They gave us an address for fan mail? Why thank you.
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They gave us an address for fan mail? Why thank you.
The Croft Times - Interview With Toby Gard
This interview was published in 'The Face' Magazine and written up on the fansite, 'The Scion Sanctuary' by Tim 'Raider'. It was then added to The Croft Times.
Here's the interview with Toby Gard, the designer who gave life to Lara:
The Face:
Has Lara changed much (physically, character-wise) from your original idea of her?
Toby:
Well, she went through a period of wearing slightly more military-looking clothes, but she looked too Nazi-like. For a while she looked a bit like Neneh Cherry; baggy trousers and crop tops, but before long she found her hot pants and leotard and away we went!
The Face:
Is she based on anyone you know?
Toby:
No, it's not often you meet gun-toting psychopaths down the pub.
The Face:
So what's with the unfeasibly large knockers then?
Toby:
Slip of the mouse. I wanted to expand them fifty percent and then - whoops, one-hundred and fifty percent. Darn.
The Face:
Did they get bigger when marketing became became involved?
Check out this interview with Adrian Smith, carried out by Steve of Warr. Without spoiling too much, Adrian talks of the development of Tomb Raider 1, producing new games and post-AOD.
Steve actually recorded this before he posted his TR1 Retropective video but wanted to release it alongside his AOD Retrospective. If you have some spare time and have not done so already, check out Steve of Warr's channel; his Tomb Raider content is entertaining!!
GameSpot UK Adrian Smith - Tomb Raider: The Last Revelation
Interview appeared on GameSpot UK website, dated to 19th July 1999
Prepare for a real revelation as GameSpot UK talks to Adrian Smith Operations Director at Core Design, as he gives us the inside story on Tomb Raider: The Last Revelation and what it's like Living With Lara.
GameSpot UK:
How far are you into Tomb Raider: The Last Revelation?
Adrian Smith:
Development started in the middle of 98 whilst work was in progress for Tomb Raider III.
GameSpot UK:
Drakan is looking great - will Tomb Raider: The Last Revelation look even better?
Adrian Smith:
Why of course it will!
GameSpot UK:
Drakan has multiplayer, what about Tomb Raider: The Last Revelation?
Adrian Smith:
I think Lara's more than enough for most people to handle! We've looked at the multiplayer approach, but nothing is planned for the foreseeable future.
GameSpot UK:
On which platforms will Tomb Raider: The Last Revelation be appearing?
Adrian Smith:
PlayStation and PC
FHM - Rhona Mitra Interview
Interview appeared in the November 1997 issue of FHM magazine. Article was written up on fansite 'The Tomb Raider Archive'. VL Note: This interview is long and it is full of awful non-gaming questions with some cringey answers, but it was conducted in 1997 for a mens magazine.
Sex and videogames don't usually mix too well. Indeed, the popular view is that men who play them have such poor complexions and social skills that they've been forced to replace the pleasures of the flesh with bashing the hell out of pixellated monsters. In short, successful users of the chat-up line "I've top scored on Story Of Thor 2" are few and far between.
However, there is one exception to the rule. In November 1996, Tomb Raider appeared, featuring the adventures of Lara Croft. The premise of the game was that Lara, the daughter of an English aristocrat, had decided to forego her inheritance in favour of travelling around the world in search of ancient artefacts. As with most adventure games, this involved plenty of running, jumping, swimming and shooting. But unlike other games, its central character became the computer world's first sex symbol, and Lara Croft quickly catapulted Tomb Raider to the top of the games charts. With her ample chest and powerful thighs, Lara was created as the gamer's ultimate fantasy figure and the strategy worked.
Now, for the imminent release of the sequel, Tomb Raider 2, Lara is made flesh. And fortunately for us, it's in the form of 22-year-old actress Rhona Mitra, a woman sexy enough to equal the charms of the video character. As well as appearing in the press campaign for Tomb Raider 2, Rhona has recorded an album as Lara (produced by ex-Eurythmics guitarist Dave Stewart), from which the single, Getting Naked, is to be released next month. There is even talk of a Tomb Raider movie, for which Rhona ought to be a shoe-in for the lead role - a heady jump from her last big part, playing a teenage seductress in Jilly Cooper's The Man Who Made Husbands Jealous.
So, to celebrate the arrival of the new sexiest woman in Britain, what did we do? Take lots of fantastic pictures of her? Of course. Ask her a shed-load of questions about what it's like to play a character invented to satisfy the libido if a twenty-something programmer? Certainly. But first we took her to London's Trocadero centre to see if she could cut the mustard in the original gaming arena - an amusement arcade.
The truth is, she's pretty adept. She powers past three (male) opponents on an arm wrestling machine, gives a credible display at dynamo-hockey and is equally at ease bombing about on the virtual skate-boards. Her strongest suit, though, is the bowling range. After a slow start, three spares in a row see her powering into the lead as FHM skew another ball into the gutter.Only two consecutive(and highly suspicious) zero scores in the last two rounds barred the way to victory. And perhaps not surprising for a woman who's beaten stiff competition to play the most lusted after computer game character of all time, she doesn't accept second place for long. "I let you win, you know," she smiles triumphantly.
FHM:
Games fans are notoriously obsessive. Are you ready to be pursued by blokes thinking that you really are Lara Croft?
Rhona Mitra:
After The Man Who Made Husbands Jealous I had a lot of bizarre fan mail. I remember receiving a beautifully-typed letter from twelve boys in Exeter asking if I'd marry them all. Apparently I was supposed to be shared on some kind of weekly rota system. I was thinking, "Hmm, two a day. How am I supposed to manage that?" And I've already had people post notes on the Lara Croft website thanking me for improving their sex-lives.
FHM:
And how exactly have they done that?
Rhona Mitra:
They get their girlfriends to dress up as Lara, like I do. Apparently, it works wonders for them - maybe it's the rubber outfit.
FHM:
Do you think it's scary that there are men out there fantasising over a computer-generated character?
Rhona Mitra:
No, because men will fantasise about anything. Compared to a sheep or whatever, I think Lara's quite a healthy fantasy. What's wrong with wanting to sleep with a computer-generated character? She's got a perfect figure after all.
FHM:
Talking of perfect figures, there was a story in the tabloids about you having a breast enlargement operation performed by your dad...
Creative Labs - Interview With Gavin Rummery - Tomb Raider 1
Interview appeared on Creative Labs website, and covered by The Croft Times.
Tomb Raider is arguably labelled as the hottest 3D game today. We took some time recently to talk with Tomb Raider programmer, Gavin Rummery, about Tomb Raider and what's in store with the upcoming sequel, Tomb Raider 2.
Inside Track:
First off, who's the real Lara Croft? Was she designed with a particular person in mind, fictional or otherwise?
Gavin:
No, Lara is an entirely fictional creation from the mind of Toby Gard (our lead artist on Tomb Raider). He was tired of seeing generic muscle bound males as the heroes of every action game/film, and thought an athletic female character who relied more on agility than strength would be more interesting.
Inside Track:
How did the Tomb Raider story come about? What led to its conception?
Gavin:
The story was written by our script writer Vicky Arnold and Toby. The basic idea was that the game would start off very normal in fairly realistic environments, but by the end would become very strange with Lara taking on all kinds of weird creatures. Thus Natla starts out seeming like a normal human, but turns out to be an ancient Atlantean ruler with the final levels taking place in the remains of Atlantis.
The other aim was to keep the story snappy and the FMVs as action packed as possible as there's nothing worse than playing games with long boring FMV sequences. In the end, it turns out that most people enjoyed the FMVs because of this, but didn't really understand the story!
PC Gaming World - Adrian Smith Interview - Tomb Raider Chronicles
Interview appeared on Gamespot UK website, dated to 20th October 2000
PC Gaming World's Cal Jones talked to Adrian Smith from Core Design.
Cal Jones:
With Lara apparently buried under the pyramid at the end of the last game, how are you going to resurrect her?
Adrian Smith:
We never actually saw Lara die. She became trapped in the pyramid and her body has not yet been recovered, so Chronicles begins with a memorial service rather than a funeral. The game starts only a few days after the end of Last Revelation.
Cal Jones:
After four Tomb Raiders with no revolutionary changes to the formula, what are you doing to persuade gamers that they need to add a fifth Lara game to their collection?
Adrian Smith:
If we were to make such changes to the formula, it would no longer be Tomb Raider. We always listen to feedback from fans and look at the Tomb Raider sites extensively so that with each game we can make the most frequently asked for additions and changes.
Due to the nature of the Tomb Raider engine, it's impossible for us to change the formula too drastically - we'd have to create a brand-new engine to do that. Funnily enough, said engine has been in development for about 18 months now so next year you can expect to see Lara Croft in an entirely different game which will bear little, if any, resemblance to Tomb Raider as it's currently known.
What we are doing with Chronicles is consolidating the very best elements of all previous TR adventures and also adding new features. The result is four separate adventures, each from Lara's past and each with its own gameplay style. The engine has advanced, particularly for the PC version, and we're basically looking at what is technically the very best Tomb Raider game to date. Chronicles is also the best-looking Tomb Raider yet and we feel that the different styles of gameplay give it great balance. We wanted to finish the Tomb Raider series with a game that stretched the limits of the engine to the max so that we could round off knowing that we have given Tomb Raider our very best.
We're also including the level editors with the PC version so that fans who buy the game will be fully-equipped to create and play their own Tomb Raider levels at home. The editor will be supported via the Eidos site
Cal Jones:
Will the next-generation Tomb Raider game be available on PC as well as the next-gen consoles?
Adrian Smith:
Both.