09-09-24, 14:52 | #11 | |
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09-09-24, 16:30 | #12 | |
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"My Periapt Shard. You..." "Picked it up in the Louvre, yes. After you stole MY painting." |
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11-09-24, 18:09 | #13 | |
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Last edited by Mr Od; 14-09-24 at 22:29. |
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14-09-24, 18:02 | #14 | ||||
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That being said, if we remember that Karel was helping Lara the entire time, it makes it very convincing that he infact knocked down Kurtis, took his Periapt Shard, then placed it nearby for Lara to find it - and that way helped her in getting one of the tools necessary to kill Eckhardt. It was Karel's plan all along afterall. Quote:
Last edited by Caesum; 14-09-24 at 18:07. |
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14-09-24, 20:30 | #15 | |
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20-09-24, 15:59 | #16 | |
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I don't think that they changed the names to invented ones due to legal reasons, though; it is common practice in games to use realistic names, at least the generic name of the weapon's family, as they were in TR1-5 too. Let's hope realistic weapon names will finally be implemented in TR6 Remastered: https://www.tombraiderforums.com/sho...postcount=1130 Last edited by Mr Od; 20-09-24 at 16:03. |
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27-09-24, 11:55 | #17 |
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Oh wow this is fantastic! I know so much about AOD but a whole development timeline which clearly shows how rocky the road has been and with so much information I never heard is super interesting.
Thanks for doing this! |
28-09-24, 17:20 | #18 | ||
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Its a fascinating timeline.
Looking through credits, only Gavin Rummery from the TR1 team was involved - credited as "Additional PC Programming". Richard Morton a level designer from TR2-5 was the lead game designer. Not all the Chronicles team moved onto AOD, it seems a good few must have quit like Andy Sandham. Project Eden on PC and PS2, from the TR2 team took 4 years to make. Herdy Gerdy PS2 took similar timeframe. Why Core management thought they could develop a much more ambitious AOD with inexperienced developers in 2 years is just insane. This article has some interesting snippets too: https://web.archive.org/web/20130531...ngel-darkness/ Quote:
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