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

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