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home arrow 'Underworld' Press Conference: demo report
'Underworld' Press Conference: the report
Tomb Raider: Underworld - Press Conference - the report
You've all waited patiently, some have found it easier than others, but now the time has arrived, and we're able to reveal the long awaited news you've all been yearning for.

Three members of our TombRaiderINC Team hot footed their way to Eidos/London, to meet with members of the Eidos team, and view the 'pre alpha' stage demo in all its glory. Here is where we can reveal, you will not be disappointed!
Arriving at Eidos and taking the lift to the second floor offices, our anticipation levels are peaking to a mountainous level. The glass lift doors open and the presence of Lara is immediately there to great us.

After brief introductions we are led to the 'demo suite' where Nick, from the production team, is ready to introduce us to Lara in 'Underworld'! Kathryn, Senior Brand Manager, also joins us, to explain the elements of the game and answer many of the fans long awaited questions.
.THE GAME

Kathryn explains: there are 3 core areas of innovation in this, the latest of Lara's adventures. Crystal wanted to create a scenario where it would be 'the player against the world' and make the player feel more alive. The level of visual fidelity is astounding, and this will surely set a new level for any future games produced.

We have a brand new engine, used to create the feeling that Lara herself affects, and is affected by the environment, and objects within the game. It's exciting to find you will be able to personalise your own path through the game, thus finding new areas to explore.

The very first concept art of Tomb Raider: Underworld


.LARA CROFT
So what does Lara look like? Well, we have a new model, created in high detail. She is much more defined in body sculpture, and all animations have been 'motion captured' with the aid of an Olympic gymnast. Watching Lara hop onto a beam demonstrates to us just how successful this technique has been. This is the first time Tomb Raider has been created in full motion capture, but it's immediately obvious that it makes the game more fluid and realistic.
Lara's eyes, eyebrows and lips all move independently, thus her expression will change, reacting to the effects of the environment and her mood. If she's shooting, then anger shows on her face. Amazing! A new cloth system has been created for her ponytail, making it blow in the wind more realistically, and with multiple shaders, 12 to date on her skin; you can even see the raindrops falling onto her. In muddy areas Lara will become dirty, but in the rain you will see it slowly wash away. Believe me when I say, attention to detail knows no limits this time around.
.BORN TO DO IT

So what about actions; what can you expect Lara to do? Well firstly it's quite evident that the motion capture has affected the way Lara moves around greatly. Not only in agility and navigation, but also in combat. The number of her actions has expanded enormously, and though we cannot reveal all her new actions at this time, we are told in total they would fill 2x A4 pages, if listed.

So far we can reveal that she can:
  • Mantle onto ledges
  • Melee kick to attack
  • Wall kick from perch
  • Free climb on concave and convex surfaces
  • Split target, even on perch
  • Can pick up poles and use as a weapon
  • Can use poles picked up, to slot into holes, and climb swing or balance
  • Run with objects she has picked up
  • Has sticky grenades, which can be used on still or moving targets
  • Glances at defeated foes as she runs by them
  • A new sprint move
  • Different running stance when carrying objects
  • Can balance on beams, but can also slip off if they become wet and slippery
  • She can cart wheel
  • Her Personal Light Source is back
  • Shimmy is much smoother
  • Lara is able to climb around corners more smoothly
  • There is also a new free climb technique
  • A new reach move
  • She is able to swan dive and shoot
  • And... Can exert force using grapple
Now that's quite and impressive sub-set of animations, and we're led to believe Lara still has to undergo more tweaking … WOW! All these moves should really help Lara some closer to Crystal's goal for her to become fully grounded in her new 'fully persistent' environment.
.THE DEMO

The demo begins at the 4th level: Chiapas, Mexico.
The rain is pouring, lightning flashes and the clouds flow with ease across the thunderous sky. The atmosphere created is breathtaking! The trees blow, bowing to the stormy winds, and with the use of dynamic light maps, the spherical dynamics cast realistic shadows and shading, allowing Lara to become even more credible. If she's running through undergrowth she will push it aside with her arms. If she is carrying an object, then she will use just one arm.
Behaviour in the game is emergent, so plays out differently each time. Rain is volumatic and debris is persistent. Defeated foes are also fully persistent so mapping is greatly assisted. Beautiful shafts of light enhance this already stunning environment, and they've even added a new shader system, so water runs down walls. Each level will have its own weather system and if Mexico is anything to gauge this by, we will have much to look forward to. The graphics are totally awesome; you really do feel as though you're there, and we're told what we saw was only 50% completed. *Gulp!
The visual language of grapple remains the same, though pulled back somewhat to make it less obvious, and fit into the landscapes. This aspect should make our 'hardcore raiders' very happy. Another change will be to the 'adrenalin dodge', though still evident, it's not finalised as to what the changes will be. There is also still a question as to whether health packs will appear, so it will be interesting to see how Crystal decide to keep Lara fit and healthy.
Tomb Raider has never concentrated on being a 'shoot em up' game, though combat has always been conspicuous. All levels have been created to contain a healthy balance of aspiration, navigation and combat. Crystal decided there will be 'Epic Multi Stage' puzzles with various levels to them. All puzzles are very important this time around, though it will no longer be vital that you complete them in a certain order to finish the level. What you must remember though is, the actions you do, greatly affect each level. There will also be many options as to how you can finish a level.

Lara draw her guns and shoot her enemies down. The fights are amazing!


Crystal travelled to Mexico and researched its mythological aspects, and though the storyline has not yet been released, we have been told a few gaps from past adventures will be filled.

.NOT ALONE

And who will Lara meet in these levels? Well, the demo did introduce us to an alarming little critter, not very large in size, but he will peruse Lara, even up walls. Now there's a new challenge! As for other new enemies, well you'll have to wait a little longer to find out about those. This is after all your starter, you always have to save something for main course and dessert don't you?
We can confirm that Underworld will have a much greater length of game play than Legend, though no one is spilling the beans on what that will be just yet. Though the game spec hasn't been released, it is rumoured to be at the higher level and Direct X isn't finalised just yet. So sorry no answers on that one at this time.
Not really much more to tell: other than Zip and Alistair will return, but not in such a high profile. Croft Manor will also feature, and we'll get to see the return of Lara's beloved motorbike, which will have a dual purpose, to be revealed later. The musical score and sound effects also add greatly to the games atmosphere. Troels is back on board, but this time is directing.

.TOBY GARD
And what of Toby? Well he has been heavily involved in the storyline, and is also in charge of all the cut scenes within the game. Finally we did get to view a work in progress, the Underworld Logo. Though unfinished it was beautiful and I do hope they decide to go with this version, only time will tell.
Crystal's philosophy with this recent adventure has become 'What can Lara do?' But I think after seeing the demo I want to say 'What can't she do?'

With many, many thanks to the team at Eidos: For your kind invitation and cooperation. Now we just have to wait for the release of the next information, which I know will leave us breathless.
So... Has this made you hungry for more?

>> watch the preview report in video format: part 1 - part 2
>> read the demo level story and find out more about how Lara Croft enters the Underworld
>> leave your comments on this report and post questions on our message board
 
 
 
 
 

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