![]() Wouldn't you expect to be able to balance on beams? And if you can do that, shouldn't you be able to balance-walk on poles? Someone as skilled and fearless as Lara certainly would be able to, so we support it. Screenshot from "Tomb Raider: Underworld"Īs soon as we gave her the ability to carry objects in her hands for puzzle solving, why shouldn't she be able to throw these objects, or hit enemies with them, or stick them into the wall and climb on them? So we support all these things. It was an answer to a question posed on Day One: "What should we enable the player to do?" Of all the possible answers, we settled on the one most satisfying to players and the easiest for gamers to act upon, and that was, "Well, what would you expect Lara to be able to do?" By determining Lara's abilities based on this philosophy, we made the character act in a way that was easier to grasp intuitively without consulting the manual and remembering a lot of arbitrary game rules. CBR News was able to get some time with Crystal Dynamics' Eric Lindstrom, the Creative Director of "Tomb Raider: Underworld," to talk about how this game presents a bold new chapter in the chronicles of Lara Croft.ĬBR: Your stated theme for "Tomb Raider: Underworld" is "What could Lara do?" How did that theme drive the development process?Eric Lindstrom: The philosophy of "What could Lara do?" was central to development from the concept phase all the way through production. The result of their efforts is about to be seen, as "Tomb Raider: Underworld" will be hitting store shelves this week. ![]() This was never more evident than in 2003, when the series hit a lull after the poor reception of "Tomb Raider: The Angel of Darkness." Publisher Eidos subsequently handed the reins of the series over to developer Crystal Dynamics, whose first release was 2006's "Tomb Raider: Legend," which breathed new life into the series, and 2007's "Tomb Raider: Anniversary" reminded everyone why the series was such a success in the first place.With the Tomb Raider franchise on stable ground once again, Crystal Dynamics set about creating a new game that built successfully on the best parts of the series, but also took a leap forward in innovation. As with any storied franchise, Tomb Raider has had its ups and downs over the life of the series, and one of the biggest challenges it faces is continuing to stay relevant in today's gaming landscape. "Tomb Raider" was a critical and commercial success, which went on to spawn several sequels, comic book and movie adaptations, and an animated web series, among other things. The first game was seen as revolutionary at the time, both for its iconic lead character and its gameplay, which combined third-person shooting, platforming and puzzle-solving in sweeping 3D environments. Since 1996, Lara Croft and the Tomb Raider franchise have been mainstays of the gaming scene. "Tomb Raider: Underworld" on sale this week
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