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Tomb Raider: The Angel of Darkness - Making Of Video
GameGrin
Follow
13/09/2024
A trailer for Tomb Raider: The Angel of Darkness
Category
🎮️
Gaming
Transcript
Display full video transcript
00:00
It's always a challenge when approaching the creation of a new game.
00:04
There is pressure to do something different.
00:06
To lead the way, to deliver even better characters, environments and stories.
00:12
Over the years with Tomb Raider, each adventure has broken new ground
00:16
and taken the player to even more exotic locations and arenas.
00:21
And now onto a new arena, the next generation console.
00:30
Our vision is to take the player somewhere dark,
00:33
a place they might not necessarily wish to go
00:36
but a place that they'll have to venture if they want to bring Lara back.
00:40
This world is from the imagination but based in reality.
00:44
A dark world, a dangerous world.
00:48
A world that reflects the change in Lara.
00:52
It will be a new experience, one that will almost be shocking to people
00:56
who have played Tomb Raider in the past.
01:00
From the catacombs of the Louvre to the alleys of Prague,
01:03
we searched for the serious side of life.
01:06
A world that you wouldn't normally see Lara in,
01:08
but a world that she has no choice but to inhabit.
01:13
Like her audience, like the game's consoles themselves, Lara has grown up.
01:17
Her experiences in Tomb Raider 4 have forced her to question herself.
01:22
This game will ask more questions of her.
01:29
It was a very conscious decision to leave out elements of Lara's story since Tomb Raider 4.
01:34
Certain aspects of that story will return.
01:38
It's just a matter of when and where.
01:44
For the first time, Lara will have a moral choice to make.
01:47
It's no longer a clear-cut case of good versus evil.
01:50
This is a more complex tale which will ask more complex questions of the player.
01:55
The player controls how the story develops much more than in previous Tomb Raiders.
02:00
Basically, when Lara talks to a character,
02:02
the player can also choose whether Lara is nice, nasty or dismissive to another character.
02:11
This game sets a new benchmark for character animation.
02:15
The new consoles allow for an unprecedented level of subtlety in the way the characters can act.
02:20
Some characters may betray more than their feelings.
02:23
In this world, the player should look as well as listen.
02:30
The advancements in game technology allow for much more complex movement from the characters.
02:35
They have spines, joints, they even have fingers.
02:39
They move in different ways.
02:41
We've borrowed these movements from real people.
02:44
The man on A57, the woman on the bus.
02:47
They travel much further than they think.
02:50
The player will choose which path to take, which characters to trust, which lies to believe and which enemy to face.
02:57
Some enemies may become allies.
03:00
Some enemies may become something far worse.
03:03
Certain enemies have taken years of conception, gestating through design and redesign.
03:11
I am the first to see them born.
03:14
The first to guide them through the early stages.
03:17
Their first steps.
03:19
Their first kills.
03:21
Until they are finally unleashed upon the world.
03:30
When you walk into this world, you walk into a film.
03:34
A film with multiple paths and possibilities.
03:37
With one story drawing you through.
03:42
This world begins in an act of darkness.
03:45
How this world ends is up to you.
03:51
This is a world of shadows.
03:53
There is a shadow on Lara.
03:55
He watches.
03:57
Waits.
03:58
He buys his time.
04:00
His name is Curtis.
04:02
He wants revenge.
04:04
And Lara will help him extract that revenge.
04:08
For the first time, there is another playable character in Tomb Raider.
04:12
A character whose abilities combine the supernatural with the superhuman.
04:17
He has a different approach to Lara.
04:20
Less subtle, perhaps, but still effective against certain opponents.
04:25
It's a much more intelligent game for the enemies as well as Lara.
04:29
The PlayStation 2 has got much more power to process enemies doing much more complicated things.
04:37
The enemies in the game have evolved.
04:39
They will work together.
04:41
Notice when another enemy is killed and reanimated.
04:44
They will work together.
04:46
They will work together.
04:48
They will work together.
04:50
They will work together.
04:52
Notice when another enemy is killed and react accordingly.
04:55
These enemies will pursue Lara.
04:57
They will not stop.
04:59
They have not stopped in 600 years.
05:03
The Monstrum.
05:04
The Cabal.
05:05
Eckhart.
05:06
An unholy trinity guided by an unspeakable force.
05:11
Their origins lie in the annals of alchemy.
05:14
Not in its purported search for the secrets of gold,
05:17
but in its real search for the secrets of the atom.
05:20
If you control the atom, you can control life.
05:24
You can create life.
05:26
And you can steal life from others.
05:33
This story is very much on an epic scale.
05:36
From 14th century alchemists to serial killers in modern day France.
05:40
To create something on this scale,
05:42
it was necessary to take the ideas and production values from the film industry
05:46
in the way they research the subjects,
05:48
the backstory they create for their characters,
05:50
and the depths of the visuals.
05:55
This level of production requires a total consistency of purpose.
05:59
Every aspect of the game has to be in keeping with the overall concept.
06:04
Every person working on the game knows that they are working on an epic.
06:07
And everything they do has to reflect that.
06:10
From concept to completion.
06:12
For the music to match the scale of the production,
06:14
we decided to use the same process that major film studios use.
06:19
In this case, the London Symphony Orchestra.
06:26
It's an overwhelming thought having a music played by 84 of the world's top musicians.
06:31
But the effect of the music when playing Angel of Darkness
06:34
will be well worth the shredding of our nerves.
06:36
On the day of the recording, we are in the good hands of Abbey Road Studios
06:40
and David Snell, the conductor.
06:43
In a sense, he visualises the music and translates it to the ears.
06:50
We want the music to be ever-present,
06:52
draw you into the world without you noticing.
06:55
Part of the style of this game is that all the elements work together,
06:58
by their time.
07:00
We want the music to be ever-present,
07:02
draw you into the world without you noticing.
07:06
Wait for the moments when they are needed.
07:12
At core, we had a very clear vision of where we wanted to go.
07:17
We wanted to take the Lara we all knew
07:21
and put it into a game,
07:23
a situation that no one knows.
07:26
Tomb Raider has always set the benchmark for games.
07:29
This game will be no different.
07:32
Some may see elements of various filmmakers,
07:35
such as Luc Besson and David Fincher.
07:38
Some may see elements of various artists, Grunwald, Bosch.
07:42
All will see something they haven't seen before.
07:46
When we wrote this story, we wrote a book.
07:49
This game is only the first few chapters of that book.
07:53
This game opens a lot of doors and only closes a few of them.
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1:43
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