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Old 15-09-19, 10:13   #6343
Caesum
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Quote:
Originally Posted by Zebra View Post
The whole project started with people at Core putting a Lara model into Free Running and realising that Free Running's controls would work well for a Tomb Raider game and a lot of the moves seen in the trailers look very similar to Free Running. So while you're correct that them using the same engine doesn't mean that the controls would've been similar, I think in this case they actually would have been.
I think both of you are right actually. I don't know if you guys still remember the articles at Planet Lara, but there was that one interview with Richard Morton where he commented how the camera system worked:
Quote:
The camera and control system from Free Running was adapted for 10th Anniversary, it was quite a lazy camera system that never made sudden movements, the biggest breakthrough came when we forced Lara to rotate around the camera when the player pushed left or right on the controller, this was integral to Free Running and meant the player never had to make any awkward adjustment on the controller.
So in that case I believe they used the original control system of Free Running and then adjusted it for Tomb Raider. The camera would have been free only when Lara was standing still, but would immediately adjust to Lara's back whenever she'd move. Since the game was more platforming oriented rather than skill-focused like Free Running, I bet a lot of the additional button combinations while running were removed from TRAE, making it a bit easier. According to the videos combat mode was completely the same as in TR1-5, meaning the camera would automatically lock on the enemies and release the moment Lara was not facing the targets. Seems like they focused on making the AI more clever rather than redesigning the original combat system.

Last edited by Caesum; 15-09-19 at 10:15.
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