Pimpbaa said:Now the sequel to Legends is going to take even longer to come out. Damn you Crystal Dynamics with your stupid cliffhanger endings!
It sounds like they are almost done with this one. Perhaps a different team?
Pimpbaa said:Now the sequel to Legends is going to take even longer to come out. Damn you Crystal Dynamics with your stupid cliffhanger endings!
Elios83 said:Sounds really weird,I don't think Eidos/Scii is so stupid to spend money on making two versions of the game (Core and Crystal) and then choose the better at the end of development :lol
Maybe Core Design was making it but it sucked so much (graphics apart I guess) that they decided to switch the project to Crystal and to make it also for PS2 and PC.
Elios83 said:Maybe Core Design was making it but it sucked so much (graphics apart I guess) that they decided to switch the project to Crystal and to make it also for PS2 and PC.
SolidSnakex said:Core actually had a PS2 version in development also. Had Core dropped in quality over the year?
McBacon said:I thought they were banned from making video games by the elite leagueof me and Y2Kevbug11
Holy smokes, no. The original TR had much more adventure, exploration and ( most importantly ) an intriguing storyline. I must have played through the entire game from start to finish at least 20 times. The puzzles were brilliant and the environments, like St. Francis Folly and Atlantis, were amazing. Oh, and the soundtrack still reigns supreme as one of my all-time favorites.omg rite said:a) this should be a remake of both 1 and 2 (the only great ones on PS1 -- and 2 was the better one imo)
b) where the hell is the 360 version?
SolidSnakex said:I don't know how much truth there is to it but the current rumor is that its not a remake in the same sense that Core's game was, it's more like a greatest hits collection where they take the most famous stages in the seres and remake them.
SolidSnakex said:I don't know how much truth there is to it but the current rumor is that its not a remake in the same sense that Core's game was, it's more like a greatest hits collection where they take the most famous stages in the seres and remake them.
SolidSnakex said:The guy that runs TRC said he believes it Tomb Raider and Tomb Raider 2 being remade.
Y2Kevbug11 said:That might be better, actually.
Goddamnit give us BOTH, stupid Eidos.
Xdrive05 said:I just bought the Playstation version of Tomb Raider 1 tonight for $2.99 used and played through the first few levels. I really don't see how they could remake the game using the new moves and such, without totally changing the level design.
SolidSnakex said:In the case of Cores remake that's what they were doing. They added in the moves from Legend and had changed the level designs in some ways for those to fit in properly. They can't change them too much though as you'll lose what made people like that game so much.
SolidSnakex said:In the case of Cores remake that's what they were doing. They added in the moves from Legend and had changed the level designs in some ways for those to fit in properly. They can't change them too much though as you'll lose what made people like that game so much.
So where does Core lay the blame for what went wrong with TAOD? Ok. Right, begins Rummery, and an explanation thats been dammed up for three years starts to tumble out. Angel Of Darkness was a product of the old Core. Internally, we hadnt changed much as a studio from the first Tomb Raider games. It was a small team, working in isolation- very small teams, actually, the original TR was six people. Even by TR5 it had only got up to the heady heights of 14, 15 people, so suddenly, for TAOD, it was a whole new process. Writing a new engine completely from scratch, even though wed already developed PS2 engines within Core, because that was the way we worked. Thirty-five-odd people, the biggest team wed ever had - tiny for a AAA PS2 game, but still the biggest team wed ever worked with - and we had this deadline. It had to be out in a couple of years, and people just werent confident from the start that we could do it. But that was the way we were told it had to be and, you know, wed managed to hit all the deadlines in the past, so we hoped we could do it. As it went on it started to become more apparent that it couldnt be done, but Eidos were like - its got to be out , we havent had our big TR rush of cash, its got to be out, no ifs and buts. So it got past the Christmas slot, and it got closer and closer to their year -end, and they just said it has to come out, full stop. So at that point it was like a machete was taken to the game and the design, and it was hacked to pieces. The guys on the fan sites have dug around in the code and found all the content that was never wired up in the final game. It was just a shadow of the game it was supposed to be. Things like the character progression - the I feel stronger when she pushes boxes - that was just the last stage of a much more complicated system which got cut out.
Rummery, one of the team behind the original game, has a veterans perspective: People sometimes forget that when you are an internal studio, you just have to do what youre being asked to do. By the time we were doing the late PlayStation games the teams here saying: Look, could we work on something else now, or do we have to do another one? It really started at the end of TR2. After the first game, when Toby decided to go because he was very pisseded off with the way Eidos had decided to market his game, the rest of us stayed on. A few more people joined to work on the next game, but at the end of that we were burnt out. And then Eidos said: Right, time for number three! and it was like - oof - we dont want to do a number three. We had already put all of our ideas into TR2. In the first game there were things we didnt get around to putting in, but in the sequel we took it and made it a bit different, made it a bit more James Bondy. The two games complemented each other - we put in many new things, new moves, vehicle sections. I couldnt really see, at that stage, where to go. And to be honest, where have the other games gone? Just more moves, more stuff, more vehicles. Nothing really has gone into the mix that wasnt there in the first couple of games. So we all stopped working on it and moved onto other projects, trying to escape the franchise, but where we werent lucky is that it turns out you cant do that successfully in a studio which is making the next game in a big series, because the other projects just wont get the attention they need. So we learnt that to our cost, too.
In fact, we shared some of those ideas with Crystal, and they used them in Legend He shrugs, but its clear the new incarnation of Lara is a sore point. Whats it been like, watching another team develop what must feel like their baby?
Its been hard. Whats been hard is knowing we could have done it, and knowing we could have done a good job. It would have been very easy to make another game and fix the mistakes of TAOD, because it was not fundamentally broken, it just needed to be finished off, but that opportunity went away. So we just had to sit back and watch Crystal doing it. And the reality is obviously they have produced a good game. But the frustration for us is that theyve been given all the time they needed and a phenomenal budget. Its a budget bigger than the we received for the previous six games added together - twice that, in fact - and its really frustrating, because if wed had that money Another shrug.
SolidSnakex said:Core finally speaks out on being dropped from Eidos, and what people saw as the downfall of the TR series. From this months Edge
If nothing else it kind of puts everything into perspective and shows it wasn't all Core's fault about what happened to the series. In large part it seems like what happened is what alot of people thought happened, Eidos became so dependant on TR that they kept forcing Core to make them even at the expect of the quality.
Heian-kyo said:Interesting snippets from Core, though I think they're pushing it with the last paragraph. There were some serious fundamental design flaws in AOD that stayed through from early preview builds to the final cut, and considering they were complaining about how difficult it was to all of a sudden work with a larger team, I fail to see what a larger budget would've done for them, unless they equate that to spending an extra year or two on the game.
We learned a lot form it - a lot of very good techniques for moving a character around. In fact, we shared some of those ideas with Crystal, and they used them in Legend
Y2Kevbug11 said:Legend was really a step or two away from being a phenomenal game. If it was just a bit longer and ditched those really terrible motorcyle bits, they would undoubtedly have a candidate for adventure game of the year and I just don't see that coming from Core ever. The new Tomb Raider games are fun, fresh, and fast...Core just wasn't cutting it.
Y2Kevbug11 said:CD is just a better development studio than Core ever was. It has little to do with the talent afforded by a larger budget, IMO, because CD was always better than Core...and CD had the structural and mechanical base for Tomb Raider in the Soul Reaver games. Core just sucks. Sorry for hating on them.
SolidSnakex said:I disagree there. You don't make TR or TR2 if you suck. It's just not a possiblity. Their 10th Anniversary game, atleast from the trailer, looked amazing also. They definetly had talent, and maybe they never could've produced another TR that's up to those 2 or even Legend, but I do think they were great. I'd really like to get to play their version of the 10th Anniversary just to see who does more justice to the game.
According to PSM, Crystal Dynamics intend to explore the now famous tombs from Tomb Raider using the Tomb Raider Legend engine. Another upgrade will be some 10,000 polygons now adorning Lara Croft, rather than the mere 500 which catapulted her onto the front cover of THE FACE in 1997.
We are leaning towards the theory that Tomb Raider 10th Anniversary will be an amalgamation of the best bits from Tomb Raider and Tomb Raider II, using the latest in video-game technology to restore Lara Croft to digital perfection.
Eidos has confirmed Tomb Raider 10th Anniversary is a one-off title to celebrate both Lara Croft and Tomb Raider,
Superbone said:Interesting that the 360 is being left out for the "Anniversary" edition.
SolidSnakex said:Core finally speaks out on being dropped from Eidos, and what people saw as the downfall of the TR series. From this months Edge
If nothing else it kind of puts everything into perspective and shows it wasn't all Core's fault about what happened to the series. In large part it seems like what happened is what alot of people thought happened, Eidos became so dependant on TR that they kept forcing Core to make them even at the expect of the quality.
Die Squirrel Die said:Okay, but that's entirely from the perspective of Core, it's impossible to know how much of it was true and how much of their claims, such as giving ideas to CD and CD having a super budget compared to them, are true, and how much is exageration and sour grapes.
SolidSnakex said:I'd imagine some of it is sour grapes, I mean Eidos took their series and told them to screw off which isn't going to sit well with anyone. But Legend really did look to have higher production values than the other games, although its not really possible to judge just how much higher it was. Eidos probably will never speak out on it, Tomb Raider is back on track now which is all they really wanted.