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Copyright is intended to protect the original expression of an idea in the form of a creative work, but not the idea itself. Lara can open a door using a door handle rather than using a dirty great lever. Also, we've made it so that she can pick something up off a table without having to jump on it and then stoop to pick it up. There's also a new crawl move that means Lara can now get through really low, halfblock sized gaps and this has opened up all kinds of things as far as the level design is concerned.

It's been great for putting in secrets. In the end we decided to scrap the Tomb 2-style big rippling muscles and go for something more realistic. This also helps us with the memory. The enemies still look good, but because we're running the game in hi-res now we needed to claw back memory from wherever we could--stripping them down really helped the speed.

What are they called? We've got the Al guys working on them, and they've come up with a kind of swarm routine that enables them to work as a pack--if you shoot at them, they'll break off their attack and scatter all over the place. Adrian Smith elaborates on the importance of the Al at this point. The Al is something that we never really highlighted in Tomb 2, but if you look back at the Tibetan level the monks all employ an effective Al system. When Lara arrived at the scene the monks and the mercenaries are fighting.

If Lara chooses not to get involved, the monks will actually leave her alone for the rest of the game. If she did wade in there though, the monks would behave completely differently.

We really liked that, so you'll see a lot more of that kind of thing. Tom is a good example of how we've changed the way we do things.

We've taken someone who's very academically minded, but also a gamer--and set him loose. He can put together the Al and then hand it over to the coders who can make use of it and refine it as they integrate it into the code. The enemies will basically be able to listen out for you, and if they hear anything they'll come looking for you. We can help build the tension by making the controller give you feedback as well, and in stereo. The controller has two separate jolters in it, so you can have the sound and the tactile stuff coming from the same side.

From seeing the demo of the game, it's not just the graphics and the technology that are the most obvious differences this time around. Morton explains what has been done to make the game structure itself a bit different. There are then three further adventures which you are 'hired' to do, and these can be played in whatever order you want.

These all have their own plots and their own characters. Once you've finished these you then move on to a final level. The different adventures take you to India, to a snow level, London, the south Pacific and then there's a section in Area There's not going to be a way of saving your game, jumping back out to the central hub and then choosing another adventure; you just pick what order you do the game in.

Because of this we're toying with offering both, either combining the two or offering different systems in different difficulty modes. We've also thought of looking into something like the end of FFVII, where you give the player a certain number of saves and let them use them anywhere. To be honest, we won't decide until the levels are finished. Morton continues, "We're toying with the idea of having different weapons in different sections, so that tackling the game in a certain order will prove advantageous.

We probably will do it like that, but we have six months of development time left and things will change! Also we've looked at flame-throwers and machine guns, lots of things that will show off the new lighting and particle effects systems that Martin has built.

We're also looking into some kind of hand-to-hand combat as well. The London level is one of the most different because we've dressed her up in a tight black lycra thing with gadgets and stuff like a cat burglar. What she'll have to do is work her way across the rooftops of the city, work her way down through the underground system, through some tunnels and stuff and then up into a building to steal something from a safe before she escapes.

It's going to involve a lot more stealth and cunning, more of a GoldenEye kind of thing where she'll have to deactivate security systems and sneak around in the dark. We really liked the fact that in Tomb 2 there were some modern environments, but we wanted to do more of that kind of thing. The London level really is stunning and a completely new direction for the Tomb Raider franchise in terms of the style of gameplay. Lara still runs around, jumping, collecting objects and exploring every nook and cranny, but there's now a sense of urgency and tension that previously has only been hinted at.

Coupled with the new lighting system, this section of the game is by far the most impressive both in terms of the style of play and the way it looks.

Surely there are some new gameplay influences at play here? Has the team been looking at other games? Or are films more of an influence for the game?

It's a very unique-looking game. We've also looked at GoldenEye for the clever gameplay and the big explosions. We've actually looked more at films for inspiration rather than other games. Indiana Jones has obviously helped in a big way. Desperado was good to look at for the gun play and for inspiration for new moves within the combat. The thing is, any new moves that we include can't really be added to the basic move list.

They'll have to be set-piece moves that only activate in certain situations. We've not really changed the controls that much; there's the dash, which will be a new basic move, and then there'll be analog controller support which will make use of both sticks so you can run and look at the same time.

Are there going to be more "set pieces" this time around? The previous games had their moments and really helped move the story along. How will Tomb 3 handle this?

Every room in each map can move between two different states so we can have stuff collapsing and moving around. We could even do the whole first section of the first Indiana Jones movie if we wanted to. From out of the cold darkness of space it landed by chance on Earth, where eons ago an ancient people sought to harness its "magic" by making from it four artifacts. Over the years, British sailors looted these treasures, little realizing that their greed brought to the civilized world the clues to a mystery that had the power to change mankind forever.

Now, ruthless men will stop at nothing to obtain these stolen artifacts in the source of their power. Until then, it waits Enter Lara Croft. In the preview version, the pistol-packin' Dr. Nevertheless, Core Design Tomb Raider's developer and Eidos its publisher have added plenty of refinements and tweaks to keep Lara fresh. This time, Dr. Croft's quest leads essentially to five areas, including India, London, Area 51, and a South Seas island. You start the game in India, but from there you can choose your next destination and your pathway from the multiple paths available in each area.

Also, Player would become the Tom Raider. Therefore, As a player Build your skills. Therefore, digital soundtrack and double sided map. Guerilla Skin. System Requirements of Tomb raider survival edition Below are the minimum system requirements of Tomb raider survival edition Single Link Direct Download. Juiced Free Download.



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