![]() I'm Jason Botta, the creative director for Tomb Raider: Anniversary. And Winston can still play some ditties.īotta: Welcome to the game commentary for Tomb Raider: Anniversary. Seems like a more appropriate place for it. It was just, you know, why not? Maybe she gets Winston to play little tunes as she's doing her forward rolls or whatever.īotta: Yeah, now we've moved that into the gym now. We were questioning why you had a workout mat in her music room when we were remaking it. But we kept all of the things in there, the piano's there, the harp is there, we did take out the workout mat though. It's the last room that you unlock when you're playing through the mansion level in the game. I t was the one rule that I was trying to get across in the first game when we were working with the level artists was don't make mazes, because they just confuse people and people get lost and frustrated.īotta: Yes, that was one of our concerns when we were making this maze was not just making and endless row of hedges you sort of wandered your way through aimlessly, but to really put lots of little gardens and landmarks in there so that the players would be able to find their way a little bit easier.īotta: The music room was originally right off of Lara's bedroom in the original Tomb Raider, but we made its own room in the remake. Toby: And wow, I should say, I do hate mazes right. Though in TR2 the outdoor area was an obstacle course, but now since all of that gameplay is now encompassed within our gym area we wanted to do something else outside so we decided to make a hedge maze. And really sort of trying to make an interesting side level that worked with the rest of the game but stood out on its own as a little side thing, since it is technically not part of the main game.īotta: In TR1 there wasn't actually an area outside of the manor that you could go and explore, but there was in TR2 and people liked the outdoor stuff so we decided to add a garden to the Tomb Raider Anniversary remake of the mansion. So it's all really sort of inventory based with item collection and then using those items to sort of open up new areas and whaNot, and then onto that, layering in sort of equipment based exploration, so once you get your grapple you can now explore new areas that you couldn't before, gating the player with their inventory. But anyway, it was a bit cheeky, because obviously, but we had to do a few of those little things.īotta: So while we've added the crates back in we've left out the Ark of the Covenant.īotta: When we were coming up with the idea of what we wanted to do with the mansion, we decided that we wanted to go back and make a really old school adventure game-y feeling level, a little bit unlike the rest of the gameplay in Tomb Raider Anniversary. Actually I don't know if they have the rights to the, uh.īotta: Did they trademark the Ark of the Covenant? One area that was kind of fun was the main hall where a bunch of crates were there originally just to sort of get you used to the idea that she can vault over any different height, sizes changes, with the press of a button and then we actually put the Ark of the Covenant in there by the front door, which, eh, luckily no one at Lucas noticed. Toby: Right, yeah, the original manor was much more of a tutor style place and it was totally themed around getting people used to the basic controls. We had recreated her home before for Tomb Raider Legend, and so we wanted to expand on what we'd done for that game and make it even bigger and more immersive a mansion then either Tomb Raider or that game. ![]() ![]() This was the tutorial area in Tomb Raider 1 and we wanted to bring back Lara's home as one of the playable levels of the game and really expand upon it. ![]() I have put the manor level first, since most players complete it before the Peru levels. NOTE: The commentary for the Caves level was most likely intended to be heard first, since the guys introduce themselves there. Tomb Raider: Anniversary - Designers' Commentary CROFT MANOR ![]()
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