“Underworld feels like the Empire Strikes Back of the Tomb Raider universe”
“The finest Tomb Raider to date”
“An absolute stunner”
“Deserves top billing on your Christmas list!”
EXCLUSIVE TO XBOX360
Extend your Tomb Raider: Underworld experience with an entirely new adventure and six new costumes available exclusively through Xbox LIVE® Marketplace. Lara Croft returns to the remains of Croft Manor in search of a powerful artifact hidden within a mysterious centuries-old labyrinth deep beneath the estate.
- All new adventure
- Explore never before seen caverns and crypts
- Fight a new enemy
- Original puzzles to solve
- 125 Achievement points
Beneath the Ashes - Launch Trailer
Beneath the Ashes - Behind the Scenes
Play Tomb Raider from a new perspective. Experience the world as the Doppelganger, a dark and deadly double of Lara with superhuman powers and instructions to end the Croft lineage once and for all. Fulfill this new mission and become the ultimate instrument of revenge.
- Brand new mission and level introducing a hot and furious killing machine as a new playable character.
- Be the Doppelganger – Lara’s deadly double and play with her unique ‘Shadow Powers’.
- Use Shadow Power to slow time and massively increase the speed and force of her devastating melee attacks.
- Utilize Shadow Power to grab and move along surfaces that would be too dangerous and tough for Lara to ever climb.
- Gunplay gets serious with Shadow Fire; the weapon’s speed, accuracy and impact shatters impossibly dangerous enemies into pieces.
- 125 Achievement points.
VIDEO: Behind the Scenes
VIDEO: Combat Trailer
VIDEO: Gameplay Trailer
VIDEO: Launch Trailer
Indeed, when I go on holiday these days I normally encounter some Tomb Raider fans somewhere along the way. Last year when I was on a family holiday in Finland I ended up meeting with some fine Finnish TR fans on an impromptu community day in Helsinki, around 10 guys turned up and a lovely day was had by all, eating strawberries under the Nordic sun, chatting about Lara, Natla and Anniversary. So, when I had made arrangements to visit the west coast of the good old US of A, it seemed inevitable that it would include Tomb Raider in some way. The fact that I was flying into San Diego and making my way to San Francisco meant there was only one outcome – my first visit to Crystal Dynamics to see where the magic happens! So, while you’re waiting for the next update on the awesomeness that is Underworld, I thought I’d give you all a behind the scenes look at Lara’s studio.
The first part of my holiday was taken up with the journey from San Diego, which took in the ridiculous (Hollywood is seriously crazy) to the sublime (coastal Highway 1, flanked by the Pacific on one side and rolling hills on the other is a beautiful way to see what California has to offer) before arriving in San Francisco. SF is a lovely place. It’s a compact, liberal and welcoming city with splendid architecture and tasty sourdough bread (not to mention quite a famous bridge). The sharply inclined streets which carry the famous Trolley Cars are framed by grand buildings exuding atmosphere which lead down to the ocean – but most importantly of all, it’s home to Crystal Dynamics.
|Me and the 4 litre Mustang I took up the coast, lol :)|
|The Crystal Dynamics studios in all their splendour.|
|I had finally reached my destination!|
|This is Kathryn, who is the Tomb Raider Brand Manager is somewhat camera-shy, and she will kill me when she sees I’ve sent this out.|
Before I could get a full tour of the office I had been escorted (read: frogmarched) to a meeting room where some recording equipment had been set up. Along with Mona and Justin from tombraiderchronicles.com, Kathryn and I have been working on a series of podcasts to give the community the inside line on the development of Underworld. I hadn’t initially planned to partake in the recordings (because I am shy!) but when Kathryn and Crystal said I should, I could hardly refuse. It wasn’t long until Eric Lindstrom joined us. Eric is the Creative Director on Tomb Raider: Underworld and general living legend. He’s responsible for the storyline and oversees all the creative elements of development. I had first met him many moons ago when a few members of the Crystal team visited Eidos HQ to present an overview of Underworld. I had compiled a list of criteria and points that the community wanted to see from the next Tomb Raider and taken into that meeting. As Eric spoke I remember ticking off each point I had noted down. I’m delighted to say (because it makes my job great!) that Eric has worked on Underworld with the community in mind. I appreciate you’ll only really be able to believe that when you see it, but it’s why I’m looking forward to release so much!
Alex Jones (Underworld Producer, who seemed really cool but was suffering from the mother of all colds) joined us shortly after. There was time for some quick discussion and a couple of sound checks before we recorded the first podcast, which will be available for download soon so watch this space!
|No it’s not a screenshot from Underworld I’m afraid – but even the meeting rooms sound familiar!|
|No Tomb Raider community day is complete without fresh strawberries! Yum!|
|Imagine this x 10,000 in area!|
I met a million more people, but didn’t get photos of everyone. However, one of the guys I really wanted to meet was Troels Folmann. I’ve spoken to him a few times on email and I’ve always been a huge fan of the music in Tomb Raider; I loved what he had achieved in Anniversary. It was getting to the end of the day and I hadn’t had a chance to speak to him, until my meanderings took me past his office - low and behold there he was. I popped my head round the door to say hi and he invited me in for a long chat.
He’s seriously cool and was really interested and excited to hear about my work with the community. Troels is another guy that spends a lot of time reading the forums and checking on community consensus. If you’ve ever created a thread about the music in the game, chances are Troels has read it. I told him I definitely wanted to do some community related features about the music in the game and he agreed that we must, so watch this space.
Finally, I bumped into a certain Jason Botta. He is a master of understated cool. It was a pleasure to meet him, but more importantly, it gave me the chance to ask the first questions from the community and make him (somewhat reluctantly) pose for a photo request!
While I was chatting to Jason, I took this opportunity to ask the first of the questions from the community so read the second instalment for the Q&A session with Eric Lindstrom and Jason in which we talk about Crystal’s view of the Tomb Raider community, what it’s like to work on Underworld, if Crystal knew about Core’s version of Anniversary and lots, lots more! Out next week!
I left last week’s instalment on a bit of a cliff hanger; while touring the office I had just encountered Jason Botta, and I asked him the first of the community questions. I asked as many as I could, and not all of them got answered, but I’m sure there’ll be an opportunity in the future to ask more :)
Jason: “I think my wife might be rather upset!”
And with that Jason rushed off to get back to work and I sat down with Eric Lindstrom, the Creative Director of Tomb Raider: Underworld, and in between discussions about Underworld I put these questions to him:
Ask them if Toby Gard is around and is he working on TRU. - Daventry
“ Toby is around and he’s our cinematics director and continues to be a valued consultant on all things Lara Croft and I’m very glad we have him.”
I wouldn’t mind knowing how many people are working on underworld… - Nenya awakens
“It does vary, but around now it’s around 80 people.”
How far ahead do you [Crystal Dynamics] plan the TR games? Legend came out in 2006, then Anniversary came out in 2007 and a brand spanking new current gen TR game will be out at the end of the year. Do you know what story you wanted to tell and how it would pan out when you made Legend? - Angelus
“They’re asking a lot of questions with this one! Like any good franchise, there’s always going to be another one. Anniversary was a little different, because that wasn’t in the chain, that was done as a side project. And that was why we ended up getting Tomb Raider titles that close together because it was not the same team. We have people who did Anniversary who came on and helped us [on Underworld] but Anniversary was a side venture to reward the fans.
The second part of the question, about the length of time we work on a game; what we’re really doing is making a game that is two and a half years long. We started working on Underworld, the same time we started work on Anniversary, so it’s not right to think we finished Anniversary and then started on Underworld. To be precise we started in Christmas 05 on Underworld – hardcore November. I didn’t actually take any time off from Legend on which I did story design and directed, edited and co-wrote the script.
I needed to hit the ground running for Underworld so I had all concept docs working for studio approval before Legend was on the shelves. I was excited because when I came back to Crystal (it was my second time here) I was the story designer on Legend, I really wanted to start work three months earlier on Underworld, but I was too busy making the game I was assigned.”
Are they planning on another game in the Legacy of Kain series. - Knightgames
Is there any chance of another Legacy of Kain game in the future? - John york
“Well there is always…..” *Kathryn coughs loudly and drowns out the answer*
|Eric faces the barrage of questions!|
Ask how thay think of us and are comments on them! - Hairhelmet12
“I don’t go to the forums for any reason other than I like doing it and I get something valuable out of it. I don’t have any obligation to do it as far as the company is concerned, I don’t even think the directors know that I do it, it’s just something that I think is very valuable and I think it’s important.
‘What do I think of them’ is a different question because I am completely unaffected by all of the mudslinging and all of the bashing. I think it’s too bad sometimes when they say ‘Oh Crystal did this’ or ‘Core did this’ or ‘Toby did this’, when it’s not true. When they say ‘Oh I hated they way they made Lara whiney and emotional, that’s true! We can’t deny that, it’s true! The fact that they have different opinions – that’s important for us to know. When they something that’s not true, that’s unfortunate but I don’t take it personally because I know it’s not true.
It’s kind of like listening to gossip that you’re not supposed to listen to. That’s what gossip is, it’s people in the house next door to you, whispering about you and you don’t get to hear it, looking on the forums is like eves-dropping on conversations that are kind of going on with the assumption you’re not listening. Even though they say ‘I hope Crystal are listening!’ they still act as if we’re not.
I don’t take any of it personally, I remember reading early on when the community became aware of my name somebody said ‘This Eric sounds OK but he has a way of sounding like he says a lot but really not saying a damn thing’ and I had to laugh because it was true, because at the time I couldn’t say a damn thing and I was trying to hide it as best I could, the guy saw through it and I thought good for you. So when people are going around saying about how much they hate this and hate that often it’s stuff that the community don’t even agree on. With 1500 people there’s going to be 1500 different opinions.
I would hate for the community and forums not to be there, and for them not to be saying what they’re saying.”
What are some of Crystal Dynamics' most favourite games right now? What are they currently playing on their Xbox 360's and PS3's? - UNDERTAKER
“I don’t have as much time as I’d like to play video games sadly. We currently have a Battle of the Bands tournament on Rock Band. We just finished up a Guitar Hero tournament, before that we had a Wii Bowling tournament. The Underworld team won the bowling, our producer Julie she’s a powerhouse, they know how to bowl in Nebraska!
The most recent team that I played that I loved was Portal, but that’s no surprise to anyone. I loved Portal.”
Game development obviously has its highs. But what are some of the lows of the job? What makes the game development process difficult? - UNDERTAKER
“That wasn’t on the email I saw! What are the low sides of game development? Wow. I’m thinking about all the true answers I don’t want to say! One of the lowest things is that, it’s kinda hard to explain, but imagine making a game over two and a half years that people can play and finish in 12 hours and do the division. So, you can spend a month of hard work where what you see on the screen hasn’t changed, because it’s just a lot of construction work. There are times when you go too long without seeing the thrill of what’s going to end up in the final product, and that can wear you down. But then again, it just makes it that much more exciting when suddenly it all comes together and the screen lights up and everyone sits up in their chair and says ‘Wow! This is great!’ It’s not so much a low moment, but it’s one of the more gruelling non-high points of development.
There’s the fact that movies get the benefit of just filming another movie, they don’t have to invent a new camera every time. Making games and the tech that goes with it is like inventing a new camera every time, and they break all the time. I love the story of Richard Dreyfus that he tells of him and all the Jaws actors sitting on the beach waiting for the shark to work for days and days. And a lot of our low points are when the tools all break and don’t work. Then we’re stuck on paper again and there’s no sexy answer to this question!”
Does Natla or any old characters such as Kurtis return, if so.. to make my question different to others.. do they die? - Dizzydoil
[Eric looks at Kathryn] “You don’t want me to answer this question do you?! Natla is immortal, she can’t die, but I’m not saying she’s in the game or not!”
Do you plan to put this costume in TRU? (Image of Lara in trousers) - KC Mraz
“She will have costumes in the game of course. She’ll have shorts and long pants in the game but she’s going to be wearing a hell of a lot more than that!”
And with that, Eric dashed off into an important Underworld meeting. Along with these questions we discussed lots of exciting ideas for the Underworld community campaign.
So before I conclude this report, no account of a visit to Crystal Dynamics would be complete without (a much requested!) photo of Riley Cooper!
Tomb Raider is well known for larger than life environments and intricate puzzles that usually relate to this environment. Most of the time in Tomb Raider: Underworld, solving a puzzle results in the environment being transformed, usually in order to open up a path for the player to move forward.
These sequences are usually presented in the form of short in-game cinematics we like to call “reveals”. These “reveals” serve one of two purposes, sometimes both, which are to convey new information to the player (what he needs to do next, where he needs to go, etc…) or to plain and simply provide a bit of “wow” by showing an interesting event from a dramatic perspective.
One of my main tasks (and greatest pleasures) on the project was to create these “reveals”. They went from really basic single-shot sequences showing simple actions like a door opening up, to rather complex multi-shots scenes with massive statues sticking out of the ground and giant stone dragon heads rising up and spitting flames. Needless to say, some were more fun to create than others.
If you’ve checked any of the screenshots, videos and demos for the game yet, you’re already aware that all the levels in the game offer fantastic looking sceneries and beautiful lush landscapes. But some of the most impressive environments, at least to me, are featured in the game’s arctic level. From a towering spiral path leading down to a deep pit to a room with giant swinging hammers…, you get an eyeful of some of the best game environments seen in recent years.
Anyway, I hope you’ll enjoy playing and watching it as much as I did working on it. And brace yourselves because Tomb Raider: Underworld is going hit, HARD!Mario out.
This is it, the last day (as I write this) before the official launch of Tomb Raider: Underworld, and everything that can be done has been done. I just spent a relaxing day with Alison Carroll, our Lara Croft action actress, giving her a tour of the studio here at Crystal Dynamics. She spent the day posing for photos with the team and signing posters and telling us outrageous stories about her press tour around the world. It was a nice way to end three years of hard work.
It's an otherworldly feeling to be at the end of such a big project, one that we've put so much time and energy into, but still waiting to see how well everyone will enjoy the game. I've already heard enough advance press to know that we hit the mark squarely, but it isn't the same as gamers all playing and sending messages back and forth about every little detail. I had to take a break from keeping up with the forums to get the game done, but now I'll be able to return and spend more time reading posts and gathering feedback. And believe me, we analyze the feedback of each game carefully and these reactions do go into future development...you'll see just how much this is true when you play the game.
And I do hope you'll play. Directing Lara Croft's journey to the underworld has provided me with some of the most exciting times in my career, and I feel honored and privileged to have been given the opportunity to guide one of my own personal gaming heroines. She means a lot to me, as I know she means a lot to many of you, and I wish you all the very best of luck as you guide her adventure in Tomb Raider: Underworld.