miladesn said:Cover art from Spanish Mag Hobby Consolas, (taken by Tomb Raider Forum), is out today.
SpacePirate Ridley said:Fuck that cover, why do we need so many letters around it.
You should get checked up!szaromir said:I can't unseein that poster.Nathan Drake's nose
StevePharma said:User Underhoe from the TR-forums hooks us up with a cleaned version (Will remove if necessary, not sure)
Eccocid said:This game is so ambitious and different from other TR games....Just like Angel of Darkness......
Significantly, Heath-Smith had to present the game at a buyers conference several months before the game was released. It was an agonising experience both for the man himself and those attending. "It was the worst opening level to any game, an anonymous source tells Edge. I had to sit through Jeremy Heath-Smith cursing through it while attempting to get Lara on top of a bin. It was unusual behaviour at a buyers conference to say the least.
But this is the end of the story; its beginning is equally gruesome. By all accounts, The Angel Of Darkness was in trouble from the very start. A new team was assigned to the next-gen Lara game while the experienced Tomb Raider stalwarts continued to plug away at Tomb Raider: Chronicles, the last of Eidos annual Tomb Raider hits on PS1.After completing Chronicles at the back end of 2000, lead programmer Richard Morton moved over to Angel Of Darkness, and he was shocked at what he found. The tech had to be completely rewritten from PS1 to PS2 and scrapped again when the Chronicles team started on the game, he explains. We lost the first year due to Chronicles and only had the basic story, character models and concept art.
It's a classic tale of hubris, with Cores senior management boasting of innovative features to the press while the artists and programmers tried to keep up with the grand design. The phrase too many cooks spoil the broth springs to mind, continues Morton. This, coupled with the management trying to cram every new game idea into the design stealth from Metal Gear, character interaction from Shenmue, upgradeable attributes from RPG games, and so on. Instead of letting the team make a really great Tomb Raider game.
It was only when wed been in development for a while that we realised the world wasnt ready for episodic games, adds Morton. We decided to concentrate on the first part as one boxed game, but even this proved too big a task for us with the time we had. Originally The Angel Of Darkness had four distinct locations: Paris, Castle Kriegler in Germany, Prague and Cappadocia in Turkey. We decided to cut to two, Paris and Prague, leaving Castle Kriegler in Germany and Cappadocia in Turkey as the two main locations to a proposed sequel, The Lost Dominion. Practically cutting the game in half midway through its development had a deleterious effect on the teams morale and the end product felt disjointed. Players complained that plot inconsistencies, characters, clues and levels felt tagged on or made no sense in the overarching plot.
Many of the press-friendly features brainstormed into the original design were also curtailed. Laras RPG skill power-ups felt tagged on, and her stealth moves appeared limp next to those of Sam Fisher or Solid Snake. Indeed, Core planned to spawn a new franchise out of Laras new sidekick, Kurtis Trent, but many of his abilities ended up in the bin.
There was a lot of material that got cut and changed; the whole process was one of slash and patch, right up to the latest possible moments before release, recalls Schofield. There were things that got left so late that their final omission left the game badly crippled, and I mourn them. One example was the range of hero abilities planned for Kurtis. He ended up as such a thin, emasculated version of the character we planned in the early stages of development that I could have wept. I may actually have done so.
The story that emerges from Angel Of Darkness ashes is a bleak one, with members of Cores staff leaving due to the constant changes in direction and an upper management unwilling to listen. We werent able to fully control the game as a team and there were far too many chiefs, concludes Morton. As a result, the game lost direction. It was also technically a nightmare with some editors only coming online in the last eight months of development. We didnt have full character control in until a year before the games completion wed been in development for ages before then.
The game that eventually emerged was beset by bugs and felt disjointed in the extreme. The situation wasnt helped by Eidos facing financial troubles. An ex-Eidos employee tells us that by March 2003 the game had already been submitted eight times to Sony and was eventually rushed out to hit the April 1 accounting deadline. Core wanted more time to polish the game, but another delay could have tipped the publisher over the edge.
StevePharma said:User Underhoe from the TR-forums hooks us up with a cleaned version (Will remove if necessary, not sure)
http://img820.imageshack.us/img820/7378/larahobbyposter.jpg[img][/QUOTE]
Posters are totally fine.
Though, I did edit the hosting on your image so we don't get frogs.
Concept arts come way before the game models are created. I'm sure they were going with big boob Lara as she always has them buy somewhere down the game realized it's too 'distracting' and that people are sick of stereotyping woman in gaming.SpacePirate Ridley said:At least they gave a good poster
EDIT: It was posted on the other page.
The screens in the scan look INCREDIBLE. And yeah, seems to have smaller boobs ingame. Possibly the artist that made the concept art made them a little bigger without noticing, or it could be because of the perspective and that sheis pressing on them.
Yeah, where is the news?Sn4ke_911 said:Come on Crystal Dynamics, hurry up!
Tricky I Shadow said:So much win! This is gonna be something truly great....I can feel it....
SpacePirate Ridley said:Apart from Tomb Raider looking awesome the only thing I want to add is that Hobby Cosolas is on of the worst videogame magazines ever, with his sister magazine Nintendo Accion being the worst. And Im seeing by the cover they are celebrating 20 years.
20 years of shitty videogame coverage (maybe the first years were somewhat good), never the less spanish videogame print press is horrible.
Fuck that cover, why do we need so many letters around it.
Usually there's one magazine per country.Sn4ke_911 said:Makes me wonder why they got exclusive (?) new details on this game then.
Making her swing, we have to make her approach a torch to put her on fire. That way, her ties will burn and she will be released, but at the same time she gets burn as well. You see: you have to make her have a bad time to get out of the situation. But the problems haven't ended. Just after getting released, Lara falls over a bar of iron which punctures her in her side. With the face deformed by the pain, the young girl has to put it out rudely
Srsly, maybe Sony/Microsoft will do a walkthrough for their conferenceThe Praiseworthy said:Oh wow... the new Info are such a turn on!
after all this a gameplay trailer at E3 won't do any good.... i want a full playable demo there.
1-D_FTW said:Between this and Deus Ex, it feels weird seeing high profile games I want with the Square logo again.
Sn4ke_911 said:
Guerrillas in the Mist said:Buying Eidos helped. I'm really glad Square-Enix's money is getting pumped into Eidos' IPs.
Huh?Dynamite Ringo Matsuri said:It's great that Uncharted has given CD a kick in the pants.
PhantomOfTheKnight said:...still can't see this or any of the pics.
?? What? The pics are scans, they cannot be found here. You should probably look elsewhere.PhantomOfTheKnight said:...still can't see this or any of the pics.
"It's great that Uncharted has given Crystal Dynamics a kick in the pants."Stallion Free said:Huh?
Well, one of the guys from CD did say in an interview that they were pressured by other games and current gaming climate to heavily reinvent the game, or let it die. Something along those lines anywayStallion Free said:Huh?
Yeah, that whole thing about buying skills reminds me of the worst parts of AoD where you had to do random things to learn new or expand skills you already had. Also teleporting between locations and back to camp etc. Those were some of the things that I remember from before giving me reservations about this game.Amir0x said:Man, I don't know about this game. I hope the whole game is one massive tomb to raid. I'm not sure who requested this shit in a Tomb Raider game but I have to have some optimism after Lara Croft.
And they'd be right. Being pushed to change based on Uncharted is a good thing.Lord Error said:Well, one of the guys from CD did say in an interview that they were pressured by other games and current gaming climate to heavily reinvent the game, or let it die. Something along those lines anyway
Bah, I hope there's a cleaned up, fold out poster of the cover. I'd pick up the mag just for that :lmiladesn said: