haulage firm working for the Nazi war effort. The company was contracted to transport immense amounts of archaeological material and artefacts to the Berlin Unterwelten Complex from all over the world. Routes extended as far as Anatolia, Tibet, the Far East, Egypt, Scandinavia and the Eastern Baltic states.</p>
<p>As the war progressed the number of overland convoys did not diminish though it was noticed that larger and larger amounts of equipment and personnel were being diverted to ports serving maritime convoys. Three of these housed fleets of specially constructed Uber Submarines or Ubermarinekraft, which were capable of covering vast distances under water. The models identified were classed as Unterschalenkraft (exact meaning unclarified; Shell Craft?).</p>
<p>Oddly none of these Unterschalenkraft were ever involved in sinking Allied supply ships or sighted on the open oceans. What they were used for was clandestine transport, presumably for the materials amassed within the Berlin Unterwelten labyrinth and now being relocated. But where?</p>
<p>One exception to this was an Australian Polar vessel which reported sighting the conning tower of a submarine craft of unusual configuration. This was close to the 60 degree southerly latitude. Its heading was due south which, if continued, would bring it to landfall on Antarctica.  The Polar vessel, the Orion Fuwalda, was never heard from again. No further light was ever thrown on the Ghost ship, its destination or its fate.</p>
<h2>OBSCURE TECHNOLOGIES.</h2>
<p>What is beyond dispute is Siglum’s connection to activities carried on in more than one of the concentration camps. The kinds of horrors perpetrated within these abominable places are on record but even after the Allied and Russian liberation of the camps evidence of some of the worst abominations was considered too shocking to be made public.</p>
<p>In the early 1940’s fragmentary reports by a Polish intelligence cell kept mentioning something called Das Fleisch Materiums Konstrukt (Flesh Math Construct). The implications of these incomplete transmissions were too appalling to contemplate and frankly beyond belief. Mention of a ‘<i>living calculus engine’</i> or Bewussteskabinet prototyped in the concentration camps excited initial interest, then disbelief. Things weren’t helped by the sudden and unexplained disappearance of the Polish cell.</p>
<p>The camps in question were known to have been involved in breeding experiments, amongst other horrors, and something understood to mean genetic vivisection, though often the terms used were either intentionally bland or deliberately obscure. It is to be noted that details of all such reports were routed to Bletchley Park in the UK where all trace of the reports promptly disappeared behind a barricade of Top Secret classifications. Every hint or whisper of their existence was simply stone-walled and buried. At the same time any possible disclosures were threatened with the harshest possible sanctions and reprisals. Loose talk costs lives – possibly yours!</p>
<p>However, in the absence of verifiable facts about these dark projects surmise amongst the intelligence community was rife. No sanctions however brutal could prevent lively minds from conjecture and imaginations ran riot. At the very end of the conflict in Europe horrors that were filmed and paraded in public were almost beyond belief. How much worse must the gruesome findings of the secret Nazi Dunkle Welten programmes have been to require such rigorous cover-ups? The possibilities were enough to make the skin crawl. It would seem that no grotesque idea that could be dredged up from the imaginations of these unhinged monsters was beyond their boundless and perverted ingenuity; they would conceive and attempt anything.</p>
<p>And as always the shadowy figures most responsible would not be the ones to appear in any court trial. Whatever involvement Allacord Siglum had in these atrocities it was as if he simply evaporated like mist, rather like the Geister Flotille Unterschalenkraft, Ghost Fleets themselves.</p>
<p>Time and the seas swallowed everything up.</p>
<h2>MORE CONTEMPORARY EVENTS.</h2>
<p>A shadowy figure, Allacord Siglum, is known to have been involved in the elimination of Lux Veritatis elder Konstantin Heissturm beneath an extinct volcano in Iceland. This enigmatic individual had been vying for several years to gain membership of Eckhardt’s inner Cabal circle and had advanced his claim by ruthlessly eliminating all competitors for the position. When Konstantin was finally taken down, Siglum gained possession of two valuable Lux Veritatis weapons. But he was incensed to discover that the particular LV weapon he most sought to get his hands on, the Chirugai, was not with the murdered adept. No trace of it could be found.</p>
<p>The next time the Chirugai came to the Cabal’s attention it was in the possession of Konstantin’s son, an enigmatic individual named Kurtis Trent, who was known to have changed his name years before and absented himself from the ranks of the Shadow War. The possibility that he might even be deceased had been considered for a while. It soon became evident that the young inheritor of the LV Chirugai weapon was hell bent on hunting and eliminating not only those who had murdered his father but had his sights set on Eckhardt, the Dark Alchemist himself.</p>
<p>The post <a href="https://www.tomb-of-ash.com/traodallacord-siglum-alchemist/">ALLACORD SIGLUM Alchemist</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<link>https://www.tomb-of-ash.com/join-lara-as-she-studies-the-myth-of-baba-yaga-in/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Fri, 15 Jan 2016 01:00:54 +0000</pubDate>
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		<guid isPermaLink="false">http://ashkaprielov.co.uk/join-lara-as-she-studies-the-myth-of-baba-yaga-in/</guid>

					<description><![CDATA[<p>Join Lara as she studies the myth of Baba Yaga in preparation for her upcoming adventure; the Rise of the Tomb Raider DLC – Baba Yaga: Temple of the Witch. Starring the original Lara Croft voice actress Shelley Blond [Tomb Raider (1996), Peep Show] and featuring incredible artwork by Inna Vjuzhanina! Bulgarian Subtitles by Tomb [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/join-lara-as-she-studies-the-myth-of-baba-yaga-in/"></a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Join Lara as she studies the myth of <b>Baba Yaga</b> in preparation for her upcoming adventure; <i>the Rise of the Tomb Raider</i> DLC<i> –</i><b> Baba Yaga: Temple of the Witch.</b></p>
<p>Starring the original Lara Croft voice actress <b>Shelley Blond</b> [<i>Tomb Raider (1996), Peep Show</i>] and featuring incredible artwork by <b><a href="http://inna-vjuzhanina.deviantart.com/" target="_blank">Inna Vjuzhanina</a>!</b></p>
<p>Bulgarian Subtitles by <a href="http://www.tombraiderpassion.com/" target="_blank">Tomb Raider Passion</a></p>
<p>German Subtitles by <a href="http://www.larasgeneration.de/" target="_blank">Lara’s Generation</a></p>
<p></p>
<p>Croatian Subtitles by <a href="https://twitter.com/LaraRobsGraves" target="_blank">Tomb Raider Empire </a></p>
<p><i>Rise of the Tomb Raider and Baba Yaga Temple of the Witch out now on Xbox 360 and Xbox One and PC.</p>
<p></i></p>
<div class="attribution">(<span>Source:</span> <a href="https://www.youtube.com/">https://www.youtube.com/</a>)</div>
<p>The post <a href="https://www.tomb-of-ash.com/join-lara-as-she-studies-the-myth-of-baba-yaga-in/"></a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<title>TOMB RAIDER: THE LAST REVELATION Q and A with the team</title>
		<link>https://www.tomb-of-ash.com/tomb-raider-the-last-revelation-q-and-a-with-the/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Mon, 28 Dec 2015 20:57:35 +0000</pubDate>
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		<guid isPermaLink="false">http://ashkaprielov.co.uk/tomb-raider-the-last-revelation-q-and-a-with-the/</guid>

					<description><![CDATA[<p>This is one of the unreleased Core Design’s  documents regarding Tomb Raider 4. It clearly was written in a rush. This document is presented unchanged, we apologize for the typos. We have published a number of such documents, check them out here What is the team’s main goal for the game?  Where to start…! Firstly, [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/tomb-raider-the-last-revelation-q-and-a-with-the/">TOMB RAIDER: THE LAST REVELATION Q and A with the team</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><i>This is one of the unreleased Core Design’s  documents regarding Tomb Raider 4. It clearly was written in a rush. This document is presented unchanged, we apologize for the typos. We have published a number of such documents, check them out <a href="https://www.tomb-of-ash.com/CoreDesignArchives" target="_blank"><b>here</b></a></i></p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/1a31cb96a7106a7f31f28d9b099b63d8/tumblr_inline_o035mqzuwK1rwngbp_540.jpg" alt="image" /></figure>
<p><b>What is the <a href="https://www.tomb-of-ash.com/post/129136394835/tomb-raider-iv-core-design-team-information" target="_blank">team’s</a> main goal for the game?</b></p>
<p><b> </b>Where to start…! Firstly, to make this the most<br />
compelling and technically/graphically advanced adventure yet – with a real<br />
‘epic’ feel to it.</p>
<p>We’re really<br />
focusing on a storyline that’s driven seamlessly through the game, making it a<br />
continuous experience. We’re linking the locations with FMVs, cut scenes, plus<br />
in-game levels – so instead of loading screens the game will dissolve into cuts<br />
and FMVs. Also, some locations are linked via gaming levels such as a jeep<br />
chase and even a level on a train.</p>
<p>Althoug the game<br />
is the same size as previous TR games, locations are smaller and more<br />
atmospheric, plus there’ll be far less wandering around vast maps to find<br />
cluse. The player will have a very clear idea of what needs to be achieved and<br />
puzzles will be solved with information/items from the near vicinity. This wil<br />
definitely help to keep the objectives much clearer.</p>
<p><b>For the person that has<br />
played the last three versions, what’s the most compelling reason to pick this<br />
one up?</b></p>
<p> As soon as you<br />
load the game you’ll be presented with a completely new interface. Gone are the<br />
inventory rings, passport etc. We’re introducing a brand new inventory system<br />
where items can be collected and combined. Also featured is Lara’s diary – this<br />
will keep a log of the information, maps etc. she collects throughout the<br />
adventure – it can be referred to at any time, It’ll also contain hints and<br />
tips as well as a ‘scrapbook’ that tells us more about Lara herself.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/a750a177cdbce240a56ceb027461a01c/tumblr_inline_o0355whygC1rwngbp_540.jpg" alt="image" /></figure>
<p>We’re<br />
re-introducing Lara via level one – so you’ll be able to find out a lot more<br />
about her history and the reasons why she is the way she is today. This is a<br />
training level but it’s actually part of the game, rather than being in Lara’s<br />
home (which is not featured at all this time). You’ll have to finish this level<br />
in order to play TLR. </p>
<p><!-- more --></p>
<p>We can’t say too<br />
much about this just now, but the game will also feature a couple of important<br />
characters that have influenced Lara’s life tremendously. These ccharacters<br />
play integral roles through the entire game. Lara herself is also fully skinned<br />
so fans will be able to see far more detail in her.</p>
<p>Egypt as a<br />
location offers tremendous scope for atmospheric locations, mythological<br />
artefacts, tombs and baddies etc. We’ve really been able to go to town with<br />
some weird and wonderful enemies and the AI is now vastly improved due to an<br />
almost new game engine. Lots of Lara’s enemies will have the same moves as she<br />
does so they’ll be much harder to dispatch or outwit – it won’t be a case of<br />
simply standing on a ledge to avoid them…</p>
<p>The storyline<br />
itself, as I said earlier, is more straightforward and will really hook the<br />
player into the adventure.</p>
<p>Interaction with<br />
characters is far greater, puzzles are all-new and Lara has an array of new<br />
moves from complex rope swings/climbs to simply kicking down doors.</p>
<p>Graphically we’re<br />
looking at the most detailed game yet – as well as new environment mapping,<br />
we’ve been able to introduce far greater levels of detail via new lighting and<br />
object systems. 3D Objects will be extensively used to populate environments<br />
which would otherwise be sparse – and many of the objects are targettable so<br />
Lara will be able to shoot / destroy or interact with them etc.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/e7126518ab7fa24348c6cbd382e5f3c9/tumblr_inline_o035p8Q2wA1rwngbp_540.jpg" alt="image" /></figure>
<p>Gameplay will be<br />
a lot simpler than TRIII in terms of the player being fully aware of what needs<br />
to be done – the difficulty lies in solving the puzzles, rather than spending a<br />
long time finding the puzzle components or information.</p>
<p><b>In our review of Tomb Raider 2, we said that there were<br />
to be more installments in the series, “the designers would be<br />
well-advised to send her back into ancient tombs full of twisted traps. She<br />
seems more at home there,and so does the game.” How would you respond to<br />
that comment?</b></p>
<p>We’d say that you<br />
were definitely right! We’ve done exactly as you suggested and sent Lara back<br />
to the most tomb and trap-infested locations we can think of! Egypt is<br />
obviously perfect for this  – and for<br />
sending Lara back to her real Tomb-Raiding roots.</p>
<p><b>What are the main benefits of using one locale?<br />
Drawbacks?</b></p>
<p>Benefits means<br />
that instead of using the storyline to link locations on a worldwide basis – we<br />
did this for the past 3 games – we can now make the storyline far more integral<br />
to gameplay itself and hence focus the player more toward the plot rather than<br />
the next location.</p>
<p>Egypt is so<br />
steeped in mythology and ancient architecture that we’ve been able to reproduce<br />
stuning locations, some of which are influenced but many of which are taken<br />
from real history or buildings, temples etc. still standing there today.        </p>
<p>Drawbacks – well,<br />
a lot of sandy and golden colours and stone textures, but the artists have let<br />
their imaginations loose and we’ve been easily able to produce a lot of<br />
variety. </p>
<p><b>Are there any overriding philosophies driving the game’s<br />
level design?</b></p>
<p>Really a return the<br />
original atmosphere, suspense and puzzle-orientation of the original game –<br />
with plenty of new and improved twists to keep Lara on her toes.</p>
<p><b>What are the new Lara moves?</b></p>
<p>To name some:<br />
we’ve introduced ropes (no mean feat). Lara can climb up and down ropes, grab<br />
them, swing on them, gain momentum etc. So this means that she’s now got a set<br />
of completely new options to traverse areas. Since we have ropes, we can also<br />
have poles for her to go up and down too.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/811635672b1c1c0a5bb344c8739c6474/tumblr_inline_o035qx4Ozy1rwngbp_540.jpg" alt="image" /></figure>
<p>The<br />
hand-over-hand shimmy now goes around corners which also opens up new<br />
possibilities. In the past it was obvious where this move would be used – but<br />
now Lara can shimmy round corners we have new ways to move her around the map.</p>
<p>We also have door<br />
open and door close (with hands), shoulder barge doors, kick down doors etc.<br />
Plus new moves with crowbars and other objects, searching bodies, grabbing<br />
levers concealed within small holes… the list goes on.</p>
<p>Some of the existing<br />
moves have been improved to make animations more fluid – and more practical for<br />
the player’s control over Lara.</p>
<p><b>What is the main goal of the new inventory<br />
interface? How complex will the  new<br />
puzzles be?</b></p>
<p>Main goal is to<br />
make life easier for Lara and more interesting for the player. Objects can be<br />
collected and combined eg. torch plus batteries for looking into dark corners,<br />
torch plus batteries plus gun for shooting into dark areas. Pieces of maps can<br />
be collected and once Lara has them all she’ll not only have a full overview of<br />
the location, but may be able to access additional secret areas. The binoculars<br />
will be used for viewing remote areas and collection information for<br />
inscriptions etc that would be too distant to read with the naked eye. Once<br />
viewed, this info will appear in the diary – as if Lara has written it herself.<br />
The diary’s integral to the inventory and will have several uses.</p>
<p>Puzzles won’t be<br />
so tricky that they become too frustrating – as I said earlier, the player will<br />
have all the info required to solve the puzzles within easy reach, it’s just a<br />
case of working them out! We’ve looked back at the original game but the<br />
majority of puzzles are all-new.</p>
<p><b>What kinds of vehicles (if any) will Lara get to putter<br />
around in?</b></p>
<p>At the moment we<br />
have a jeep and a motorbike with sidecar!</p>
<p><b>How would you answer criticisms that the game is<br />
somehow “less” of a sequel because, despite additional features, it<br />
doesn’t appear to have radically new technology?</b></p>
<p>The progression<br />
from TRIII to TLR is the most marked yet. Whilst the engine isn’t brand new,<br />
it’s been ripped down to it’s foundations and completely re-built – so it’s<br />
around 90% new. Fundamental elements such as the targeting system have been<br />
completely re-adressed, as has AI.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/c52b0fcffa525727be4d3244392ecd09/tumblr_inline_o035tetPE11rwngbp_540.jpg" alt="image" /></figure>
<p><b>You’re not going to play around with the saved game<br />
issue, are you? Save anywhere, right?</b><b> </b></p>
<p>Right – with<br />
multiple slots for PSX.</p>
<p><b>What is the breakdown, percentage wise, on sales, PSX<br />
vs. PC?</b></p>
<p>It’s around 60:40<br />
in favour of PSX currently, however we have seen a steady increase in the<br />
market share of TR on the PC for each version released so far.</p>
<p><b>Beyond “bump mapping,” what other PC-only<br />
features can we look forward to?</b></p>
<p>This time around<br />
the PC version is dedicated and will hold its own against other titles<br />
developed for PC only. Bump mapping makes a tremendous difference to clarity<br />
and depth, but we’re also looking to use the power of the PC wherever we<br />
can.  This may result in some features<br />
being available on the PC that may not be available on the PSX.</p>
<p><b>Is the gameplay more shooting-based a la Tomb 2, or<br />
is it more puzzle-based, like Tombs 1 and 3?</b><b> </b></p>
<p>It’s more<br />
puzzle-based, ala original Tomb Raider, but we’re talking all-new puzzles,<br />
combined with Lara’s new moves and the new inventory system. Items can be<br />
combined to help with puzzle solving and information retrieval as well as<br />
combat etc. Lara will have everything she needs to solve the puzzles within the<br />
near vicinity – so she won’t have to spend ages running around the map to<br />
collect items. The difficulty will lie in actually working out the puzzles,<br />
rather than obtaining the items required to solve them – so it’s certainly more<br />
like the original game in that respect. </p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/06430d18c391ff581c40027f755adaf9/tumblr_inline_o035nkpAxr1rwngbp_540.jpg" alt="image" /></figure>
<p>We’ve got<br />
pressure-pads, timed levers, rotating hubs, wheels, hanging switches, switches<br />
in holes, levers and fulcrums, platforms and blocks that can be raised, trip<br />
wires, breakable walls, direction puzzles (using compass) to name but a few.<br />
The old levers from previous games are now obsolete! We have a whole range of<br />
new systems for Lara to operate, using a variety of new animations.</p>
<p>Of course we will<br />
have shooting but the targeting system has now been completely re-designed so<br />
Lara won’t necessarily lock-on automatically but will be able to toggle between<br />
targets with her guns. In the previous games, as soon as Lara was near an<br />
enemy, she would lock-on – this really gave the game away and prevented her<br />
from locking onto any other enemy. We were unable to change this due to the<br />
fact that it was such a fundamental part of the engine. </p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/6f791ef902f3e88057ae61020c96fb08/tumblr_inline_o035msqCET1rwngbp_540.jpg" alt="image" /></figure>
<p>Now that the<br />
heart of the engine has been ripped out and reconstructed, we can change the<br />
whole combat system and also introduce brand-new AI – enemies themselves will<br />
have a far greater range of ability and moves. They are given AI that enables<br />
them to follow Lara all over the map, mimicking and/or countering her moves –<br />
so it’s no longer a case of being able to stand on a ‘safe’ ledge and shoot<br />
from a distance. Lara will really have to ‘deal’ with the majority of enemies<br />
so she won’t be able to run away from them all – and if she does they’ll soon<br />
be back to confront her again. </p>
<p>The new inventory<br />
replaces the old rings and gives the interface a whole new look. In fact, as<br />
soon as you load the game you’ll notice that everything is completely changed. </p>
<p>Items can be<br />
collected, stored and combined to solve some of the puzzles, or generally make<br />
life easier for Lara. EG. combine a torch (if you have batteries) with your gun<br />
and you’ll be able to target in the dark. Collect dry sticks from the floor and<br />
Lara can then light them from a fire – they will burn for a limited time.<br />
Binoculars will also be available to enable Lara to read inscriptions that she<br />
can’t with the naked eye – she can zoom in and out with these. Once read, info<br />
will appear in the diary (in inventory) as if Lara’s written it in herself.<br />
Maps can also be collected and when pieced together may give access to secret<br />
areas… The diary also features hints and tips, save-game, a scrapbook and<br />
other useful clues, notes etc.</p>
<p><b>Are the levels distributed all over Egypt, or is it all<br />
set in one large tomb complex?</b></p>
<p>We have several<br />
locations such as Cairo, Alexandria, Karnak, Pyramids at Giza etc so there’s<br />
plenty of variety in the actual locations. The locations are more integral to<br />
the storyline, which is driven seamlessly through – gameplay will dissolve to<br />
cut-scenes and FMV amd vice-versa. Loading screens are eliminated so we’re looking<br />
at a really continuous, single adventure which will really keep the player<br />
focused.</p>
<p>To link the more<br />
remote Egyptian locations, some levels will be played that actually take Lara<br />
to the next location e.g  jeep chase and<br />
train levels – very new and exciting! </p>
<p><b>Are the enemies human, animal or fantastic, or a mixture<br />
of the three?</b></p>
<p>As the storyline<br />
goes, Set’s approach toward earth gradually begins to wreak more and more<br />
havoc, creating some rather unusual occurrences… statues coming to life,<br />
things emerging from ancient graves… lots of reference to ancient mythology<br />
and strange creatures! We have a real mixture of enemies ranging from the<br />
mythological to the human, but the majority are non-human so lots of potential<br />
there… Human enemies are mostly followers of Lara’s main enemy, Von Croy. We<br />
have fantasy enemies such as skeletons, sphinxes, wraiths, mummies etc.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/5996d3ea4ffa1c23525abdb533f8ebae/tumblr_inline_o035o7eHin1rwngbp_540.jpg" alt="image" /></figure>
<p><b>What bits of the plot are we allowed to tell our<br />
readers? Any secret new stuff you can tell us?</b></p>
<p>Basically Lara is<br />
hired to discover a new tomb. During her exploration of this untouched tomb,<br />
she manages to unleash the very evil spirit of Set (Horus’s brother. Horus<br />
himself bound Set for eternity in this tomb). Lara discovers that the only<br />
person who can re-imprison Set is the person who has set him free… i.e.<br />
herself. In order to do this, Lara must re-animate Horus at the correct<br />
alignment of the Orion constellation at the Millennium (so there’s a timed element<br />
here) so that he can do battle with Set and hopefully vanquish him. Obviously,<br />
all is not straightforward and the plot takes many twists and turns. Lara,<br />
however, is not completely alone and will have recourse to an old friend<br />
(Jean-Yves) throughout. Jean-Yves will help Lara from time to time and Lara<br />
will even save his life when Von Croy kidnaps him in an attempt to lure Lara<br />
away…</p>
<p><b>I understand the big baddie is the Egyptian god<br />
Set. Where does Lara’s nemesis fit into the picture?</b></p>
<p>Von Croy. He used<br />
to be Lara’s mentor (we discover this in level one). We learn that Lara once<br />
had to abandon Von Croy due to unforseen circumstances, but that he’s now back<br />
on the scene and has actually, unbeknown to Lara, hired her. Lara soon<br />
discovers this so it’s a game of cat and mouse to see who comes out on top. </p>
<p><b>How does the new inventory system work? Does the<br />
fact Lara can combine items and stuff mean we can expect Resident Evil-style<br />
puzzles?</b><b> </b></p>
<p>Not exactly – the<br />
inventory is there to make life easier and more interesting for Lara/the<br />
player, and to add a new dimension to gameplay and puzzle-solving as mentioned<br />
earlier.<b> </b></p>
<p><b>How many levels will there be? Will there be a<br />
system where you can choose which way you go through the game, like in Tomb<br />
Raider 3?</b></p>
<p>No – the game<br />
will be linear so there will be no choice regarding order of locations. Lara<br />
will have to revisit certain points (we’re calling them hubs). There will be<br />
around 15 ‘levels’ but final number tbc. As stated earlier, this is a<br />
continuous adventure so the word ‘levels’ isns’t really applicable. Size-wise<br />
it’s around the same as the previous TR games, but the locations themselves are<br />
smaller and mostly inside.</p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/20ff6874dea8bf8886277f24308361db/tumblr_inline_o036461XMy1rwngbp_540.jpg" alt="image" /></figure>
<p><b>Does Lara have new guns to play with? Is the combat<br />
system any different from the first two?</b> </p>
<p>Yes – we’ve got<br />
some new weapons – including a crossbow. Weapons will be low-tech due to the<br />
fact we’re in ancient locations. We’ll have choice of ammo for weapons such as<br />
the shotgun. Combat system is certainly changed – as stated above. The majority<br />
of weapons can be targetted by the player and the crossbow will have a<br />
laser-sight. This weapon is also used with a first-person perspective.</p>
<p><b>So, how final is the end of Tomb Raider 4?</b></p>
<p>Well, the title<br />
certainly seems to imply that… but who knows!</p>
<p><b>Other:</b></p>
<p>Lara is now<br />
skinned and has remodelled hands and head! She can now blink and her mouth will<br />
move so that she will actually be seen to talk in cut-scenes.</p>
<p>She may look<br />
toward certain important objects, features. This will help toward detection of<br />
small objects and intercative objects such as door handles and switches etc.</p>
<p><b>Some of the moves:</b></p>
<p>Ropes are<br />
introduced so there’s more scope for negotiation areas. Lara can grab, go up<br />
and down, swing and gain momentum with ropes. Ropes will also be linked to some<br />
of the puzzles and may be used to activate switches, bells etc. Some ropes will<br />
be breakable..</p>
<p>Corner climb: Lara can now reach 90 degrees around<br />
corners whilst shimmying – this really opens up potential for traversing areas<br />
(in previous games Lara could only shimmy in a straight line and would have to<br />
drop when she reached a corner)</p>
<p>Doors may be<br />
opened simply with the hand, ot they may be pushed and/or barged open.</p>
<p>Trapdoor open –<br />
Lara will be able to lean down and pull up trapdoors. She will also be able to<br />
jump up and pull down doors/grates in the ceiling.</p>
<p>Miscellaneous<br />
other moves – crowbar levels, running pick-ups, swin dash.</p>
<p>Existing moves<br />
are also modified for easier control, fluid animation etc.</p>
<p><b>28/07/1999</b></p>
<p>The post <a href="https://www.tomb-of-ash.com/tomb-raider-the-last-revelation-q-and-a-with-the/">TOMB RAIDER: THE LAST REVELATION Q and A with the team</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<title>Tomb Raider the Last Revelation OFFICIAL STORY OUTLINE</title>
		<link>https://www.tomb-of-ash.com/tomb-raider-the-last-revelation-official-story/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Wed, 23 Dec 2015 16:13:20 +0000</pubDate>
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					<description><![CDATA[<p>Another unreleased document from Core Design. This one outlines the story in TR4. See more exclusive articles, unreleased documents and interviews here. TOMB RAIDER THE LAST REVELATION:  Brief storyline  EGYPT- Present Day  Lara moves across an unforgiving desert, on camel, a guide by her side.  She halts at a small rocky outcrop, dismounts and activates [&#8230;]</p>
<p>The post <a href="https://www.tomb-of-ash.com/tomb-raider-the-last-revelation-official-story/">Tomb Raider the Last Revelation OFFICIAL STORY OUTLINE</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Another unreleased document from Core Design. This one outlines the story in TR4. See more exclusive articles, unreleased documents and interviews <b><a href="https://www.tomb-of-ash.com/tagged/core-design-archives" target="_blank">here</a>.</b></p>
<figure class="tmblr-full"><img decoding="async" src="http://68.media.tumblr.com/1e82e278aca05dbc5fff61aa8baf84e4/tumblr_inline_nztji8IAuP1rwngbp_540.png" /></figure>
<p><b>TOMB RAIDER</p>
<p>THE LAST REVELATION: </b></p>
<h2><b>Brief storyline</b> </h2>
<p><i></p>
<p>EGYPT- Present Day</i> </p>
<p>Lara moves across an unforgiving<br />
desert, on camel, a guide by her side. </p>
<p>She halts at a small rocky outcrop, dismounts and activates<br />
an ancient mechanism, revealing what appears to be a <b>virgin tomb…</b> </p>
<p>Upon her later escape, Lara’s guide attempts to double<br />
cross her and steal an artefact she has taken from the tomb. She outwits him<br />
and he flees. </p>
<p>Anxious to discover who her latest enemy is, Lara pursues<br />
the guide but runs into an ambush. She escapes by the skin of her teeth across<br />
the Nile. </p>
<p>It is at this point that we recognise Lara’s rival and learn<br />
of his true intentions…</p>
<p>Lara meets with an old colleague and fellow archaeologist<br />
to gather more information about the artefact she has discovered. Lara must now<br />
begin her real task and collect vital pieces of information and other artefacts<br />
etc. </p>
<p>Her next stop is the Tomb of Semerkhet at<b> Karnak</b>; she can only enter using the<br />
artefact as a key, and henceforth leaves it in the key-slot as she enters. </p>
<p>Somebody then traps her inside, steeling the artefact and<br />
sealing Lara inside the tomb…</p>
<p>She escapes to discover her rival is heading to <b>Alexandria</b> in an attempt to find the<br />
other artefacts and information.</p>
<p>Once in Alexandria, it’s a game of cat and mouse. Lara<br />
must regain the artefacts before her enemy. </p>
<p>Lara’s enemy then kidnaps her colleague in an attempt to<br />
lure Lara to <b>Cairo</b>. </p>
<p>Lara reaches Cairo on motorbike, and fights her way through<br />
to the <b>Citadel</b>, subsequently to the <b>Giza Pyramids</b> for the final show-down. </p>
<p>Document info:</p>
<figure><img decoding="async" src="http://68.media.tumblr.com/182303c950ec05ce0a4aa6817d0d41f3/tumblr_inline_nztjmfIIzQ1rwngbp_540.png" /></figure>
<p><i>Susie Hamilton was the Public Relations expert for Core Design in 1993-2002</i></p>
<p>The post <a href="https://www.tomb-of-ash.com/tomb-raider-the-last-revelation-official-story/">Tomb Raider the Last Revelation OFFICIAL STORY OUTLINE</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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