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Old 29-04-11, 13:51   #1
danraid
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Default TOMB RAIDER in GAMEPLAY magazine (dutch)

Since there's been a thread about pretty much every magazine that has been released with Tomb Raider I though I share Tomb Raider in the "GAMEPLAY magazine"



Page 1: http://img806.imageshack.us/img806/3784/page15y.jpg
page 2: http://img600.imageshack.us/img600/1922/page25.jpg
Page 3: http://img156.imageshack.us/img156/8128/page35yj.jpg
Page 4: http://img815.imageshack.us/img815/4613/page45t.jpg
Page 5: http://img707.imageshack.us/img707/2254/page55u.jpg

page one:

Quote:
A lovely Californian spring-sun shines above the futuristic thechnology park of Redwood City, close to San Francisco. We are in the mini-mekka of the American computer industry, with the head quarters of Electronic Arts, Trion Worlds (Rift) and software-giant Oracle Corporation being only a short distance away. `This is the reason why we moved here from the suburbs of Redwood´, a cheerful Karl Stewart, global brand director of Crystal Dynamics, tells us. ´In this hypermodern work-meets-play environment, the guys and girls at Crystal really are experiencing The American Developer´s Dream. On top of that, they are able to grope the most well-known female icon ever.´ Cleaning teams work 24/7 to get rid of the never ending stream of drool that streams into the direction of the Pacific Ocean.

We stare at a completely filled trophy cabinet. While our jaws drops onto the carpet, a beaming Stewart starts to talk again. `We had to move half of our awards to the basement. At least now, we have room for the ones that the new Tomb Raider hopefully will earn us.´ Looking at Crystal´s impressive record, we understand why they are so convinced of their abilities. The corridors (of the building) exhale (a manner of speaking) nearly 20 years of gaming history, from the faded platform glory Gex to the cult hit Legacy of Kain: Soul Reaver and to the appreciated Tomb Raider rescue plan (Legend, Anniversary and Underworld) after the Angel of Darkness debacle in 2003. When we enter the press hall for the live demo, a 60-inch screen cordially greets us, but rather soon we are hit by an unpleasant cold shower: the promised cart-load of brand new material is nearly absent: Crystal Dynamics and Square Enix/Eidos have clearly aimed for E3 in June, and therefore the demo shows the identical introduction level that we had already covered in our February issue. Have we then crossed nearly half of the globe for nothing? Of course not. Sparsely, the developers start to reveal more about the new Tomb Raider-features, and besides, this is the only way to see and hear the new Lara from so close that we can almost taste her.
Page two:
Quote:
A RAIDER REBORN
Lara´s rebirth is part of a total franchise reboot, comparable with Batman Begins or Casino Royale. Faithful to the fundamentals of the series, yet with enough freedom to walk on a new path of life. The alternative origin story introduces a just-graduated 21 year old Lara Croft. Her burning ambition as an archeologist places her together with her mentor captain Roth on board of the salvage ship Endurance. She sets sail towards the Japanese coast, until a tsunami decides otherwise for them and drags them on the shore of a mysterious island. Lara is no longer the ´Teflon Beauty´ that we know from the previous games, but a human and above all realistic woman. This realism also shows in the gameplay, that has an apparent survival/action vibe and a skill-and salvage system, and introduces new camera options (always has been tricky issue throughout the series). This new dynamic, at times cinematic camera always leaves a strong impression. Clear environmental shots and sometimes artsy camera positions draw the player completely into the survival action. Well-timed bullet time effects let Lara dive away from falling rocks at the last possible moment (through quick-time events). If you mash the buttons too late, she will plummet to her death onto mother earth, followed by a horrible scream that silences everybody in the room, caught by surprise. The hairs on our arms rise towards the ceiling. Lara shivers, moans and cries just like... right, every 20 year old in the same perilous situation. The ego of the invincible hero fades away, together with her new voice. The confident voice of Keeley Hawes has made place for a clearly younger one. Her fragile mezzo soprano underlines the hystery of a young gal in such a situation, which we have to get used to. Hopefully this cry buoy (manner of speaking) won´t scare the average gamer away. Studio boss Darrell Gallagher clarifies: ´At the moment we are still casting Lara´s new voice actress. What you just heard, was a ´placeholder voice´, but it could very well be the final voice. We´re not sure about that yet. There are a dozen actresses battling for Lara´s vocal cords.´

TECNICALITIES
When we take a peek underneath the bonnet, we discover Crystal´s own CDC engine, which can also be admired at the end of August in Deus Ex: Human Revolution. The engine guarantees truly remarkably detailed visuals. The detail of the textures and lighting are to lick both thumbs and fingers for (manner of speaking, lol). The physics engine is also fully home made and has clearly taken a lead when it comes to puzzle solving (the many obstacles that Lara needs to conquer). In this early stage however, the physics don´t really take into account Newton´s laws, especially during the cutscenes. This is visible in unrealistic antics of Lara´s wild hair (in stead of the braid), among other things. ´Due to a bad balance between the hand-animated ingame footage and the mocapped cutscenes,` Gallagher excuses himself. Vast plains of the environment feel detailed and dark. Even though the level design of the island suggest a semi-open world, a complete open world wouldn´t have offered enough room for the linear storyline that Crystal Dynamics want to draw the player in with. In total, the story line will contain at least 8 to 10 hours of Tomb Raider pleasure, a number that you can easily increase to 15 if you want to search every nook and cranny of the island.

Picture on page 2
Even though Crystal Dynamics is keeping the arsenal scrupulously secret, we were able to catch a glimpse of a shotgun, handgun, bow, machete and pickaxe in the artwork. There is a large focus on melee combat, so do expect an extensive knife- and dagger shop.
Page three:

Quote:
Some bio of Darrel Gallagher, Karl Stewart and Noah Hughes (if you want to know that just ask but I will first do the article)


THE BIG TOMB RAIDER INTERVIEW
GAMEPLAY:

It almost seems like an impossible task to transform the semi-divine pop icon of Lara into a fragile woman of flesh, blood and emotion. What led you to do this?

Darrell Gallagher: When we finished the Tomb Raider trilogy, we finally had the time to search for new directions. We weren´t happy with the track that Lara was on. She became predictable, even in the way that she almost became a caricature of herself. A sort of rebirth was necessary in order to counter the predictability of the Tomb Raider franchise. We are actually treating the game as a new IP (Intellectual Property, which suggests a total reboot without taking into account any predecessors), that´s why we didn´t add a subtitle nor the number 9. We traded her ´larger than life´ appearance for a mortal and especially relatable individual. Lara should be the type of girl that you would dare to ask out on a friday night. (laughs)
Noah Hughes: To make Lara confront with extreme basic fear like being afraid of heights and claustrophobia, we make her more human aspects come up. Ofcourse she isn't afraid of heights in the real way but we put her in a situation with a huge abyss that even the player has to swallow by the look of these deep pits.
Karl Stewart: The iconic status of "old Lara" will never disappear, our vision is based on how human en believable we make the character in the evolution on a hostel world.

On which way are you letting her evolve in the feared babe with balls?Cause the reboot shows a really young Lara.

Noah Hughes: De dangers en challenges in her journey are going to have effect on her life as a Tomb Raider. By making her confront with life threatening situations we slowly make her into the Lara we all know. We create her surviving skills by giving her fysical tests to survive. Lara may be very limber natural but she isn't a olympic medal winner from the start. By giving her skill points as you play through the game her acrobatics and jump and grab moves will improve.

What characteristics didn't she lose?

Darrell Gallagher: We let her core the way it was to create an believable and deep emotional individual. The traumatic feeling of her first kill we want to project to the experience of the player. Storywise there aren't any direct connections with future Lara. We haven't touched much of her past, she 's still an high ambitions young lady with a british accent.

How is this gonna work out with the Gameplay?

Karl Stewart: All gameplay elements have been looked by with survival glasses without losing the action/adventure core. Lara has to face Life threatening situations.
Page four:
Quote:
She isn't going to search for berries or pie in a mug (Laughs). We want to create a survival simulator.
Noah Hughes: We not only rip Lara out of her comfort zone but push her out of the border of her fysical knowing.
Darrel Gallagher: We defiantly have to forget the improved movement flexibility. Before scripted events and an far jump was enough to reach the ledge. Now you can air steer her at any time and even speed it up or slow it down. Next to that the CDC engine is capable to manipulate the gameworld by intuitive physics puzzles. We will reward people for finding a different way to solve a puzzle. The time of pulling switches and searching for wells is history.

How does the survival touch the difficult level of the game?

Darrel Gallagher: Finding a good balans in the game isn't easy. We want to speak to a large audience and we're testing it a lot for the playability. The skill Survival Instinct for example will be a big helpbutton so you can find easy to manipulate objects and quest objectives. You can compare it with the Batman Arkham Asylum game. Although you can only use it when you're standing still. Next to this tooltips will make you aware of usable objects in you're environment, like flammable cloths in combination with your flaming torch.
Noah Hughes: injuries on Lara will have effect on the way the game plays. Lara will hop, hobble, and with fear she will try to stop the blood from streaming.
Page Five:
Quote:
Backtracking is made interesting through the fasttravel option in a instant you can travel from camp to camp, only on the condition that they have all ready been discovered of course. During so you will occasionally get in front of a closed door or are still not physically able or leap a Certain distance. Some levels later you feel you than have a key or you have invested in a better leap technique.

Babylon 9

It is not the first time we have seen a vulnerable Lara croft. In Tomb Raider The Last Revelation we already witnessed a 16-year-old, twin pigtails, cute Lara Croft.

Through the new salvage option you can find items to break, gaining basic components and new improvised weapons.

Medkits help you heal, but we also have more drastic solutions like leeches also in store, you need to eat and drink at certain times during the game to survive, this can be sorted by hunting.

GAMEPLAY:Yet there was not an ounce of combat in sight during the demo session, while all the time she was wearing a bow and a quiver ideal for a hunting party

DARREL GALLAGHER: That's because we have the old auto-aim approach and replaced it with a free-aim system, but that is not yet perfect. We have put much effort into the combat, and we hope you will witness examples in the course of the following month (ie E3).

GAMEPLAY: Lara must not only overcome the mysterious island but also their are people who want to drink her blood. What's the story behind the island and what about the variety of enemies?

KARL STEWART: In the future, we will learn more about the island. Now the main challenge is the feeling of isolation in an unfamiliar, hostile environment. As time progresses and evolves Lara, insist there are other mysteries. Like the cliff with all the shipwrecks from different time periods.
NOAH HUGHES: It is about the challenges of the island across that Lara comes across. The fate of her and the island are intertwined.
KARL STEWART: (pause), but first she will have to survive in the jungle avoiding the likes of bloodthirsty wolves.

GAMEPLAY: There is a long time the rumor that Tomb Raider multiplayer and co-op will be featured. anything to say about that?

KARL STEWART: Not yet (laughs)

GAMEPLAY: The dark undertone of the soundtrack and sound effects break in style from the previous games. What is the reboot content of the musical score?

NOAH HUGHES: Music and sound effects are a subtle but very important emotion and action amplifier. Tomb Raider will still contain the powerful orchestral arrangements, but we use Yahoo's new character evolution, for example, introducing dark piano music. You can actually say that the musical score fits lara's physical and emotional journey through the islands journey.

GAMEPLAY: Who is the composer of the soundtrack?

KARL STEWART: Aleksandar Dimitrijevic, is doing the score of the trailer, but the official composer we can not confirm.

Production GK films (Gangs of New York, the tourist) translates reboot to the big screen. In 2013, a new tomb raider with a young Lara. how are you working with GK?

Karl Stewart: It is known to cast a young Lara Croft, but it is not our purpose to make her the live lara. actually we do not planning to promote a live Lara for this game. GK films can make entirely its own thing with the reboot and if it needs advice they know where we live.

GAMEPLAY: Will Lara still has her two greatest assets? By that I mean her dual pistols.

NOAH HUGHES: Who knows? (Laughs)

Thanks for this extensive interview. It was a pleasure!

The Tomb Raider franchise after years of growing pains seems to finally be moving to adulthood. Where unnatural sales figures fattened, Lara Croft has finally evolved into a credible and evocative female role model. Fans are already very enthusiastic about the new direction the game strikes. The current release date balances between late 2011 and early 2010. E3 at the beginning of June will bring more Raider news.
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Last edited by danraid; 29-04-11 at 16:53.
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Old 29-04-11, 13:53   #2
Pietras
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OMG!!!

Plz danraid scan the entire article plz! Also, could you translate?
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Old 29-04-11, 13:54   #3
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Yay! Bedankt. XD
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Old 29-04-11, 13:56   #4
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Ok I will scan them piece by piece, and translate it (don't expect perfect translation and new news though)
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Old 29-04-11, 13:57   #5
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I can help translating if you want.
(I promise it will go faster than the French one. )
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Old 29-04-11, 13:57   #6
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Quote:
Originally Posted by danraid View Post
Ok I will scan them piece by piece, and translate it (don't expect perfect translation and new news though)
Thank you!!!

Quote:
Originally Posted by Love2Raid View Post
I can help translating if you want.
(I promise it will go faster than the French one. )
How many languages do you know? You're amazing
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Old 29-04-11, 13:58   #7
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We're experiencing a Tomb Raider overload here... seriously!
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Old 29-04-11, 13:59   #8
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How many Dutch people are there around here?
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Old 29-04-11, 14:03   #9
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TOMB RAIDER INVASION!!!
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Old 29-04-11, 14:04   #10
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I will give this one because i already scan it, but better scans will follow. also I upload on photobucket but it looks like it's making it smaller, does anyone know a better one?

If someone wants to translate i'm fine with that scanning and uploading takes a while.. :P
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