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Tomb Raider 7 en coulisses (PLAY)

 24 mai 2005

Le magazine PLAY a publié un entretien avec les producteur, designer et compositeur de Tomb Raider Legend. Les points clefs de l'entretien révèlent de nouvelles informations, notamment des détails de l'intrigue et les mécanismes de jeu. (Lire la traduction française).

     

   

- Interview de Morgan Gray, producteur
- Interview de Toby Gard, designer
- Interview de Troels Brun Folmann, compositeur

For many of us, Lara Croft was our first... First to trip far-off levers linked to time-released doorways, first to plummet off the summit of a rushing waterfall, first to coalesce with massive environmental puzzles, first to introduce dynamic cinematic overtures that sent chills down our spines, first to spellbind by merely walking… the list goes on and on. She was also 3D gaming’s first female superstar, marking the advent of leading ladies across all platforms. So what if she shot a few dogs? Lara Croft was a true vanguard—an institution to 3D gaming as much as Sonic or Mario are to 2D. She made Core—henceforth, creators of critically acclaimed 16- and 32-bit fare such as Chuck Rock and Wonderdog—a household name, and pretty much built the house of Eidos, until finally, after six sequels and an impressive film debut, the walls (for Core at least) came crumbling down.

I was amazed after five formidable sequels in as many years how quickly gamers jumped on the Angel al Darkness dog pile. I began playing the game, keeping close tabs on the boards, which were filled mostly with people beaming at what a great game it turned out to be (beyond the painful training level) after fearing the worst... until a few fire starters began finding bugs, which sent scads of people looking for bugs, until a lynch mob marched a flawed but highly rewarding game into the flames of internet hell.

There was even talk of the game’s poor reception affecting the second film, although I can assure you that Cradle of Life, unlike Angel of Darkness, was and is a train wreck. Jolie freaking punched a shark—saw it coming, cold cocked if and then rode the thing like a porpoise. Suspension of disbelief burst info flames and never smoldered. Anyway, having sold well in excess of two million copies, Tomb Raider: Angel of Darkness would become the most successful genuinely disliked game in video game history. But they say everything happens for a reason...

After a brief healing period, the not-so shocking news of Lars’s fate emerged. The words “bug” and “Tomb Raider” having appeared in the same sentence prompted Eidos to pluck Lara from her now-bewildered family et Core and move her into the loving embrace of Crystal Dynamics, home of Soul Reaver, where an engine that would surely caress her tender loins and a team of designers and texture artists that know no boundaries would welcome her with open arms. After countless Kains and Soul Reaver, the prospect of resurrecting Lara must have been music to their ears... Scary Gothic the Omen theme music, but music nevertheless... Next, in a stroke of pure genius, Eidos enlisted Lara’s once-proud papa (Tomb Raider began life with a male lead) Toby Gard as character lead. Toby happened to leave Core, and his claim to fame, just before his femme fatal would become an international phenomenon. (Who knew?) Now, having completed his own epic, the underrated Galleon, he would be front and center for her comeback. Reads like a screenplay doesn’t it?

So here we are, fellow fickle Tomb Raider fans, huddled in a mass waiting to either pounce or praise, which is why I begged like a dictator in s deep hole for the first new Tomb Raider cover. Lara changed my life once—l despised 3D until I met her—and I’ve been tight with Core’s core, Jeremy an Adrian Smith, for the duration, so I figure I owe Lara and everyone who holds this brand dear an unbiased first in-depth look the next next-generation Tomb Raider.. now finally, on Xbox. I’ve always hated that loading bar.

Before we get to the Q&A, having seen Legend in motion, let me preface it by saying this is every bit the Tomb Raider we know and love (or knew and once loved depending on the person)—a supremely reinvigorated Tomb Raider redux, but still every bit the game we fell in love with. It’s plain to see that Crystal Dynamics has adhered to the games fundamentals while enhancing every facet of them in the process, having conducted extensive research to get into the fabric of the franchise: consulting with fans, reading every past review (see, this is why we need clones) and playing every game in the series end to end. The result is a game that couldn’t be more honed for its most avid fan base, returning Lara to her tomb-raiding roots, intelligent dialogue and graceful athletic prowess, jaunting around ancient realms and unlocking secrets of the past.

She now dons an intricately animated visage with reactive roving eyes and realistic expressions, new abilities via the magnetic grappling tool, frag grenades, a personal light and assorted communication devices, new signature moves including a Striderlike slide, and slightly altered proportions resulting in a slinkier, sexier silhouette. The new walk alone is mesmerizing—all those extra polys (Legend’s is the most detailed Lara yet) definitely show—and she’s had a much-needed breast reduction and belly button relocation.

Fully aware, however, that hips and thighs can only take a game so far, Crystal has done the most work on the gameplay, molding the environments like a character in the game—’living” architecture meant to marry character and environ like never before as Lara’s dynamic animation shows for continuous motion negotiating obstacles without breaking stride, along with (and this is exciting) interacting dynamically with any surface. If you frequent my reviews, then you already know how vital I believe this to be, but few studios are able to implement it. Legend will never jar you from the reality of the game as so many of today’s games do. The physics, water and fire systems are also bleeding-edge, resulting in the most immersive Tomb Raider (or perhaps any game for that matter) environments to date... and all this from the studio that brought us Soul Reaver, so expect textures from the gods. Tomb Raider Legend isn’t going to be as good as Lara’s best; it’s going to better.

Morgan Gray, producer

Play: Where does Legend fall? Is it post AoD in the game universe? Has any of the film mythos leaked over?

Morgan Gray: Legend continues the adventures of Lara Croft. It is not a prequel of any kind, nor does it continue any of the story threads found in previous instalments. However, it should be said that many aspects of Lara’s history are dealt with directly during the course of the game. Some elements seen in the Tomb Raider films will be present, but Legend is a whole new adventure.

Is Legend running on a modified version of the Soul Reaver engine or something entirely new?

Yes, Legend s being constructed on an upgraded version of the technology we used during Soul Reaver’s development. Serious aspects of the engine have been built from the ground up to achieve our creative goals on the title. Certainly in regards to animation and camera and player control we have invested a significant amount of time and energy towards pushing the bar forward.

Is the new game based more in reality/ real world situations or mythology?

Lara’s world is a bit more fantastic than the real one (as far as we know), but grounded in current reality. Expect to see elements of the fantastic—both known mythology and new mysteries—as Lara explores the outer boundaries and inner reaches of the modem world.

So will Lara be facing off against massive behemoths and assorted creatures? You guys certainly know a thing or two about otherworldly creatures. Will the enemy be more aggressive or smart this lime around? Are you doing much in the way of AI?

We do have a few big surprises in terms of foes to fight. Our Al system is actually quite robust. They have multiple ways of detecting Lara, and will respond to the ever-changing combat situation in intelligent ways. Such as moving to flank her when she’s pinned down, dodging grenades, and calling for backup.

You played through every Tomb Raider— a noble gesture. Any games in particular strike you as the standouts?

Without a doubt, the first title is my favorite. The experience was fresh; nothing else was like it at the time. Who could forget the memorable moments like being chased by animals, to the T-Rex, the Atlantian doppelganger puzzle room. Fantastic stuff!

Did you end up making Legend similar to the early games or the latter, more stealthy, Bond type?

We are certainly looking at the early games as our main force of inspiration. There was something awe-inspiring about the early games with their strong focus on navigation and exploration, not just run-and-gun gameplay. Our combat gameplay certainly leaves room for cover and surprise-based tactics; it’s much faster paced and visceral, involving numerous jumps, ducks, slides and rolls. We’ll leave the skulking around hallways for the other guys.

The environments in the older Tomb Raiders were like characters in the game. What made TR so wonderful early on was the sense of wonder and expanse, exploring and unlocking secrets among massive relics and hallowed places. Any TR fan will tell you that first jump off the watertall stayed with them forever. Are you creating a game filled with more of those moments?

Absolutely! This is one of the comerstones of our level design goals. Taking Lara to exotic locations with dramatic vistas and big reveals is at the heart of the franchise. It’s those special standout gems that take the experience to the next level.

When you say interact dynamically with any surface, does that mean Lara will come to rest on surfaces realistically? (If so, I love you). In what other ways, does she gel with her surroundings?

Yes! We have done a great deal of work to insure that not only is she grounded to the environment in realistic ways, but that controlling her to move throughout the environment is as responsive and realistic as possible. You no longer need to be perfectly lined up to get her to grab onto a surface, and she is smart enough not to fall off ledges if you take a false step.

AoD wasn’t a bad game, just a (supposedly) buggy one with lots of loading and a weak final boss... I quite liked it otherwise. The game had some great moments and fine detail. Still, buggy and Tomb Raider should have never appeared in the same sentence. Is this more of a modernization, enhancement or total overhaul?

I agree that the words “buggy” and “Tomb Raider” should never be uttered together. Tomb Raider Legend is more of an overhaul in terms of taking the franchise to the next level. Previous titles have made small steps towards improving on the gameplay promises of the franchise. We have boiled down the foundational components (movement, control, camera, combat, gear) and invested considerable effort towards creating a modem gameplay experience worthy of the franchise.

Lara rides! The motorcycle bits look awesome. Does she ride it often in the game? Are you infusing the game with many vehicles?

There are several key moments where Lara will need to get on the bike. Although there is a smattering of other vehicles in the game, it goes without saying that Lara’s motorcycle s the prominent ride.

We noticed some slow-motion as well. Is there a time manipulation element in the game?

We have been exploring time-alteration, dramatic camera angles and other visual devices that help to serve our gameplay goals and provide a visually stunning experience. It’s a tad too early to talk about the specifics just yet.

So finally…Xbox: Lara will undoubtedly thrive with her new
(finally!) multiplatform address. What are you doing specifically to take advantage of the Xbox’s specs? Will it simply load quicker and run smoother or are there differences in poly counts, textures, water, etc?

We’re doing a full texture pass specifically for the Xbox version and yes, the frame rate and load times will be faster on the Xbox version. There will definitely be widescreen support for the Xbox version and we’re looking into some of the Xbox specific features such as soundtrack support.

Will you be handling the story in traditional manner via real-time or CG cutscenes or infusing the levels with real-time bits of story in a more cinematic vein?

Players will live out the story of Legend throughout the play experience, from real-time conversation and action during gameplay to carefully integrated in-engine cinematics.

The game footage depicts new shooting elements (turrets are always a blast) as well as more of that magic Tomb Raider platforming we miss so much, including some interesting new jump angles and rope play. Is the game balanced evenly between gunplay and adventure/ platforming or more the old lndy Jones-type magic?

We are balancing the game primally around movement and adventure/platforming mixed with combat. Although magic has its place in me Tomb Raider universe, it’s not really Lara’s personal cup of tea.

Have you added any melee/disarming maneuvers?

Yes. We’re also developing linked combat combo moves that will make the most out of both Lara’s athletic abilities and her signature guns.

What about pick-ups and inventory... White box, red cross? Has the inventory system undergone any changes? I know she has some great new gadgets!

Lara has a number of gadgets that help her get down to business. Obviously there is her weapon arsenal, complete with her signature pistols. We have a brand-new item called the grappling hook that takes advantage of our physics systems. Lara can now pull and drag objects (and herself) around the environments in the game. This has opened the door to all sorts of new puzzle design and player path options. We’ll be taking more about Lara’s new tools a little further down the road.

Will you be re-tooling Legend for play on Xbox 360? And if so, would we see drastic changes in everything from the architecture to the models? It would almost be a new game on this skeleton, wouldn’t it?

We’re not too ready to talk about this bit yet!

Toby Gard, Lead Character Designer

Play : How ironic is this? You left Core soon after creating Lara, only to return to her aide for the resurgence. Had you felt that prior to Crystal landing the developer role after Core had lost their way with her?

Toby Gard : Yes, I think so.

So, the new Lara...smaller breasts (hopefully gently animated), a bit less exaggerated and obviously painstakingly modeled and animated. How much did you toil over the latest iteration?

It was a collaborative effort to reach the final new look. We went through plenty of different versions (especially for the face) before reaching the new look. It was a long, arduous process, since we were keen to update her without alienating her fans, and that is a tough tightrope to walk.

Well, she looks incredible. The walking animation is truly beautiful and the expression in her face and roving eyes are exquisite. She appears more feminine and mysterious. Bravo.

Cool! I’m glad you like it.

Does she step incrementally? Turn, quick turn and jump the same? In the gameplay footage, she seems true to her roots in terms of animation, but looks looser and more in tune with the environments. Has her control been tweaked or refined in any way?

Tomb Raider: Legend’s Lara control system is not like old TR controls or Angel of Darkness controls at all. With this game, Crystal Dynamics started from scratch building the game from the ground up. The goal is to create a very responsive, fluid control system but still have Lara animating in a solid and believable way, which is, again, a tough line to walk.

We noticed a cool Strider-like slide move along with some new platforming elements. Does Lara have quite a few new tricks up her …er, no sleeves?

Yes, she has some very neat tricks that you will no doubt hear about soon.

The gypsy eyes are beautiful. Does the new look tie into any changes in Lara’s demeanor/ persona?
Lara’s persona has not really changed, at least not for me. I’m hoping this game will let people get a clearer look at who Lara really is, and so from my point of view, that just means going back to who she started as.

Are you working the hair file same way, sticking to the flowing ponytail?

Yes, a ponytail rather than a braid. You will see that soon, I think.

How about wardrobe? Will we see many costume changes? We’ve noticed three already...

There are quite a few. We want Lara’s clothing to demonstrate the fact that she’s modern, cool and, above ail, fashionable.

What are the differences between the PS2 Lara model and the Xbox Lara model?

About 5000 polygons and double the textures.

So, is Crystal your permanent home, or will you continue with Confounding Factor and consulting on Lara as new titles surface?

I’d like to see where Lara goes next; I think Tomb Raider: Legend is like a new beginning for her and the possibilities are actually quite exciting.

You have to be thinking about where you’ll take her on Xbox 360 and beyond... Give us a glimpse?

Ah, now that’s information we’re not yet ready to divulge.

Troels Brun Folmann, composer

Play: Will the music be constant or fade in and out as is customary? If so, will it be more frequent?

Troels Brun Folmann: The music is scored individually for all the levels, events and main characters in the game. We have created a highly flexible music system, which allows the music to adapt to player actions and changes in the game environment. The player will feel the soundtrack constantly corresponds to his or her choices in the game.

Speaking of the music, it’s always managed to send chills down our spines. Will you adhere to the classical arrangements formula or mix it up a bit more?

We have extremely high demands for the soundtrack for Tomb Raider: Legend. First of all, we want to follow the music tradition from the old games. But we also want to add a new dimension to the soundtrack by combining epic classical orchestration, symphonic choirs and a variety of electronica resources. The game takes place in a variety of destinations and we want the music to complement the different environments and atmospheres. The soundtrack for Tomb Raider: Legend is over 120 minutes long.

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Pour en savoir plus...

- La traduction en français de l'article
- Le dossier Tomb Raider Legend de Captain Alban
- La galerie TR7 de Captain Alban
- Des articles et des liens sur TR7
- Le site officiel de l'E³ 2005
- Les débats sur le prochain Tomb Raider sur le forum de Captain Alban

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Retour à la page de départ Tomb Raider 1 Tomb Raider 2 - La dague de Xian Tomb Raider 3 - Les aventures de Lara Croft Tomb Raider 4 - La révélation finale Tomb Raider 5 - Sur les traces de Lara Croft Tomb Raider 6 - L'ange des ténèbres Tomb Raider 7 - Tomb Raider Legend Tomb Raider : Anniversary Tomb Raider Underworld, le prochain Tomb Raider, prévu pour le 21 novembre. Tomb Raider sur Game Boy et autres... La boutique de Captain Alban Lara Croft, la star virtuelle Les films Tomb Raider avec Angelina Jolie Les livres Tomb Raider - Lara Croft Pour les fans de Tomb Raider et de Lara Croft Le site de Captain Alban
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