March 27th, 2002 (12:00am) - 16:36 Core Design boss Jeremy Smith hinted today that the relationship between the leading UK developer and Sony is unlikely to be broken for this generation of hardware. Smith said it would "make sense" for the upcoming set of Tomb Raider games to appear exclusively on the machine, although he declined to go into any serious detail on the wrangling involved in offering the franchise as a PS2 exclusive.
Its as edgy as edgy can be, this new Tomb Raider lark, so read on for the Core big mans views on Xbox, art and just what is new about Lara Croft Tomb Raider: The Angel of Darkness.
So you had a good time at the launch?
Smith: Absolutely. We achieved everything we wanted to get across: the mood of the game, we wanted to get across that Laras still Lara, and we wanted to get across that were back. You know, weve never been away, weve just been a bit busy [laughs].
Obviously the fact that its a PS2 exclusive isnt really a shock but you would have thought Sony would have to shell out a fair amount of money for that. Got any idea how much it was?
Smith: I think it isnt just about cash, if Im honest with you. This is a relationship weve had for seven years with Sony. Sony and Core grew each others brands in the early days. If you look back at where we were when we launched Tomb Raider, it was the second year of PlayStation, this time its going to be the second year of PlayStation 2. The timings right; it just makes sense that we co-op on advertising and everything else. Cash on the table? Dont know, but I know this for a fact: it made a lot of sense for us to do it.
A lot of people were expecting an Xbox version. What happened with your discussions with Microsoft? Did you just decide that Sony was a better partner?
Smith: Exactly, to be honest with you. Weve got a good relationship with Microsoft and we like their machine, but we just feel that what we want out of the franchise we can get better with Sony.
Youve taken a very different direction with Lara this time. You promised it would be dark, and it certainly is that. What worried us a little were the references to great artists and so on. Are you really aiming to deliver a highbrow product?
Smith: Yeah, I think there was a bit of, shall we say, artistic license there. These guys are artists; you know what theyre like. Im a gamer. This game is going to be squarely aimed at the Tomb Raider fan-base, so she is Lara and its aimed exactly there. The story has the mystery; the game will get some of that across, but at the end of the day its still a 3D action adventure game and we dont want to lose that.
What are you bringing in thats new? We saw the aspects that were obviously heavily influenced by Metal Gear there, and youve got the darker storyline, but what can we really expect that going to be new over the rest of the franchise?
Smith: Well, its been really well reported that theres a second character to be introduced in the game. I dont want to dwell on that, because were going to talk through that a little later on in the year. Also, weve changed Lara to be far more flexible. Her character now has matured; shes going communicate with other people in the game.
Shes actually going to have a skill-set rating as well. Were not going RPG, what were trying to say is that when youre in an environment there could be two ways to solve a puzzle such as getting to a room. One could be climbing up a wall and going through a window. If youre a Tomb Raider die-hard fan youll probably know to try that. If youre new to it youll probably go through a door and go up through the building. If you go by the direct route we may give you a special move, say, for example, to jump further. That special move will ultimately be given to all the players, you just get it a bit quicker. And then theres just the freedom that the PlayStation 2 enables us to do now. You saw Lara do that stealthy move by moving up behind a character and break his neck: for the first time shes going to have hand-to-hand combat. Shes going to use stealth, but this isnt a Metal Gear Solid Game, this is a Tomb Raider game, but of course we looked at Metal Gear and Resident Evil and said, "Those two games are great games, what can we take out of that?" I know for a fact those two companies [Konami and Capcom] took some stuff out of our game, which is fine. Im pretty relaxed about that. I think were in good company.
You wanted to make Lara grow with the fanbase, because the people that were playing it years ago are obviously a lot older now, and they want something thats far more adult. Do you really think that youre going to deliver a truly adult title or are you still looking to appeal to younger players as well?
Smith: Well its a question of defining adult really, isnt it? What were trying to give the older player now, people that have grown up with Lara, is where we think you are. We want it to be a little more edgy, we want Lara to have different outfits and do different things. We still want it to be the classic jumping and looking for puzzles, but we want some extra elements in there like stealth and hand-to-hand combat. Define what you mean by adult. We think were appealing to all audiences, but our heart is set to appeal to the Tomb Raider fan. We certainly havent taken our eye off the ball there.
If we can talk about the future of the series: you signed the game as a PlayStation 2 exclusive. Can we expect the entire storyline to simply appear on PlayStation 2 and PC?
Smith: We havent announced that yet but it would probably make sense. When we designed Tomb Raider 1, we designed one game. We didnt think wed do four as we didnt know how successful it would be. Were sat here now, 28 million copies later, with the benefit of hindsight which is wonderful. But this time weve designed a game which we feel will unfold and lead into other games, so weve devised a plot which is almost like X-Files. It doesnt kind of end, but it does end: theres always something left for you to latch on to. Weve designed a story to spin out as many games as we need to do.
How many can we expect to see in this storyline, taking Angel of Darkness as the first chapter?
Smith: Its hard to say. Weve got the first one and then were going to take stock and see where we are afterwards. As I said, we can do as many as we need to do. We have no definitive plans as yet.