This latest adventure starring modern-day adventuress Lara Croft sends her to Paris, Prague, and a number of dangerous, ancient, subterranean catacombs. Reebon and Shadows will finish their project long before then.One of the most successful video game series of all time returns from a hiatus with Tomb Raider: The Angel of Darkness. Interviewer: When can we expect the definitive edition to be released?īob: It will take a few years to finish the definitive edition. We're looking forward to finishing the game project chronologically, and because of the new technology, we're able to finish it faster and more efficiently than ever before. We're using level editing tools and audio tools that have made our workflow better. How has technology helped with finishing the game project?īob: Advances in technology have made it easier and faster for us to work on finishing the game project. Reborn In Shadows and Nakamichi managed to fix this issue entirely. This drastically changed how the levels looked, especially the Parisian ghetto level. When a player saved the game in a level that had volumetric fog in it, and then exited the game, the fog was gone when the player resumed. However, some people criticized the game unfairly by focusing too much on the changes and not appreciating its unique qualities.īob: One of the biggest and most annoying glitches in the Angel of Darkness game was fixed a few days after its release. The game had a full orchestra, an interesting storyline, and character development. This makes the definitive edition the best way to play the game.īob: Although the PC version of the game had some issues with the sound quality, Core Design tried to do something different with this game. Well, the team read original design documents, which helped ensure that we were staying true to the original vision. Interviewer: How did you ensure that the restoration project and the definitive edition was implemented as accurately to the original vision as possible? The controls now work intuitively with the placement of all buttons properly placed for easy access. Implementing support for the controller for the PC version required effort, but it was worth it. The most important thing for the controls was done through this process. We took what was there and made sure it worked correctly. However, some geometry issues in certain zones of the game cannot be changed currently, but we have created a detailed list of the issues to be fixed in the future.īob: It's crucial for the game to work as intended. We fixed materials to address the issue of faces without properly applied textures. Interviewer: Can you tell us about any graphical improvements made to the game?īob: Yes, we aimed to fix graphical errors, which were major issues in the PC port of the original game. We've also improved the tutorial lines and added police dialogue to the game. Interviewer: And what about the audio and dialogue in the game?īob: The Definitive Edition of the game has restored approximately 30% of the original audio recorded for the game, including dialogue from Lara and police officers in Paris that make the game feel more immersive. Dual pistols have also been restored to their original glory. Interviewer: Can you tell us about any changes or additions made to the game?īob: One addition was the Ren's Pawn Shop function in Parisian Ghetto where players can collect and sell items to Ren, eventually unlocking the ability to buy a pistol and pistol magazines. We showed respect for each other in our collaboration and worked on each other's projects. One person created HD remastered graphics and audio modifications, while the others worked on restoring and enhancing the gameplay. Can you tell us more about that?īob: Yes, there were four of us working on it. Interviewer: It sounds like you worked on this project collaboratively. This multi-layeredness is what made the game stand out. Laura Croft had a dark and moody personality which was reflected in the game's mood. Interviewer: How does Angel of Darkness compare to later Tomb Raider games?īob: Well, Angel of Darkness had a much more complex and multi-layered story than later games like Legend. Plus, as someone from the Netherlands, I appreciated that the game was set in Europe. Can you tell us a bit about your work on the mod for Tomb Raider: Angel of Darkness?īob: Sure, I was really intrigued by the soundtrack and story of the original game, and found it visually appealing. Interviewer: Hello Bob, thank you for joining us today.
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