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They're all off doing research and working on new ways of doing things. By bringing in a new team to work on this project, though, we managed to bring in a lot of fresh ideas. Martin Gibbins, the lead programmer, had been working on Blam! Then he went on to do some research before coming to this. Chris, the second programmer, is new and he's only been with us for a few months.

Everyone came together simply by us sitting down and deciding to do the new game, and then deciding where we were going to take people from. Actually Martin was working on a game for about four months that used a new character, but using the Tomb Raider engine. What game was that? Is it still something we may see? But we decided to hold off on that. We may still produce it, but not for a while. We'll maybe wait and do it on a new system in the future. Martin had already built a lot of the ideas that are being used in Tomb 3 for this other game, so when we started putting this project together, a lot of the work was already done.

From what was on show at this very early stage of development this additional work to the engine seems more than worthwhile. For starters the game looks far slicker than the previous incarnations. To help explain how different Tomb 3 really is, lead programmer Martin Gibbins and level designer Richard Morton pick up the story.

This was originally going to be called 'The Further Adventures of Lara Croft,' but as we progressed through we realized that we'd actually done one hell of a lot to the game with the lighting, and more importantly we developed the triangular floor blocks so we can make more complex polygonal objects. By the time this all came together the question had to be asked: Why not make it Tomb Raider 3? Now we've got new vehicles, different costumes and lots of cosmetic stuff, but at a fundamental level there's also a completely different level structure.

Gibbins elaborates, "To be honest we weren't happy with the way Tomb 2 looked. It was a bit limited, especially with some of the effects that you could do. The lighting was limited to individual floor blocks, so we made the whole thing more dynamic and added colored filters to the lighting at the same time. The same with Tomb Raider 2. The palette there was restricted by the need to make use of an 8-Bit palette--even when thinking about the lighting--but Tomb 3 is being developed specifically for the PlayStation.

Everything is being built around the capabilities of the machine; Bit palettes, transparencies and stuff like that. By doing this we've been able to push the machine much harder.

The terrain can look much smoother and more organic, something that's perfect for Tomb Raider. We can also ripple water surfaces much more realistically and we can produce dynamic effects with the textures. In one area we're going to have quicksand that behaves like the water dynamically, but uses a solid texture. Very little of the game is leftovers from previous projects.

We wanted to do lots of new stuff that people would notice The main new thing that this has is a monkey bar swing which was supposed to make it in before, but the previous team didn't have time to do it. Also, we've put in 3D ropes which Lara can swing on.

They were thought about for Tomb 2, but no one ever really worked on them. Lara can open a door using a door handle rather than using a dirty great lever. Also, we've made it so that she can pick something up off a table without having to jump on it and then stoop to pick it up.

There's also a new crawl move that means Lara can now get through really low, halfblock sized gaps and this has opened up all kinds of things as far as the level design is concerned.

It's been great for putting in secrets. In the end we decided to scrap the Tomb 2-style big rippling muscles and go for something more realistic. This also helps us with the memory. The enemies still look good, but because we're running the game in hi-res now we needed to claw back memory from wherever we could--stripping them down really helped the speed. What are they called? We've got the Al guys working on them, and they've come up with a kind of swarm routine that enables them to work as a pack--if you shoot at them, they'll break off their attack and scatter all over the place.

Adrian Smith elaborates on the importance of the Al at this point. The Al is something that we never really highlighted in Tomb 2, but if you look back at the Tibetan level the monks all employ an effective Al system. When Lara arrived at the scene the monks and the mercenaries are fighting. If Lara chooses not to get involved, the monks will actually leave her alone for the rest of the game. If she did wade in there though, the monks would behave completely differently.

We really liked that, so you'll see a lot more of that kind of thing. Tom is a good example of how we've changed the way we do things. We've taken someone who's very academically minded, but also a gamer--and set him loose. He can put together the Al and then hand it over to the coders who can make use of it and refine it as they integrate it into the code. The enemies will basically be able to listen out for you, and if they hear anything they'll come looking for you.

We can help build the tension by making the controller give you feedback as well, and in stereo. The controller has two separate jolters in it, so you can have the sound and the tactile stuff coming from the same side. From seeing the demo of the game, it's not just the graphics and the technology that are the most obvious differences this time around. Morton explains what has been done to make the game structure itself a bit different.

There are then three further adventures which you are 'hired' to do, and these can be played in whatever order you want. These all have their own plots and their own characters. Once you've finished these you then move on to a final level. The different adventures take you to India, to a snow level, London, the south Pacific and then there's a section in Area There's not going to be a way of saving your game, jumping back out to the central hub and then choosing another adventure; you just pick what order you do the game in.

Because of this we're toying with offering both, either combining the two or offering different systems in different difficulty modes. We've also thought of looking into something like the end of FFVII, where you give the player a certain number of saves and let them use them anywhere.

To be honest, we won't decide until the levels are finished. Morton continues, "We're toying with the idea of having different weapons in different sections, so that tackling the game in a certain order will prove advantageous. We probably will do it like that, but we have six months of development time left and things will change!

Also we've looked at flame-throwers and machine guns, lots of things that will show off the new lighting and particle effects systems that Martin has built. But if you are a big fan of the Lara Croft franchise, then you will love it.

FAQ 2. Does this follow the storyline of the original game? Details Edit. Release date June 15, United States. English Central Khmer Russian Italian. Tomb Raider. Angkor Wat, Siem Reap, Cambodia. Box office Edit. Technical specs Edit. Runtime 1 hour 40 minutes. Related news. Contribute to this page Suggest an edit or add missing content. Top Gap. See more gaps Learn more about contributing.

Edit page. Best of Top 10 Movies of the Year. She confronts Natla, who tells her the location of Helheim as being under the Arctic Sea. Lara enters Helheim, where she finds her mother, Amelia Croft , who had been turned into a thrall. After pushing the thrall off a ledge, Natla reveals the truth about her hand in recent events - that she had killed Richard Croft after he betrayed her in Thailand.

When Lara finds Natla, Natla explains that the Midgard Serpent is a metaphor for the tectonic ridges encircling the Earth, and that the machine she is activating will act on the weakest point of those ridges, causing volcanic eruptions and flash floods. After Lara disables the device, Natla attempts to hold it up with her own power, but Lara throws Mjolnir at Natla, striking Natla and dropping her into the eitr.

As the eitr rises, Amanda and Lara escape via a dais that leads back to the dais Amelia Croft activated in Nepal. After a brief altercation, Lara leaves, saying goodbye to her mother for the last time. A deleted scene found on the discs of the PS2 and PC versions of the game shows events after both Amanda and Lara leave the temple. Amanda attempts to kill Lara using a rock, but Lara shoots her. After contemplating whether or not to kill Amanda, Lara walks off, leaving an injured Amanda behind in the snow.

In November , Eidos was reported to have filed for a trademark on the phrase, Tomb Raider Underworld. Eidos soon after reserved the Tomb Raider Underworld domain name.

In December , Eidos filed for a second trademark for Tomb Raider Underworld, reserving the right to provide "computer games that may be accessed network-wide by network users. SCi, which owns Eidos, officially announced Tomb Raider: Underworld on January 10, , and confirmed that all platform versions of the game will be released simultaneously in November Play's assertions that this is the "first true next gen Lara" and "one big physics smorgasbord" which "looks altogether photo-real" led to speculation that Tomb Raider: Underworld might be using a new game engine for its next-generation graphics rather than the system used by Tomb Raider: Legend, Tomb Raider: Anniversary and Deus Ex 3.

Later, the Senior Producer and External Designer separately confirmed that Underworld uses an all-new engine that was built especially for it. Lara's costume was redesigned and she no longer wears her trademark blue sleeveless top and khaki shorts, but instead, a dark brown halter top and black shorts.

Additionally, her hair is no longer braided, but worn in a ponytail. According to Play, Lara "moves as good as she looks [and] no longer moves like a video game character" thanks to being fully motion captured. This program "reads" the.

If your paint program does not support this format, you must download the Plug-In. After editing the textures, you need to replace the DDS files. Then, Tomb Ripper replaces the. BIG files, so you can view the changes in the game. As a result, you need to create backups of the original DDS files, in case you want to return back to the original appearance of the textures. As you can probably understand, this procedure is quite troublesome.

TexMod was introduced later. We do not know if it was created before Tomb Ripper, but we learned about it later. RS made this program which again "reads" the. BIG files. Whichever paint program you have, it definitely supports one of them.



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