Tomb Raider: Legend at German Games Convention in Leipzig
The world premiere of Tomb Raider: Legend is to be held at the German Games Convention in Leipzig, SCi-dos has announced.
The seventh in the Lara Croft series will be fully playable on the show floor for all attendees to sample - unlike at E3 where Eidos elected to hide its biggest hitter behind closed doors.
Eidos US' director of product marketing Lars Winkler [great name - Ed] was naturally "very proud" to make the GCC the venue for the world premiere, while hastily thumbing through his world atlas to pinpoint the whereabouts of 'Lypzish'.
"Even at the world's largest videogame show in Los Angeles, the 2005 Electronic Entertainment Expo, the game was only shown to a specific few behind closed doors. At the Games Convention, not only will gameplay be shown to the public, but the producers will be there to answer questions as well," he added.
Tomb Raider Legend is the first in the series to be developed by U.S. studio Crystal Dynamics - and the first to have the design input of series creator Toby Gard since the 1996 original.
The game was originally due in time for Christmas on PS2, Xbox and PC, but has subsequently been slipped back to earty next year.
Source: eurogamer.net August 3, 2005 by Kristan Reed
Of course, the Tomb Raider: Legend team have been very vocal about wanting to take Lara Croft back to her roots. Out of the random European city and back into the caves. Back to what she's good for. Their determination for the game to stand apart from recent versions is obvious from the name alone. None of this "Lara Croft Tomb Raider Angel of Darkness" pin the colon on the run-together-game-names nonsense - just simple and memorable. Today, we got our first chance to see just how far Toby Gard and Crystal Dynamics have lead Lara - and the only slight disappointment was that we did have to journey to a random European city to do so.
Having got to Leipzig without feeling stronger or killing any helpful professors en route, Eurogamer's Patrick Garratt was one of the first to take in the new-look Lara one-to-one, and phoned through his observations earlier this morning.
The demo focused on a level set deep in Africa. Running on PS2, the code at Leipzig apparently constitutes a quarter of one of eight huge levels that make up the game, which the team reckons will take 12-15 hours to finish. And "huge" is the operative word. Starting in a cave, Lara surveys the area and makes her way out through an entrance to be greeted by a gigantic waterfall - likely to be the one seen in the screenshots - and the sense of scale is said to be overpowering. Birds are flapping around, and Lara can be seen fiddling with an earpiece.
At this point we were told about Lara's new body. Crystal Dynamics wanted to give her "the look of action and athleticism, and retain her beauty and sensuality, but without making her look creepy". (Good grief.) They've certainly achieved the former by the sound of it, with a slightly more muscle-bound heroine - almost cartoon-esque, but still very identifiably Lara. In terms of getting back to her roots, she can take the literal path if she likes and wallow in the mud - the dirt clinging to her until she next takes a dip in nearby water. After that her clothes will be sodden, and water will drip off - she may even wring out her hair during quiet moments. Beyond making her look like a more advanced, athletic Lara, the team has tried to give her a broader range of animations - and she won't always be wearing her trademark shorts, green top and backpack either.
Having caught our attention with a gigantic waterfall, Lara pulls a lever and opens a gate behind it. It won't be long before she's leaping and, of course, fighting. One of the other things Crystal Dynamics wanted to do with Legend was modernise the control scheme - and that's obvious in various areas, including the way the combat works in a manner that's unlike any of the previous Tomb Raiders. Combat is said to be 35-40 per cent of the whole game, and a lot of work has gone into it. A health bar and individual ammo stocks for your weapons spring up to remind you of the conditions as you fight. But instead of just giving you a gun and having you point, a new "combat lock mode" allows you to lock onto various enemies so that each is assigned a face button - in a manner not dissimilar to Sony's The Mark of Kri. Lara then uses her individual handguns to take shots at the enemy corresponding to the button you're hammering. As you dance back and forth trying to evade them, you can focus your attention without having to juggle the third mental ball of cycling through targets. A clever move.
Clever moves will be a common theme, by the sound of it. Solving puzzles demonstrated that Lara not only solves problems in various ways, but is also hugely versatile in terms of getting around and, crucially, not dying pointlessly and easily.
One puzzle involved starting a water wheel, where one of the paddles was obstructed. She surveyed the scene with binoculars first (these will apparently have different uses, but you can guess which was the only one we saw), and then got to it. The first option was to use her magnetic grappling hook - and this tool will serve her very often in Legend, from what we could make out. In this case, she found a way to swing toward it, Indy Jones' whip-style, and kick the obstruction. Another option, it turned out, was simply to chuck a grenade to clear the paddle's path. Another still involved clambering up the opposite side of the room and taking advantage of a stationary gun emplacement. The possibilities sound inviting, even if the early example is quite mundane - the idea of finishing a platform-puzzle game, starting over and saying "right, I'm not going to use any of the means I did last time" doesn't just appeal to us, it practically has our pants off. But back to Lara...
With the water wheel now clear, Lara can grab hold of the paddle and use it to reach higher platforms. Not the first time, mind you. The first time, she screwed it up. And this helpfully illustrates the point about not dying needlessly. In past Tomb Raiders, missing a ledge could be fatal and cost you lots of progress. Heck, walking down a corridor without watching your feet left you impaled on spikes - missing a ledge was like being told you were dead, and the developer had gone round your parents' house and told them about the time you stole 10 from your Mum's wallet and used it to buy pornography. Not so in Legend. Hanging from the paddle, Lara swung but failed to catch the lip of the ledge and tumbled - only to spring athletically back toward the paddle and not just grab it but actually stand up on it too. Like many recent platform games, Lara won't just fall off ledges either - she'll turn around and grab them if she stumbles off; the idea being that you'd have to make the game think you really wanted to leap off if you were to fall.
Having navigated this section, she started encountering traps. In the dark, her shoulder-mounted flashlight turns on automatically, and the red flares she can toss into deep pits add grim highlights to the darkened spikes at the bottom. With dynamic light and shadows, of course. Simple traps are like something out of Raiders of the Lost Ark - spears hurtling forth from every crack in the wall and Lara having to time her run to avoid them - while some of the latter traps and puzzles are said to involve water currents. And we can't imagine they mean she just gets her phone wet and swept a bit off course.
Overall, Tomb Raider: Legend is looking like it could be focused in the right areas, smoothly pieced together and actually capable of proving the doubters wrong. After the farce that was Angel of Darkness, this was always going to be a critical moment for Lara, and early impressions are hugely positive. They even seem to have the camera right - it's automatic, and "loads" of work has gone into it, but during our demo it never became an issue, and could always be tweaked with the right analogue stick. With so many good ideas flowing into it from various sources - not just the first Tomb Raider - the signs are very positive. Just as the developer has worked hard to hang on to ideas that work and scrap the things that don't, their latest incarnation of Lara is equipped to grab hold of anything in her environment - an environment that she seems more than adequately equipped to navigate quickly, fluidly and beautifully. Hey, we don't know about the sensuality part yet, but we still left disappointed we couldn't take her home with us.
Tomb Raider: Legend is due out on PS2, PSP and Xbox in Q2 of 2006.
Source: eurogamer.net August 17, 2005 by Eurogamer staf
"We are very proud to offer the German Games Convention as the venue for Tomb Raider Legend's public world premiere,' said Lars Winkler, Director of Product Marketing, Eidos Interactive. "Even at the world's largest videogame show in Los Angeles, the 2005 Electronic Entertainment Expo, the game was only shown to a specific few behind closed doors. At the Games Convention, not only will gameplay be shown to the public, but the producers will be there to answer questions as well."
Source: IGN August 10, 2005
Forget just about everything you know about Tomb Raider (save for the tomb and raiding parts). Forget...
1) The freakish human mutation that was Lara Croft and her immense cranium. 2) The Egyptian pyramids that were Lara's angular breasts.
3) The needless exploration of Venice and the stealthy slaughter of heavily armed commando-devil-raptors.
4) Entering any given room, dying, and then reloading so that you could hopelessly die again.
5) A rigid world made of uncompromising square tiles.
Tomb Raider: Legend, unsurprisingly, is doing away with all those tired Croft mainstays and is instead running with a newer, sleeker, more natural kind of exploratory action. The developers at Crystal D are at least primarily concerned with the million seller's fluidity and feel. It's because of this that Tomb Raider: Legend resembles Sands of Time. Both games feature slick animation and lots of it, anyway. But, Lara may be able to best even the mighty Prince when she releases in Q2 2006.
While we haven't seen any kind of a story to indicate that Tomb Raider will approach Prince's level of narrative quality, Eidos promises that the game will involve the appropriately mystical, much in the same way Indiana Jones or The Mummy did. And while Tomb Raider will, in classic comic book fashion, acknowledge and respect its predecessors, the game will not attempt to continue or retell those old stories. It'll be all new this time around.
While the plot like as not won't do much for us, the gameplay already has us singing high praises. We got a chance to see a private demonstration of Legends at this year's Leipzig Games Convention and came away quite pleased. In particular, we noticed that...
1) Lara is now a human female.2) Her not so pyramidic bosom is ample, but not completely outlandish.
3) Tomb Raider will actually be about raiding tombs.
4) Flow is emphasized. Trial and error is not.
5) There are no unusable angles.
As simple as it may sound, the last bit is what has us the most interested. In addition to righting the square wrongs of former Tomb Raiders, Lara's new forgiving acrobatics will allow gamers to send her leaping, shimmying, climbing, vaulting, rolling, diving, and grappling across some pretty exciting environments gracefully, not clumsily. That kind of flow did wonders for Sands of Time. We expect the same thing to hold true here. And in some cases, it could even be better. For instance, Lara's many environment-driven puzzles may seem like classic Prince, but a heavier emphasis on logical, physics-driven scenarios that strike us as being Half-Life-ish could push Croft over-the-top.
At one point during our demonstration, Lara applied her muscle and weight to a pulley system to actually lift a block. Simple. She later tossed out a magnetic grappling hook to grab and drag around other suspended objects. That was a little better. At another point she needed to take down a pillar with mass and weight attached to it. She could have tossed a grenade its way, kicked it over by swinging into it, or just shot at it with a heavy machinegun. Now that was cool. The Eidos kids also promised that the new engine will give the team plenty of leeway. Specifically, they mentioned something about fire and water puzzles. Block pushing may well be at an end.
One thing we didn't see much of during our presentation was combat. At a couple of points Lara whipped out her pistols and shot a few dudes from afar -- she even employed one of a couple stunner moves on an enemy to give her a better shot -- but we never saw any dinosaur killing or out of control circle strafing, but then there's still a lot of Tomb Raider to see. And no doubt we'll see it all in the months leading up to the game's recently announced Q2 2006 launch date. Of course, we'll be back with more information as it becomes available.
Source: IGN August 17, 2005, by Ivan Sulic
Exclusive Interview with Morgan Gray from Crystal Dynamics
A ton of facts from the Games Convention 2005 in Leipzig, GermanyFriday, August 19th . It is hot, it is extremely loud and it is the second day of Europeans largest annual gaming event, the Games Convention 2005. As announced some weeks ago Tomb Raider: Legend, the newest part in our popular series, was presented to the public for the first time in Leipzig.
Three Tribune reporters, one guest reporter and two other Tomb Raider fans just finished watching the 20- minute long live presentation of the new game. Longing for more we got the chance to catch up with Morgan Gray, producer at Crystal Dynamics, to ask him a ton of questions our community had gathered together. Thanks to the great efforts of Julia Widera from Eidos the usually fully booked CD staff member granted us about 30 minutes of his time to answer every single question we asked him in detail in an interesting and really nice, motivated way. So, again, thank you Mr. Gray for everything. It was clearly an unforgettable experience.
Laras Levelbase Tribune: Mr. Gray, what exactly do you do at crystal dynamics?
Mr. Gray: Im the producer of the development team, so its a mixture of a better management, a better scheduling, but a lot of what my function is, is a mixture of the art department, design apartment, and the technology which are all focused towards the same goals. So I work with my lead- designer, my art- director and my lead- technologist, to set sort of high- level goals of what we need to accomplish with the game and make sure that we are not falling short of us. Theres a generalization.
LBT: So youre one of the bosses?
I run the development team, yeah. (laughs)
LBT: There are really a lot of questions our community wants to know. We would like to begin with the saving system. Is it like in Soul Reaver or Legacy of Kain?
Its very similar, but we have obviously part- save locations, a checkpoint system. But one of the big things we want to do is: we all want to use cheap gameplay limitations as game balances or game goals. So before all difficult high- risk things we give checkpoints. We want to be very friendly because when people play Lara Croft and they have- on PC- about 500 savegames and theyre always going slowly and everything, then thats not what its all about. So we want to make a very friendly game, so you take the bigger risks, and if you mess up its not a big deal.
LBT: So there are no one chance situations or dead ends?
No, theres no ultimate failure.
LBT: There are multiple ways to figure a puzzle out, then?
Yes.
LBT: And if you tried all of these ways and none of these worked, what would the game do with Lara?
Theres always at least one possibility that will work. Were going to have many, so if theyre people trying out all the possibilities and its not working theyre probably not doing it in the right way. So in that case Lara would begin to give you hints that youre not doing it correctly. She will talk to herself like Something doesnt seem to be right here, maybe as she tries. Its slow, though, so its very gradual, so we would say after five minutes youll know it if you are trying it really wrong. Its a very settled thing and it passes along and you wont waste a lot of your time. Its a little more direction for the player, but it should be said its not happening that quick, again.
LBT: Thanks. Can you tell us something about the system requirements?
For the PC? Or in general?
LBT: For the PC.
Ok, for PC: What we want to do with Tomb Raider is looking at each platform as an opportunity to make the coolest, prettiest Tomb Raider we can make on that platform. When it comes to PC were obviously looking at servicing everything the high- end PCs are capable of doing: complex pixel- shading, all the belts and muscles, multiple light sources, and an increased processing time that will give us more dynamic physics to have interactive objects waving in the breeze. But because we are also developing on Playstation 2 our demands arent that high. We are very scaleable. So we havent kneeled down the exact specific facts what the recommended system will be, but off- hand I would guess that with better equipment you will have a very fantastic time playing the game.
LBT: Did you program the game first for the PS 2?
All of them simultaneously. Were making each version at the same time.
LBT: So there are no adaptations for the PC?
Well, there are some things that get carried over such as the core geometry and the flow, but its not like making the Playstation version and then porting it. So were taking on the PC and Xbox, you know, new textures, high- res geometry, using the light sources and the shadows, so again by doing them all at the same time I think we will be able to maximize what each platform does best and give it a Tomb Raider that really fits so that a fan wants to play it.
LBT: And what about the next- generation versions of the consoles like the Xbox 360 and PS 3?
I have to say no comment. (grinning)
LBT: Ok, so, um, on the computer, do you control the game with a mouse?
We want to support keyboard and mouse and gamepad. I personally think that in previous versions Tomb Raider was very playable on PC. I first played Tomb Raider I on PC because it was so deliberate. But I highly recommend to PC fans: pick up a gamepad to play the game and/or adopt- if you dont know- a mouse- keyboard control and really learn that because now that she moves very quickly I think that if you are just playing with the keyboard you will lose out on the experience.
LBT: So I can use the mouse but I dont have to?
You dont have to use the mouse, but I think your game experience will suffer.
LBT: Do you use the analogue sticks on the controllers to move Lara through the game?
Yes, you do. The left analogue stick is a motion stick, the right one is sort of a camera stick.
LBT: What about the camera? Can you change the perspective or the viewpoints?
At will, yes. The second analogue stick not only controls the camera. In a deeper configuration pressing it in brings up the binoculars that will let you go into another mode.
LBT: You can look at the game from Laras point of view?
There are three different ways: We have the third person, the binoculars and then we have a close- in over the shoulder that you can actually fight in, similar to [Tom Clancys] Ghost Recon. Its sort of a bad comparison for Tomb Raider, but its like first person, but its still third. So I think as we want our combat still to be a lot of movement based most players are going to stick in this third person mode using our camera- lock combat systems where they are able to see where theyre going.
LBT: What framerate are you going for?
Oh, on PS2 and Xbox?
LBT: Overall.
Well, at a bare minimum nothing less than 30.
LBT: On to Laras character. What is new regarding her character? What is new about her?
What weve done is the following: the previous game storylines- we honour them, but we are not talking a literal timeline, so were taking sort of a fresh start. In my mind I like the thought of Tomb Raider I having come out and then having waited until Playstation 2 and Xbox to make another Tomb Raider game. This will be the game. We dont disregard everything, but we dont hold through.
Her personality this time? Shes not as dark, not as brooding. Shes adventurous and much more spirited.
There are actually several events in this game that both help to give you an idea about how her character came to be as well as about the sort of changes. Well revisit Lara Crofts past in a few unique ways. Theres an incident in the Himalayas that has been talked about for years, about Lara Croft. We get to see a bit of that in the game.
LBT: This happened when her parents died.
Really? Im not sure about that.
LBT: Its contained in her biography. So thats where TR Legend begins? After TR I?
Yes, similar to that. Also we get to see some of her previous relationships, like few years after the first game, a rather young sort of adventurer.
LBT: Shes as adventurous as ever.
Yes, exactly. So we get to see how her character develops a little bit, some aspects of her personality and she has also sort of a support team or tech team back at the mansion. The mansions going to be in the game again. And youll see more of her personality and how she relates to her butler and her sort of computer specialist who helps to give her a couple of hints.
LBT: So this is the reason why she wears a headset?
Exactly. She can communicate quickly with her tech team basically back at the mansion.
LBT: By the way, does the Croft Manor still exist and is it playable?
It still exists and it is playable and because of her new movement controls you have the ability to go through much more complicated environments. Weve changed the layout, weve changed the gymnasium to take into account the fact that she knew much more.
LBT: Did you change some secret passageways, too?
There are some surprises.
LBT: And are there other secrets to be found like in TR I- TR V?
Within the mansion itself or in the game itself? Cause theres both. There are sort of secret things to find in the mansion and therell be secret things throughout the levels that only the sort of diligent players will discover.
LBT: How many people are working on the game?
Well, Eidos is a really large company and all at Eidos work on Tomb Raider. But here at Crystal Dynamics we have a development team of about 80.
LBT: 80 people?
80 people. Keep in mind that were developing Xbox, PC and PS2 all at the same time. So its a rather large team.
LBT: Will Crystal Dynamics ever be a first or second party to any of the major game companies like Microsoft or Sony?
Crystal Dynamics is solely owned by and a part of the Eidos structure. Well always be with that publishing group. We will never be first party to Microsoft or Nintendo because we are already another publishers first party.
LBT: Ok, back to the game. We have some members who- lets put it this way- love weapons more than their wives. (Mr. Gray laughs) Yeah, they would like to know if Lara still has her 9 millimetres with unlimited ammunition.
Yes, the side weapons have unlimited ammunition, but you do have a draining ammo, so its sort of a recharging mechanic. Once you run out she will automatically reload. We use that for balancing reasons because we want to keep the players on their toes, also for other guns. Its an accuracy model based on range and her motion. Additionally to pistols there are a number of other weapons she can pick up. She carries one additional weapon. She can store it on her backpack, cause we dont want her to be a walking tank. So if she finds weapons she can choose to drop what she has and pick up a new one.
LBT: But those weapons dont have unlimited ammo, do they?
No, they dont. Other weapons than the pistols have limited ammo.
LBT: You must choose what you want to take with you.
Exactly.
LBT: No grenade gun and a rocket launcher and a shotgun.
Exactly. You have to pick. And right now at the moment we have sort of a strong desire for no sniper rifle, and Ill tell you why: All the fans ask for a sniper rifle, but Lara Croft isnt a coward. Lara Croft doesnt hide in shadows. Shes not going to carry a long rifle to shoot someone far away. If she has to fight shes going to get close. Its very much of a conscious decision of what we really think is the value of the character.
LBT: In Angel of Darkness Lara was able to sneak around corners, kill enemies from behind, lie down on the floor and move forward. With these moves the game took a direction into stealth games like Splinter Cell or (in some parts) Beyond Good and Evil. Are you going to pursue that direction?
Its a matter of conjunction. Stealth gameplay is beneficial but were not saying stealth gameplay is a way to play the game. If you move slowly and youre ducking and youre staying in the darkness the AI will not react as quickly. That means we much more prefer you to run into the enemy and jump and shoot at him. Concluding, if stealth is your style- by all means- it will work to some extends in Tomb Raider but we are not a stealth game.
LBT: So youre just implementing stealth elements if you really feel it fits into the gameplay?
Were not even implementing stealth elements because were going for an AI that is much more reactional and realistic. It just falls into the system that doesnt support that way of gameplay style.
LBT: But all of the standard moves like crouching will remain, wont they?
Yes. Crouching, walking slowly, swimming on the surface, swimming under water, all the combat flips and all the moves of the series will remain. I think that Angel of Darkness did a nice sort of partial step towards giving her much more abilities, but this game is exponential in how much Lara Croft can do.
LBT: On to the enemies. Does Lara aim at them automatically like in the previous games?
She has three ways in which she can aim: One is just running around and pressing the shoot button. She will shoot in front of her and a little bit in a degree range of an enemy in front of her. The second one is the combat lock mode which Im sure you saw. That auto- targets an enemy and you can cycle around him. Theres a target on the screen and the camera rotates. This has an accuracy model based on distance motion. The third is something that we are currently calling act and aim which is a close- in over the shoulder. If you want to get some aspects of a first person shooter, if you want to be able to shoot enemies or objects within the environment to manipulate them you have a much more precise way of doing it.
LBT: A full range of variety.
Exactly.
LBT: Theres a red triangle that marks the enemies` heads. Do you intend to leave it in the game?
Were going to have multiple, selectable options in the final game. Right now the red triangle is a very sort of an early art thing. But that triangle only pops up when youre in the auto- target mode. It shows you- if there are several enemies- which particular enemy you are currently on. Thats something thats kinda useful to have there. You really want to know who youre shooting at, but the triangle is not the final art.
LBT: Seems a little bit Zelda-ish.
Yeah, it does.
LBT: Based on the information you have given us none of the characters from Tomb Raider II- VI will appear. So theres no Kurtis?
Theres no Kurtis.
LBT: Theres no Kurtis. Oh! (with a dissapointed voice)
Everyone's laughing.
LBT: And what about other playable characters?
Shes the star of the game.
LBT: Are the enemies very intelligent or are they going to be integrated just for shooting reasons?
Oh, the opponents? Well, as I said: they can see, they can hear, theyll seek cover; theyre going to be shot by Lara. If youre hiding behind something they will try to come around and get you. Theyll even use several objects, so theyre more than just sort of something to shoot. We want to treat each combat setup as- not sort of a combat puzzle- but moment. So supposed to just a couple of enemies here [in the presentation] we want to make combat that has a meaning.
LBT: Can we expect only human enemies or also animals and monsters?
There are primarily human enemies, but there are also a number of surprises that I dont want to talk about right now.
LBT: Are the enemies really dangerous for Lara?
Yes, they are. The thing is that we want to get Lara back to the realm of believability, to not being the sort of crazy- super- hyper- ninja thing. Shes very quick, shes very good at what she does, but she is a little bit fragile cause we dont want players to stand still in the middle of the room. Obviously she was invulnerable today because I dont want to have anyone seeing Lara for the first time dying. Its very protective (laughs). But if you stand in a room and youll do nothing but shooting youll die really quickly. We dont want you to be very tactical, either, but we want action, the movements, the flips, the rolls.
LBT: In the demo version the enemies were quite easy, were they?
Yes, they were.
LBT: And Lara couldnt die, could she?
She was invulnerable. What we wanted to do with the demo here in Leipzig is the following: we have a lot of the game that we want to show the world, but we know that because of the series having led down many fans in the overall quality we want to be very specific about the things we want to talk about every time we show it. And here in Leipzig we wanted to talk about the controls and the movement. Back to the tombs, back to puzzles with the new physics in the game. Those were the chief things we wanted to talk about, so we made our demo that way. There are a lot of Tomb Raider fans wanting to see basically prove that its going to be a good game. So we would like to take moments, bit by bit, to show the sections in order to not coming of like This will be the greatest game of all time and over- hype it. Im very confident the game is going to be really good, but the message to all the fans is that were taking it very seriously. We really want this Tomb Raider game to be good.
LBT: Is this game much more action based than the previous ones?
As a rough calculation all of our levels have their individual themes, and based on sort of the theme of the levels there are different mixtures in the levels of movement, exploration, traps, puzzles and combat. But overall we want to focus more on movement and puzzles and traps and exploration than on combat.
LBT: Ok, one last question: How was it for you to work on the new title? What did you do before and what was your attitude towards Lara and Tomb Raider?
Ive been working on games for ten years now. I started at Lucas Arts and I worked on the X- Wing and Tie- Fighter series for a long time. And I worked on Star Trek: Bridge Commander for a while which was published by Activision. Coming to Crystal Dynamics two years ago I joined the [Project] Snowblind team. Being able to come over and work on the Tomb Raider project is a dream coming true. I played TR I five times on PC, six times when I was exhilarated. I played it on the Playstation, I even played it on the Saturn years later, just to see what was different. So it was like: TR I? Fantastic! TR II? Really good. TR III? Pretty good, and as the series went on I started to get very frustrated myself with some of the directions. So being able to do it is just fantastic.
LBT: Thank you very much for all your time and effort.
Youre very welcome.
Source: Lara's Levelbase Tribune, September 1 2005. The Interview was held by LBT reporters Lumina Artis Coloris, Cuahiano Small and Daniel, guest reporter BaGi and Tomb Raider fans Patty and Xeth. Transcription by Daniel
