Reinventing the Life Bar: Harder, better, faster, stronger [Part 2]

An hour into her search for the radio tower to set up S.O.S., Lara feels dizzy, her hurried pace slowing to cautious steps. You feel a little frustrated she’s not running as fast as she’s supposed to, because there’s this ticking thing telling you how long you’ve left to find the tower before its signal goes kaput.

Two more minutes.

You point the left analog stick forwards all the way, but her animation doesn’t change; she’s still doing that silly walk like she’s about to fall over any minute. Slower, even, than the walk she does when you push the analog stick only slightly forwards.

Ok, uh, dumbass, may be there’s something wrong?

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Open-world, survival-horror origins Tomb Raider title: Whose creative vision was it?

The creative director bears the all-important responsibility of giving direction and vision to a project. For the last pillar release, Tomb Raider Underworld, Eric Lindstrom was it — but Mr. Lindstrom is no longer working with Team Lara.

By Tomb Raider Biz’s count, we’ve three creative directors left at Crystal Dynamics. One of them, Daniel Neuburger, was creative head for downloadable side-series title Lara Croft and the Guardian of Light. There are two others.

Either both of them are heading creative duties for Tomb Raider 9, or just one of them is, or, god forbid, both of them are plus Neuburger. Now we’ve our daily-sleuthing prop glasses on, let’s see if we also have the answer.

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