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The Ultimate Tomb Raider Discussion Page The place where users are allowed free speech discussion with many other Lara Croft fans about Tomb Raider.
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ButterYum Padme's Padawan

Joined: 13 Aug 2005 Posts: 321 Location: Purgatory
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Posted: Sun Jul 16, 2006 10:03 pm Post subject: |
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... In my little odd mind... I would of liked it to be AOD storylig w/ the graphics of Legend. AOD Lara, but w/ Legend graphics... _________________
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Bacon Lara Ultimate Tomb Raider!

Joined: 25 Aug 2005 Posts: 774
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Posted: Mon Aug 14, 2006 6:18 pm Post subject: |
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| ButterYum wrote: |
| ... In my little odd mind... I would of liked it to be AOD storylig w/ the graphics of Legend. AOD Lara, but w/ Legend graphics... |
Yeah, and long gameplay like the old TRs. |
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TheOriginalTombRaider Administrator

Joined: 03 Aug 2005 Posts: 2246 Location: In this chamber... The bloody Tomb won't open.
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Posted: Mon Aug 14, 2006 6:52 pm Post subject: |
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And a HARDER game, all in all! _________________ Wâ˘RsHip Yøur DaRk OvErLOrĂ
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ButterYum Padme's Padawan

Joined: 13 Aug 2005 Posts: 321 Location: Purgatory
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Posted: Thu Aug 17, 2006 8:13 am Post subject: |
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indeed. any game that is easy to pass in 1 to 5 hours is WAY to easy... and well... just not challenging.... i still don't understand why the choose the mother of all things.. but anyhoo _________________
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Bacon Lara Ultimate Tomb Raider!

Joined: 25 Aug 2005 Posts: 774
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Posted: Fri Aug 18, 2006 10:22 am Post subject: |
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| Yeah harder, very hard! |
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TheOriginalTombRaider Administrator

Joined: 03 Aug 2005 Posts: 2246 Location: In this chamber... The bloody Tomb won't open.
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Posted: Fri Aug 18, 2006 2:38 pm Post subject: |
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I say they go for a Greek mythology thing this time. _________________ Wâ˘RsHip Yøur DaRk OvErLOrĂ
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ashka Malkavian

Joined: 03 Aug 2005 Posts: 1755 Location: ASS
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Posted: Fri Aug 18, 2006 6:17 pm Post subject: |
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| Quote: |
| Yeah harder, very hard! |
lol if Adobe read this message she will say "OMG some1 av sex on board"
hahaha
well if even our Kelsey finx that Legend is easy then... I kid hahaha
okay, now then lets discuss technical shit on both:
Aod:
1 Engine for it was made in 1999-2000 (note very good for PS2 of that time)
2 it was made for PS2
Legend:
1 graphic is better than aod, but not da BEST:
a)Half Life 2 was made in 2000 and still can beat it
b)all Crystalls do - is moding their games, they always av same engine
c)modeling is awfull, i dunno how Lara dont fall into pieces when we move her, but hey, she fall in pieeces when we play game in some outfits (see BUGS topic)
2 they had 3 fukin years to do 8 levels?
And, plz read this shit:
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In a recent edition of Edge magazine UK, Coreâs studio manager Gavin Rummery talks openly about TRAOD, what went wrong and whatâs been happening since.
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So where does Core lay the blame for what went wrong with TAOD? âOk. Right,â begins Rummery, and an explanation thatâs been dammed up for three years starts to tumble out. âAngel Of Darkness was a product of the old Core. Internally, we hadnât 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 weâd already developed PS2 engines within Core, because that was the way we worked. Thirty-five-odd people, the biggest team weâd ever had - tiny for a AAA PS2 game, but still the biggest team weâd ever worked with - and we had this deadline. It had to be out in a couple of years, and people just werenât confident from the start that we could do it. But that was the way we were told it had to be and, you know, weâd 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 couldnât be done, but Eidos were like - itâs got to be out , we havenât had our big TR rush of cash, itâs 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 âI feel strongerâ when she pushes boxes - that was just the last stage of a much more complicated system which got cut out.â
Sansam also acknowledges âthe kitchen sink problemâ. âWe were trying to do too much,â he admits. â There was a muddying of the waters about who was pulling the direction of the game.â explains Rummery, âbecause it was a bigger team and it didnât have a real central focus, someone who was saying do this, or donât do that. We ended up with a bit of a factional thing, which meant that you had things like the Paris section which never really fitted. And that was part of the shame of the game for things like reviews, because that was the one bit of the game that people played, so a lot of the reviews were based on that. Of course, it got more into Tomb Raidery stuff later on, but I doubt many people got beyond those Paris streets where whole sections of gameplay had been utterly, utterly cut out. You had entire locations where you once had dialogue, and strange events where you could watch people doing a boxing match - you were actually supposed to learn your hand-to-hand combat moves there, bu t of course that never got done. That whole section was very non-Tomb Raider to me, but it was born out of us not being used to bigger teams.â
It was an ugly situation, and the mood within Core was initially bleak. âPeople werenât proud of the games themselves,â recalls Rummery. âIt looked really good, but the gameplay just wasnât up to scratch. It needed another six months, but it went out as it was, and everyone was pretty miserable to see it get mauled. But, to be fair, it did go on to sell around two million units.â It wasnât a mood that lasted, however. With the establishment of Circle it soon became clear that everyoneâs jobs were safe, whether they stuck with Eidos or jumped ship - âthe devil you know,â smiles Rummery, and itâs not clear if he means Heath-Smith, or Eidos or both.
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Full interview can be found on Tombraiderforums.com - http://www.tombraiderforums.com/showthread.php?p=1050856#post1050856 |
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Bacon Lara Ultimate Tomb Raider!

Joined: 25 Aug 2005 Posts: 774
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Posted: Sat Aug 19, 2006 10:59 am Post subject: |
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Thanks for the interview.  _________________
Thanks to ashka for the awesome sig! |
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TheOriginalTombRaider Administrator

Joined: 03 Aug 2005 Posts: 2246 Location: In this chamber... The bloody Tomb won't open.
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Posted: Sun Aug 20, 2006 4:26 pm Post subject: |
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Man, Crystal Dynamics talk such sh*t. Nice Sigs, Shockwave. _________________ Wâ˘RsHip Yøur DaRk OvErLOrĂ
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ButterYum Padme's Padawan

Joined: 13 Aug 2005 Posts: 321 Location: Purgatory
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Posted: Wed Aug 30, 2006 8:03 pm Post subject: |
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indeed... those rock! _________________
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LCandKTfan Innocent Raider

Joined: 09 Jan 2009 Posts: 3
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Posted: Fri Jan 09, 2009 6:24 am Post subject: |
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I love that game to bits. There was not one thing I hate about it. I over look the bugs and controls. Sure maybe there wasn't many tombs involved in it as the others, but it still was great. It would have been more better if Eidos gave Core more time to finish it. _________________ Michelle Garcia, Tomb Raider: AoD lover |
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TheOriginalTombRaider Administrator

Joined: 03 Aug 2005 Posts: 2246 Location: In this chamber... The bloody Tomb won't open.
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Posted: Mon Jan 12, 2009 5:12 am Post subject: |
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Yes I agree. Besides - Anniversary and Legend were LOADED with bugs. _________________ Wâ˘RsHip Yøur DaRk OvErLOrĂ
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