PDA

View Full Version : An interview with Eidos Producer Mike Schmitt



owen10
14th Jul 2003, 18:46
This is an interesting interview, in hindsight. You can see how much grander the overall vision was, and how so many elements were never incorporated or completed.

.....

IGNPS2: We have heard a lot of vague concepts and great theories about Tomb Raider: Angel of Darkness, but what are some of the more significant and concrete gameplay features fans of the series can expect?

Mike Schmitt: Some of the biggest new features in Tomb Raider: Angel of Darkness are: Lara's ability to converse with other characters, to upgrade her various abilities during the game, to play as another character (Kurtis), and to use new stealth moves as well as some interesting hand-to-hand moves. Also, the game is just much more in-depth than the previous titles, expressing a more mature and darker storyline.

IGNPS2: What is the action like? Are there stealth moves? Is it more platform-like? What's the aiming system like, and how does it differ from the previous targeting system?

Mike: The gameplay will be a combination of familiar Tomb Raider elements (action, adventure, puzzles) with some new elements introduced (stealth areas, questioning other characters, more investigation aspects). As for targeting, it's a new system with some similar elements from the old games. There is more control for the user in locking on targets and cycling through targets.

IGNPS2: How far along is the game right now? What parts of the game are is Core working on at this moment?

Mike: The game is done from a level standpoint (all of the levels are built and populated with objects, etc.), and Core is currently piecing the whole thing together (placing enemies, working out kinks in various game systems, etc.). The next few months will be extremely busy in QA!

IGNPS2: The puzzles in the past have usually been superb, if not difficult, but given the slower pace of the game, they have worked well. What kinds of ideas are being used for puzzles in Angel of Darkness?

Mike: A number of familiar Tomb Raider puzzle ideas may resurface in new form. Puzzles will be much larger in overall scope; there will be many pieces for large tasks. Lara will converse often with other characters and gather info and items, too. And the way she deals with these non-player characters, whether it's passive or aggressive, may determine different outcomes in the game.

IGNPS2: What are the major ideas governing the camera system? How does it work and how does it differ from the previous games?

Mike: The camera system is new but it's based on TR's traditional third-person perspective, the over-the-shoulder scheme. The game features lots more cinematic cameras, cameras placed on baddie trigger points, and tons more. Also, there is an abundance of freedom for the user with camera control aspects. It will provide lots of "movielike" camera effects.

IGNPS2: How many hours do you expect gamers to play Angel of Darkness? How much longer is it than the other Tomb Raider games and is there more than one ending?
Mike: We're estimating gamers will have about 20-25 hours of gameplay. The way in which people play -- talking to NPCs, finding Lara's upgrades, and things of that nature, will also determine how long it takes you to finish the game.

IGNPS2: What familiar characters will we see in Angel of Darkness and what kinds of roles will they play?

Mike: Besides Von Croy, no past Tomb Raider characters will make an appearance in the game.

IGNPS2: What can you tell us about Kurtis? What is his relationship to Lara? How does he control? What is different and/or similar in the way you play Curtis than Lara?

Mike: Kurtis's basic controls will be similar to Lara's, but his animations are different and players will find that he has a couple of alternate moves. He has a couple of different weapons (such as the pistol with a laser-targeting system, and his flying disc\Glade, which can be used to target and attack multiple enemies in one big swoop!) that we're hoping gamers will really enjoy.

IGNPS2: What is the inventory system like? Can you give us some details?

Mike: The inventory system uses aspects from old Tomb Raider schemes. Lara will need to use her inventory more than in past games, meaning that she'll read maps in places, combine items, and do many more things of this nature than before.

IGNPS2: What is it like working on the PlayStation 2? What are some of its strengths and weaknesses? How does Angel of Darkness take advantage of the PS2's best abilities?

Mike: The only "problem" we've run into with the PS2 is texture memory, compared to the PC version, that is. Texture-wise, Core has had to be very tricky with compression methods. The new engine for Tomb Raider: Angel of Darkness is extremely flexible and allows us to do both types of environments (small enclosed space, or large open air sections) without many problems.

The animation, AI, and physics systems that were designed for this game are miles past what they were on PS1. Core has been able to generate amazing and detailed lighting effects and other special effects with an incredible amount of detail on the PS2 without any major obstacles so far...I think people will be surprised and excited when they experience the end result.

IGNPS2: Thanks, Mike!

LARAMANIAC
14th Jul 2003, 19:58
I know I'm going to hate myself later for this, but...................I don't see any false promises.................sorry!!!! :p

numb
14th Jul 2003, 20:06
He has a couple of different weapons (such as the pistol with a laser-targeting system, and his flying disc\Glade, which can be used to target and attack multiple enemies in one big swoop!) that we're hoping gamers will really enjoy.

uh-huh,...

this would've (possibly) been the only reason for including kurtis' 2 'uneventful' levels. absent it, the levels are just utterly flat / pointless (also probably explains why it takes so many damn shots to kill the zombies - you weren't supposed to have to be shooting'm in the first place)...

Lone Raider
14th Jul 2003, 20:40
meaning that she'll read maps in places

I `canĀ“t read ANY maps!!!:mad:

triprocket
14th Jul 2003, 20:49
IGNPS2: What is the inventory system like? Can you give us some details?

Mike: The inventory system uses aspects from old Tomb Raider schemes. Lara will need to use her inventory more than in past games, meaning that she'll read maps in places, combine items, and do many more things of this nature than before.



well i havent yet used the inventory. we cant use maps ...havent combined anything yet.........tr3 and 4 still take the cake for combining items this game is far worse in that department...


IGNPS2: How many hours do you expect gamers to play Angel of Darkness? How much longer is it than the other Tomb Raider games and is there more than one ending?

Mike: We're estimating gamers will have about 20-25 hours of gameplay. The way in which people play -- talking to NPCs, finding Lara's upgrades, and things of that nature, will also determine how long it takes you to finish the game.


well at least he didnt exaggerate on the playing time.......as we can see this game was know where near a 50 hour game...

Dad
14th Jul 2003, 21:01
Angel of Darkness is extremely flexible and allows us to do both types of environments (small enclosed space, or large open air sections) without many problems.

BkBaby999
14th Jul 2003, 22:19
And the way she deals with these non-player characters, whether it's passive or aggressive, may determine different outcomes in the game.

"may" is a good not really promising anything word!

Iconoclast
15th Jul 2003, 08:57
Wonder if the expressed concepts will be incorporated into the new game?

Straw Dog
15th Jul 2003, 11:20
Originally posted by LARAMANIAC
I know I'm going to hate myself later for this, but...................I don't see any false promises.................sorry!!!! :p

apart from the HUUUGGGEEELY glaringly in your face promise of being able to use Kurtis's spinning blade weapon.

Eat your hat Laramaniac!! eat it now..go on!

IndyDallasJones
15th Jul 2003, 17:16
...is there going to be a 3rd one too...
:rolleyes: