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'Underworld' Press Conference: the report |
Tomb Raider: Underworld - Press Conference - the report
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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!
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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
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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. |
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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.
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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. |
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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! |
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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. |
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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!
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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? |
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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
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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. |
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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. |
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