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Producer Loves the New Lara in the Tomb Raider: Definitive Edition

 



Posted December 17, 2013 by

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With the Tomb Raider: Definitive Edition, Crystal Dynamics could not resist creating a new amazing version of Lara Croft, despite the fact that the original version already represented a huge makeover for the oft-refreshed leading lady. In Eidos’ Forums Q&A, executive producer Scot Amos said that Crystal Dynamics is very passionate about making “the best Lara ever.” “Having a chance to test the waters with next-gen console tech and doing a new Lara was an opportunity we couldn’t pass up. For us, we always want to push the boundary on excellence and that means never settling,” Amos said. “I’d say Lara’s looks are just the start for what we will continue to evolve for all future iterations of Tomb Raider on next-gen.”

Crystal Dynamics started off by just updating Lara’s skin or adding “a few extra polygons”, but when it came to terms with what was possible with the next-gen hardware they decided to rework her character entirely. Amos said, “We’re excited about both this new step in upgrading Lara with her new TressFX hair, new sub-surface scattering on skin, and overall new look.” All the in game characters were given a fresh for the Definitive Edition, but Lara being the star got the “super-deluxe treatment”, and the new character model is used in all aspects of the game, cut scenes and in-game. The producer said, “We even added special materials that dynamically change for her when she wades through mud, or gets blood on her, or when in rain/wet so it ties her more into the world’s state as she goes. TressFX was custom written and optimized for Lara this first-time out for us on Next-gen as we hadn’t ever done it before on console.”

They producer also added that they have new particle systems, new lighting work and enhanced shadow-casters, tons of more visual storytelling elements, more debris, more details on walls, and more density in the environment for vegetation. He talked about some what was changed about Lara, “A few of our engineers were dedicated to improving physics both on Lara and in the world. A few quick examples – Lara has equipment on her that she acquires as she goes through her adventure. The climbing axe, her radio, her bow and a quiver of arrows, etc. All of these now have subtle but simulated physics on them so as she runs, jumps, falls, stumbles, they react accordingly giving her more grounding the world.” He went on to say that, “the world itself – we added so many objects, plants, trees, and then wind and weather effects that also have physics simulation built into them to react with each other. Wind will make trees and leaves sway or flutter; cloth flaps against light or heavy winds accordingly; particles and Lara’s TressFX hair will drift according to the directional wind impact. All-in-all it adds a great additional depth and realism to the world.”

Amos could not commit to a frame rate because the team is still optimizing, but he said both the PS4 and the Xbox One versions will run at 1080p. The Tomb Raider PC version was already very social and it has lots of bells and whistles on top of the consoles versions such as TressFX and PhysX. Many of these enhancements did not appear in the Xbox One and PS3 release, will be in the Definitive Edition. The stupendous Tomb Raider: Definitive Edition is expected to release in early 2014.

 

 

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Written by Guest Contributor: Captainbaams


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