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
GameSpot UK:
So what's the plot this time?
Adrian Smith:
We've made the basis of the story a lot simpler this time around - the player is given a very clear objective from the outset. The plot will twist and turn as Lara progresses, but the ultimate goal always remains in sight.
Very basically, Lara inadvertently releases something rather nasty whilst breaking into an ancient tomb... and of course she's the only one who can put things right. The path of true adventure never runs smooth so Lara will have various tasks to complete before she's able to face a final confrontation.
The story is set entirely in Egypt. Last Revelation is not about covering vast distances - it's a very continuous experience where the storyline unfolds throughout via seamless cuts and FMVs. These may be triggered at any time during gameplay, rather than just between specific locations. As you can imagine, the scope for locations, architecture, atmosphere, puzzles, enemies etc. is tremendous!
GameSpot UK:
Will Lucozade be appearing in the new game?
Adrian Smith:
No - we'll be using the traditional medi-packs.
GameSpot UK:
For the PC are you using the Tomb Raider III engine or building a new one?
Adrian Smith:
For the first time we are producing a dedicated PC version which is not constrained by what can or can't be done on the PSX. In essence the whole of the game engine for Last Revelation is new. In terms of format, the two versions of the game are the same, but there will be elements on the PC version that will make use of the hardware specific features (bumpmapping, etc. ). There will also be subtle differences between the two versions, with the PC maybe having some new features that are not available on the PSX version.
GameSpot UK:
Do you fear a press backlash against the new game as quite a few journalists hated the last one?
Adrian Smith:
I can't say that we were ever aware that the game was actually hated! Despite any number of new features and improvements, the game is still, in essence, 'Tomb Raider' - an adventure game featuring Lara Croft. What we have done this time is completely readdress a number of key elements. This will immediately distinguish Last Revelation from its predecessors and bring fresh life to the title. The on-screen format is completely new - gone are the old inventory rings, loading screens etc.
It's always been our intention to make the fourth game as accessible to as many people (both old fans and new users) as possible. We've focused on simpler gameplay so the game will be easier than TR III in terms of direction and objectives. Players will know exactly what to do, and where they have to do it. The difficulty lies in solving the puzzles that will enable players to complete objectives - so it's very much like the original game in that respect. A very clear storyline and single location means that a lot less time is wasted covering vast distances. The philosophy behind Last Revelation is much more akin to the original title in terms of its puzzle mechanics, ancient locations and atmosphere.
In some ways Last Revelation is a prequel to the trilogy, but the technical advances will make it far more detailed and atmospheric. If you've never played a Tomb Raider game, this is the one that we'll be recommending!
GameSpot UK:
Do you think that Tomb Raider: The Last Revelation will be as big as Tomb Raider III?
Adrian Smith:
In terms of size, the locations are much tighter and feature many smaller rooms that enable the player to really focus on the task in hand. Since this is a single adventure, we can't count number of levels etc. but the actual size of the whole game is no shorter than players have experienced in the past. In terms of sales - we're obviously hoping that this will be the best-selling title and as stated earlier, it will be the most accessible TR title yet.
GameSpot UK:
Why not ditch the Tomb Raider label and call the games "The Adventures Of Lara Croft"?
Adrian Smith:
Tomb Raider III was subtitled 'Adventures of Lara Croft' due to the fact that the game comprised five separate adventures. We're now focusing on a single, continuous experience, so 'Adventures' isn't applicable in this instance. We try to give each game a title that denotes the flavour of the adventure e.g. Dagger of Xian, Last Revelation. But if we produce further Tomb Raider titles, who knows!
GameSpot UK:
Can you tell us about any of the new enemies that Lara will face?
Adrian Smith:
We're concentrating on highly-detailed enemies - there may be fewer of these but they will certainly be more purposeful than those seen in previous titles. Since we're dealing with Egypt, our artists and animators have really been able to let their imaginations go, so we've got mythological baddies as well as natives and generics. Due to the nature of the plot, you'll find a lot of rather strange things happening and don't be surprised if you find that you're pitting your skill against an adversary throughout the adventure.
GameSpot UK:
When can we expect to see Tomb Raider: The Last Revelation and will there be a Tomb Raider V?
Adrian Smith:
November 1999 and well you know what they say... You just can't keep a good girl down...!
All rights belong to GameSpot and/or their affiliated companies. I only intend to introduce people to old articles and preserve them before they are lost.
GameSpot UK - Susie Hamilton Interview Part 01 - Tomb Raider: The Last Revelation
Interview appeared on GameSpot UK website, dated to 16th November 1999
As part of Lara Week GameSpot UK has managed to secure an exclusive interview with Core's PR Manager Susie Hamilton. She gives us an interesting insight into Lara's creators Core Design.
GameSpot UK:
Why didn't you call this game Tomb Raider IV?
Susie Hamilton:
The main reason was because we wanted Last Revelation to attract new users as well as old fans. We thought a 'IV' in the title might possibly discourage those who'd never played a TR game before. Last Revelation offers a much easier route into the gameplay than the previous three episodes. Also the title 'Last Revelation' does have significance... can't say too much about that, though!
GameSpot UK:
Do you still enjoy your job?
Susie Hamilton:
Absolutely - Core's a great place to work, although there are times when I wish the pace would calm down a bit! One of the great things about working with the developer is that you really get to know the games pretty much inside out - working alongside the teams and listening to all the interviews really gives a great insight into the whole process - and definitely a better understanding of the product.
GameSpot UK:
What's a typical day at Core Design like?
Susie Hamilton:
For the past few months I've been arriving to literally hundreds of emails - requests for general information, comments about Lara and the new game, interview requests with Lara or the team, proposals for the use of Lara, etc. As soon as I've answered one, another arrives - so that's a bit of a never-ending battle! I deal with media on a global scale - somebody's always on deadline so there's usually a mad panic at the end of the day to get last-minute bits and pieces sorted.
A typical day at the moment could easily involve the arrival of a film crew, a radio station or a magazine to interview Core's directors and/or the TR team in order to get the lowdown on the new game and a glimpse of the future. We have visitors from all over the world wanting to get the "behind the scenes" angle. It can take a whole day for TV crews to get exactly what they want so a lot of the time is spent looking after them and "supervising" the filming.
For the past few weeks we've also been working on the new Lara Croft magazine so I've been providing all the information for that, setting up interviews and photoshoots and proofreading all the pages, etc. We're also working with The Times on a special promotion, considering proposals for Lara Croft TV documentaries and looking at Virtual Lara development.
Then there's the "normal" day-to-day stuff - answering letters, checking proposals with directors, scripting replies for Lara interviews, approving plans for use of imagery and checking copyright, setting up further visits and interviews, arranging artwork for magazine covers, arranging visits to magazines to demonstrate code to them, reporting media feedback to Core and Eidos, checking out suspect websites and merchandise... and there's more! Personally I can't wait for the Christmas hols!
GameSpot UK:
So when are you writing your behind the scenes Lara Croft book?
Susie Hamilton:
I could tell you a thing or two!!! I'm sure it would at least be entertaining...but the rate things are going I'll be retired before there's enough time to get that one started!
GameSpot UK:
Who's better in a fight, James Bond or Lara Croft?
Susie Hamilton:
With Moneypenny to organise his travels and countless gadgets on hand, you'd think Bond might come out on top - so to speak - but I have no doubt that whilst Bond would definitely be shaken, Lara would only be mildly stirred. Sorry James…
GameSpot UK:
Is Lara Croft really one of this country's leading exports?
Susie Hamilton:
Well, with TR being granted Millennium Product status, Lara having being cited as an ambassador for British scientific excellence by Lord Sainsbury and over 17 million copies of the game being sold, I'd say that she's certainly the leader in her field.
GameSpot UK:
In what languages will the game appear?
Susie Hamilton:
English, French, German, Italian, Spanish, Dutch and Japanese.
GameSpot UK:
Are there any special events happening for the launch of the TR: TLR?
Susie Hamilton:
We simply haven't had time to organise an official launch in the UK this time around, although France, Germany and the US have had their own events. You can expect to see a great deal of TV coverage - plus a national TV advertising campaign around release. There's also a hefty promotion with The Times that will begin at the end of the month, the official Lara Croft magazine and a 1/2 hour Lara special on C4's "Bits".
GameSpot UK:
Will this be Lara Croft's last appearance on the PlayStation?
Susie Hamilton:
Maybe…
Sadly the last page of the interview is lost.
All rights belong to GameSpot and/or their affiliated companies. I only intend to introduce people to old articles and preserve them before they are lost.
Interview appeared on the Irish Times website, dated to 3rd January 2000, and it was written by Fiachra O Marcaigh.
Jerr O'Carroll has a job that lots of gamers would kill for. The 34-year-old from Tramore, Co Waterford, has spent 10 years in the games industry. He works at noted game developer Core Design in Britain and was the animator of the recently released Tomb Raider IV.
Combining puzzles, action and high-class graphics, the Tomb Raider series has become a runaway success. It's probably fair to say that the unlikely figure of its heroine, Lara Croft, has also had some part in its popularity.
Irish Times:
How did you become involved with Tomb Raider?
Jerr O'Carroll:
I worked in Core for about three years, mainly on a PlayStation game named Ninja. During that time, I was asked to work on some cut scenes on Tomb 2, and then all of the cut scenes for Tomb 3. When four started the other animator backed out and I was asked to do the cut scenes for this one as well as the new vehicles and Lara's new moves.
Irish Times:
What skills are required?
Jerr O'Carroll:
Patience, a stomach for coffee and junk food, and a bit of talent!
Irish Times:
Is drawing very important?
Jerr O'Carroll:
Yes. Especially now with the next generation of machines about to arrive. There are quite a few people who are classed as artists but can't draw, and now that we can create super realistic work, with no real limitations, those that are weaker in the artistic side will find it harder and harder.
Irish Times:
Do you enjoy your job?
Jerr O'Carroll:
I'm lucky in that I get paid to do a job I really do enjoy. That's a wonderful thing, being able to go to work, knowing that. But it doesn't have to be Lara that I'm animating. It could also be designing a concept for a GameBoy title, or messing about on someone else's project. The whole aspect of the game, from design to finished box on a shelf interests me, apart from the coding. That's getting out of my depth!
Irish Times:
Is it pressure-filled?
Jerr O'Carroll:
Very much so. Always towards the end of a project when all the different parts of the game come together, major headaches ensue. There were five guys all doing different background sections, another animator handling the baddy anims, and the coders who had a jigsaw puzzle to do, which for a long time had quite a few missing pieces. A lot of late nights, bug testing for all the language versions and then suddenly it's all over.
Irish Times:
Does the pressure to meet release dates ever compromise your work?
Jerr O'Carroll:
Doing the animation in a lot of ways is one of the easy parts of the game's development. I know exactly what moves need to be done, and I know how much time I have, so I can pace the workload out. But it does become a bit daunting towards the end, when the old, "Could you just do us a quick anim for this" phase starts, and it can get a bit hectic then.
Irish Times:
Have you always wanted to be involved in the game industry?
Jerr O'Carroll:
No. Quite simply I went to the regional tech in Waterford and got a diploma in graphic design. I didn't have a clue what I wanted to do, then I went and got a lucky break in joining Don Bluth's studio in Dublin. From there I kind of fell into games, working first for a small time games company in Waterford, and then brought over to Sheffield to finish off the Littil Divil game, and from there to here.
Irish Times:
How many people worked on the whole game?
Jerr O'Carroll:
On the actual game it would 13 to 14. Five background guys, (an extra one came in towards the end) two animators and six programmers. Then there were the testers, the musician and another team who worked on the FMV [full motion video]. You could count the producers if you want, but we don't!
Irish Times:
Is animation for both the PlayStation and PC a single task?
Jerr O'Carroll:
Yes. She has so many animations it would be an enormous task to do them twice. So they are done on a 3D package 3DS Max, and then the data is transferred over to an in-house editor, from which all the animation info came.
Irish Times:
Will Last Revelation be Lara's last adventure?
Jerr O'Carroll:
Ahh, trade secrets. Lara will go on for a while yet, but it has to be seen in what form.
Lara's anatomy has been the subject of much debate. . . The amount of times we've had to change her bust size, she must have some serious scars under that green top! Honestly, we get the word from some American marketing "expert": "make them bigger", "make them rounder", "slightly smaller", "over to the left" etc. It's gotten to be a joke. We have done some major improvements to the model this time round, but not in her mammalian protuberances. This time we actually got a fully skinned Lara working. No more unsightly tears in her arms, elbows or knees. It's more pleasing to look at, as well as adding to the other advances in the game engine.
Irish Times:
What are your favourite games?
Jerr O'Carroll:
I'm not the world's biggest games player. I'll find a game and play it to bits, then move onto something else. Right now I'm going nuts on the second Oddworld game, Abe's Exoddus.
Irish Times:
What are your thoughts on the Dreamcast and PlayStation 2?
Jerr O'Carroll:
The general feeling amongst a lot of developers is wait for PlayStation 2. I've seen the demos, and some work is being done in Core on next generation stuff, but when you look at the quality of some of the stuff that is coming out on the Dreamcast, you do think it has a fighting chance. Hopefully it'll have enough of a user base to stand up to Sony when their machine is launched. Competition is a healthy thing.
Irish Times:
Will the similar new Indiana Jones game threaten her dominance?
Jerr O'Carroll:
I think she is the female Indy, but I've seen the demo for the new Indy game, and I'm a little disappointed. They had a huge development team, a long development time, but it looks so rough, the animations are poor, the control weak and it's not even on the PlayStation. That's a big mistake. But then I would be biased wouldn't I?
Irish Times:
What do you hope to be working on in the future?
Jerr O'Carroll:
As long as I enjoy it, and can have a bit of creative input, I'll be happy.
All rights belong to Irish Times and/or their affiliated companies. I only intend to introduce people to old articles and preserve them before they are lost.
Interview appeared on Gamespot UK website, dated to 19th July 1999
Lara Croft is back and the freelance adventuress is taking no prisoners as she reveals all in an exclusive tete-a-tete with GameSpot UK, where the star of the Tomb Raider series talks about movies, games and her recent adventures in the land of the Pharaohs.
GameSpot UK:
So what have you been up to since Tomb Raider III?
Lara Croft:
Well there's not been much time for a rest, but I've undergone some remodelling and my joints are now feeling more supple that ever. As for the more interesting side of things, I'm currently spending most of my time in Egypt…
GameSpot UK:
What's you favourite drink these days?
Lara Croft:
No time for champagne - I really need to keep a clear head considering the nature of the task in hand... Luke-warm bottled water's not up to much but it's the only thing available. Food and drink is the last thing on my mind right now, but Lucozade should definitely tap the Egyptian market if only for the sake of the camels - they could certainly use a boost!
GameSpot UK:
Where are you living at the moment?
Lara Croft:
I'm based in various Egyptian locations - fortunately I haven't had to waste any time globetrotting. Jet lag was almost becoming a way of life so it's a refreshing change being able to stay in a single country and explore it properly.
GameSpot UK:
Any plans to settle down and start a family?
Lara Croft:
That kind of future seems pretty remote at the moment.
GameSpot UK:
What's the best thing to happen to you this year?
Lara Croft:
I managed to take time out to appear in the Lucozade commercial - which was great fun. Those dogs were real you know, but nothing compared to my Auntie's Corgi, savage little beast that it is! My recent Egyptian experiences are the best thing so far in terms of adventure... but I have a lot more to do here yet.
GameSpot UK:
How do you think fans are going to react to the new game?
Lara Croft:
'New' is certainly the right word for it - Core has made some really dramatic changes this time and the gameplay's accessible to both loyal fans and beginners alike. I think that The Last Revelation is going to be a very rewarding experience for everyone who is willing to take up its challenge. The changes definitely reflect my own experiences in Egypt so far. I hope I get the chance to play it myself...
GameSpot UK:
What do you think of you're newest look-a-like Lara Weller?
Lara Croft:
From what I've heard she's doing a great job and coping very well with all the attention. She seems to be an adventurous soul, so no doubt she'll take it all in her stride.
GameSpot UK:
Any news on your new film?
Lara Croft:
I haven't heard any more news on that recently. I believe it's still due to be released next summer, but that the actress hasn't been cast yet. I guess it's a tough job since flesh and blood isn't quite as versatile or durable as silicone!
GameSpot UK:
Our Fashion fans want to know what are you wearing this season? Are brown shorts still in?
Lara Croft:
Very much so - I won't need much of a costume change since the weather's pretty consistent out here - and there are far more important things to be thinking about than fashion...
GameSpot UK:
Will you be in any more Lucozade ads?
Lara Croft:
No plans - and I definitely can't take any time out right now, much as I'd like a little light relief.
All rights belong to GameSpot and/or their affiliated companies. I only intend to introduce people to old articles and preserve them before they are lost.
GameSpot UK - Susie Hamilton Interview Part 02 - Tomb Raider: The Last Revelation
Interview appeared on Gamespot UK website, dated to 17th November 1999
Susie Hamilton is Core Design's Public Relations Manager - she's responsible for 'leaking' information to the press. In the second part of our exclusive interview, Susie talks about Lara Weller, the Tomb Raider movie, the future of Ms Croft and more…
GameSpot UK:
What's been the press reaction to the new game?
Susie Hamilton:
Really positive! So far we've had two 10/10s and a 5/5 score! We're more than happy that the media have (so far) picked up on the fact that Last Revelation offers a great deal more than your average sequel. It's also great to see the team's hard work rewarded - they've been working round the clock for the past few weeks to make sure the game offers as much as they can possibly squeeze in. It's easy for the press to make assumptions about the game without knowing the inside story so we're really pleased that reviewers to date have been able to give the game the consideration it deserves.
GameSpot UK:
So what's Lara Weller like?
Susie Hamilton:
Absolutely lovely! She has incredible enthusiasm for the job - despite the long hours and the jet-lag, she always has a smile on her face! She's doing a great job.
GameSpot UK:
How did you pick Lara Weller to play Lara?
Susie Hamilton:
Via the usual route: looking at models' cards, casting sessions, video interviews and then a final live interview.
GameSpot UK:
What do you use the Lara model for?
Susie Hamilton:
Mainly for promotional appearances at trade shows, games stores, parties, presentations, etc, plus for photoshoots and the occasional TV appearance. Lara Weller is a lookalike only so she doesn't actually speak whilst in costume. Lara Croft's personality is a separate issue entirely!
GameSpot UK:
Any Lara gossip?
Susie Hamilton:
Lara and a certain famous sportswear label may well get together in the near future…
GameSpot UK:
What happen to Tomb Raider III's "Adventures of Lara Croft" tag line?
Susie Hamilton:
Not quite sure what you mean? "Adventures of Lara Croft" signified the fact that the game was basically a series of mini-adventures set in different countries. Last Revelation is completely different, being a really continuous single adventure from start to finish.
GameSpot UK:
So what's in store for Lara Croft over the next few weeks?
Susie Hamilton:
Is that a trick question...? Lara's still got a few things to resolve for Last Revelation - we don't know the outcome yet…
GameSpot UK:
What ever happened to that Lara Croft album that David A Stewart recorded?
Susie Hamilton:
It was released in France only. (Thanks very much for the interview Susie).
All rights belong to GameSpot and/or their affiliated companies. I only intend to introduce people to old articles and preserve them before they are lost.
Interview appeared on Gamespot UK website, dated to 19th July 1999
The silicon super babe made flesh as GameSpot UK meets Lara Weller, the latest physical incarnation of the delectable Ms Lara Croft.
GameSpot UK:
So what's it like to play Lara Croft?
Lara Weller:
It's great to play Lara Croft, she is such a big icon, she's strong, sexy, independent and a good role model for women.
GameSpot UK:
Do you drink Lucozade?
Lara Weller:
Sometimes when I feel a bit tired or have had a heavy night, a drop of Lucozade and I feel alive again.
GameSpot UK:
How did you get the job?
Lara Weller:
Eidos were searching to find the new Lara Croft, there was a big casting session and they came to my modelling agency, after which I had two more casting calls and a month later I got the job.
GameSpot UK:
What else do you do?
Lara Weller:
I do other modelling jobs as well and I travel as much as I can, because that's one of my great passions.
GameSpot UK:
Did you enjoy this year's E3?
Lara Weller:
Yes, it was a madhouse, but it was a great experience to be in La La land (Los Angeles).
GameSpot UK:
Apart from your name, what other stuff have you got in common with Ms Croft?
Lara Weller:
The urge to travel and explore, and I have heard we look similar.
GameSpot UK:
So where in the world have you been as Lara?
Lara Weller:
I have only represented her for a short while, but the agenda is looking full of some great destinations.
GameSpot UK:
Do you play games and have you played Tomb Raider?
Lara Weller:
Well now that I represent Lara Croft, I would like to know more about the actual games.
GameSpot UK:
What's the best and what's worst question you've been asked as Ms Croft?
Lara Weller:
Most questions have been fine, but if people ask me any stupid questions, they can expect some silly answers back.
GameSpot UK:
What's the best and what's the worst thing about playing Lara Croft?
Lara Weller:
Well the outfit can get quite hot sometimes, but for the most part, it's a great experience.
GameSpot UK:
So where do you go from playing a virtual computer character?
Lara Weller:
Hopefully it will lead onto other things, I would love to present a talk show or a travel show.
All rights belong to GameSpot and/or their affiliated companies. I only intend to introduce people to old articles and preserve them before they are lost.
Tomb Raiders Traveler’s Guide - Interview With Richard Morton - Tomb Raider: The Last Revelation
Interview was conducted by Brian Chew, Luis Cunha, Snark^ and Theresa Jenne.
Have you ever wondered what it takes to be a level designer in a high-profile game? Richard Morton should know, as he is the lead level designer for the upcoming fourth installment of Lara's adventures, Tomb Raider: The Last Revelation (TLR). He has been involved with the Tomb Raider games since the beginning, and has designed some of the most memorable levels in the series.
If you have read over the footnotes at the bottom of many of our walkthrough pages, you will know that Rich has kindly been answering questions we've sent him over the past year about Tomb Raider 3. This time, we had the opportunity to conduct a full interview with Rich, and ask him some questions about his background, his perspective on level design, and his thoughts on the Tomb Raider (TR) series.
Special thanks go to Luis Cunha of the Croft Times, snark^, keeper of the alt.games.tombraider FAQ, and Theresa Jenne of Tomb Raider(s).com for their participation in this interview and contribution of additional questions.
TRTG:
What's your personal background? How did you end up at Core and working on Tomb Raider?
Richard:
I left school at 16 and joined a local training scheme. My first placement was at a very small company called Wise Owl. They mainly did conversions of big titles for the Commodore-64 and Spectrum. It was here that I learned the basic skills of computer art. I was there for about two years.
Next, I went to Hi-Tech Software - they had licenses for the Looney Tunes and Hanna-Barbera characters. I did tons of games here (each project only lasted for around 3 to 6 months). They were all budget titles but got good reviews. I left after about two years and joined Core.
My first job at Core was to convert all the Chuck II graphics onto Amiga format. I then went on to do the Asterix titles, ThunderHawk 2, Blam, Swagman and then the TR series.
TRTG:
What was your role in the first three games of the Tomb Raider series? What levels did you design?
Richard:
TR1 - I sat in on most of the level design meetings to give input. I was designing maps for other games at the time.
TR2 - The Temple of Xian - this was a nasty trap-filled monster.
TR3 - I did Coastal Village, Crash Site, Madubu Gorge, Temple of Puna, Nevada Desert, Area 51 and also had to give Lara's house a new look.
To read more, please visit the original site here.
All rights belong to Tomb Raiders Traveler's Guide. I only intend to introduce people to old articles and preserve them before they are lost.