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Laike’s PC Download Deals 04/12/2012

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Frugal gamers unite! Here are the biggest digital download deals for this half of the week.

First up, we have Steam’s Midweek Madness. The Polish Bundle puts together five games from Polish developers for one low price. Pick up reverse tower defense game Anomaly: Warzone Earth, Western FPS Call of Juarez, old school RPS Hard Reset Extended Edition, action RPG Two Worlds II, and action game Zombie Driver HD for $19.99 USD. Anomaly: Warzone Earth has been on several indie bundles to date and has been well received by the public. Hard Reset and Two Worlds II tend to go on sale during Steam sales but are solid but not earth shattering picks. I recommend purchasing the bundle if you are interested in at least three of the games, if not, the Steam winter sale is around the corner. Check out the bundle here. Next, Steam is celebrating EVE Online’s 10th anniversary with 75% off EVE Online. This includes the full game and your first 30 days of subscription for $5.00 USD. Check it out here. Both Midweek Madness deals end on Thursday, November 6th at 4pm PST.

Steam’s Big Picture Celebration Sale is still going on until December 10th at 10 AM. Some notable titles includes Left 4 Dead 1 &2, Deadlight, Counter Strike GO, Mark of the Ninja, and Portal 2. The Source engine based games, Magicka,  are at their usual 75% off and CS:GO is at the same %50 off as the Fall Sale. My personal picks in this sale include the Valve games, Alan Wake, Braid, Magicka, Limbo, and Orcs Must Die 2. Check out the sale here.

Amazon has knocked off Kalypso Media’s 2.5D shoot ’em up Sine Mora to $3.39. This comes as a Steam key and is only available to buyers with a US billing address. Buy it here. For those without US addresses, Sine Mora is also on sale for the same price at the Steam Big Pictures Sale above. Check out our review of Sine Mora here.

Also for American buyers, X-Blades is $0.99 at GameFly here. For $0.99, you can’t go wrong.

Blazing Griffin is celebrating their Kickstarter project for The Ship 2 by knocking the price of The Ship: Murder Party to $10. Each purchase comes with five Steam keys to share with your friends and family. I recall the original The Ship mod, although griefers were absolutely annoying, once a good group of players who were serious about playing by the rules got going, it made for some epic evenings. Check out the deal here.

A ton of Paradox Interactive games are on sale at GamersGate. Big titles such as Victoria II, Mount & Blade Collection, Cities in Motion, and King Arthur Complete Collection are on sale. I’m frankly quite surprised that Crusader Kings II isn’t on sale too. These games are a mix of Steam and DRM free downloads. I recommend the Mount & Blade collection for some great hack ‘n slash action and includes the excellent Napoleonic Wars DLC. Victoria II is a popular recommendation for fans of grand strategy games. North American buyers can check out the sales titles here, UK buyers can find prices in pounds here.

 

Red Vs. Blue Season 10 Review


Red Vs. Blue Season 10
Studio: Roosterteeth
Publisher: Hanabee
Formats: DVD, Blu-Ray (Reviewed)
Release Date: Out Now
Price:  $23.10 (Buy here)

Overview

What do you get when you have a bunch of guys with Microphones recording their Halo shenanigans and then uploading them onto the internet to see? If you answered with poorly edited frag videos, you would be correct, but not the right kind of correct. No, the answer I was looking for was Red Vs. Blue, the hit series based on the popular shooter Halo.

Story

This release marks the Tenth season of the franchise, which gives it a larger continuity than the game it is based off of. This tenth season sees us to the ending of the Freelancer arc of the Red Vs. Blue meta-story and as such is much more story driven than in previous seasons.

This, I thought, was not as good a thing as it sounds. This is because the majority of the story being told has next to nothing to do with the cast that made the show popular but instead spends all of that time focusing on characters that are just some form of bad-ass stereotyping. And honestly, I feel that this really killed a lot of the comedic potential within the series.

For those of you that don’t know what Red Vs. Blue is, it is a comedy series based around two team that are supposed to battle it out in an abandoned canyon with two bases. This canyon has next to nothing in it besides the characters that are already present, and as such, was a very character driven comedy at the time. Compare that to now where it’s all CGI action sequences and a story to push into those sequences. It’s not funny and what jokes are left in there feel forced as they have little to do with the story.

As a unit, I care very little for the Freelancers present in the Freelancer arc, which has encompassed the last few seasons of the series. What makes this worse is the fact that we’re forced through more footage of their backstory this season, instead of focusing on the actual main cast. If I had to ratio the screen time between the Freelancers backstory and the main Red Vs. Blue plot present in this season, I’d say that the ratio is about 70% Freelancer backstory (with 45% of that being CGI fights) and 30% Red Vs. Blue. Not a good mix.

I really don’t see why the Freelancer arc has been allowed to go on for this long. It should have been a side-story, or a spin-0ff series, not the primary plotline for the Red Vs. Blue series. Disappointed to the max.

Visuals

Visually this is pretty much on par with Halo 3, or Reach, or whichever version of Halo was used to shoot this series. The only time the show deviates from that quality is when we’re dealing with the Freelancers horrible backstory which is nearly all completely done in CGI; CGI that is still subpar in comparison to the 1999 film Final Fantasy Spirits Within.

To be completely honest, having the Freelancer story done completely in CGI and then having the Red. Vs. Blue. story done with puppeteering was really, really horrible to watch. It was like watching two completely different shows that were just glued together in the middle, rather than having them seamlessly meld together.

There isn’t really too much to say about the visuals, if you’ve played a Halo game then all of the set pieces should be familiar to you. The team hasn’t really done anything creative with any other maps than the ones we’re already familiar with from earlier in the series. In fact, the only new set-pieces are the completely original ones used in the horribly CGI’d Project Freelancer stuff.

Audio

Red Vs. Blue Season 10 offers some really good audio, which is surprising given the quality of the rest of the series. All of the voice acting has come along way since the origins of the series and it now sounds really clear and crisp and clean. Unfortunately, this is just a way for us to better hear how unfunny this Season of the show actually is. There was great potential for some really hilarious dialogue here, but it seems to have faded away into a push for the Freelancer arc.

There are some emotional moments in the series, or at least there should have been. Because this is a comedy series, you honestly don’t know if they’re playing up some of the drama for comedy or for legitimate feels. This is pretty horrible for the at home viewer because they don’t know if they should laugh or feel bad. Although, you could argue that as a comedy, it is supposed to be funny and that nothing in this show is meant to be taken seriously.

This makes the series either really bad at conveying what the scene is supposed to be representing through the audio, or it makes it really sadistic. Either way, whoops.

Extras

Red Vs. Blue Season 10 comes with a number of extras that increase the value of the package a fair bit. These include special videos, an audio commentary that plays over the main feature and various outtakes from various scenes. Some of these extras are pretty funny, especially the outtakes. I’d recommend everyone check them out.

Overall

Red Vs. Blue Season 10 is an alright purchase with a decent storyline. However, it feels that the Red Vs. Blue comedy focus has shifted to a more action oriented one which left me feeling a bit of a disparity between what I know of the series and what is being shown to me at present.

Still, If you’re a Red Vs. Blue fan, this is a definite pickup and you’ll probably really enjoy what this season has to offer. Here’s to hoping that now that the Freelancer arc is over we can get back to the main draw of the series, its comedy.

7-0-capsules-out-of-10

Madoka Magica Sold Out, Additional Screenings Hinted

Fans of the Madoka Magica Anime may be disappointed to hear that the movie screenings for both the Melbourne and Sydney showings have been completely booked out. While this is incredibly sad for those of us that were unable to procure a ticket (like myself), there is a little bit of potential good news.

It seems that one of the main Madman faces, Slykura, has hinted at what could possibly be additional screenings at a later date. To quote his Twitter page.

What do you all think of this unfortunate, yet potentially fortunate event? Is anyone here going to the screening? Let us know what you think of the film in our Anime Forums.

Raiden Legacy Review

Raiden Legacy
Developer: DotEmu (Seibu Kaihatsu)
Publisher: DotEmu
Platforms: iPhone (reviewed), iPad, iPod Touch, Android
Release Date: December 4, 2012
Price: $4.99 (HERE)

Overview

DotEmu is a French developer known for bringing classic video games back to the fore through the marvels of the iOS app store and the touch screen applications of your every day iDevice. They’ve now turned their attention to the Raiden arcade franchise.

Does Raiden Legacy rocket superbly onto the app store, or does it crash before take off?

Gameplay

Raiden Legacy is packed with content. It features four titles from the heyday of arcades: Raiden Fighters, Raiden Fighters 2, Raiden Fighters Jet, and Raiden. On top of that, each game comes with three modes. Arcade mode is tailored to the classic arcade experience, Mission mode unlocks missions features completable objectives, and Training mode… well that’s self explanatory.

So how does the game actually play?

Well you’re a jet with a gun. Enemies appear from the top of the screen and attack you using everything from guns, missiles, to ramming you in the face. Your jet moves forward through the landscape as all this is happening.

Moving your jet left, right, up and down is as simple as tapping it and just sliding it in whichever direction you want it to go. While this may not feel as arcadey a classic joystick and button combo, it really fits the platform and just feels right. My only bother with it is that your finger will occasionally block your view of some of the smaller projectiles coming your way.

As you destroy enemies you’ll be able to pick up power-ups that generally increase your firepower. So though you only start with one measly gun, you can end up as a swirling death machine, spitting out missiles, bombs, bullets, and having a few bot controlled jets alongside you to help you out.  When you get to that stage, it is seriously impressive how much damage you do. You’ll probably feel so god-like that you’ll get cocky and let that little tank in the corner take you out… oops, time to start over.

The game is seriously addictive once you’ve put in your digital (and entirely theoretical) token into the machine. You’ll want to keep going to finish off that boss, get a higher score, or just to see what else there is to blow the hell up. On top of that, since Raiden Legacy features four games and all their various levels, it’s not like you’ll be getting tired of repetitive environments any time within the first few weeks after you’ve picked up the game. Thrown in leaderboards and Game Center integration and you’ve got a hell of a lot of reasons to keep coming back to the app.

Raiden Legacy is an arcade port that has been made as an arcade port should be. The original’s gameplay stands strong and you’re not bogged down in controls that try too hard to cater to the older joystick style (though if you really want to, you can actually change the control scheme to do just that).

Audio & Visual

The game’s presentation is by no means top of the line, but they capture the experience of Raiden well and, let’s face it, an old arcade game’s graphics and sound won’t be able to ever compete with the Infinity Blades out there.

The game does enough to keep you engaged with it’s sound design and the art style almost two decades old manages to show its agelessness. You can tell the game isn’t from today, but it still looks good. Unlike some other rushed ports, the load times here are kept short, ensuring you’re never far away from the next round of play. All in all, the audio and visual components of Raiden Legacy form a robust package that’s nothing to scoff at.

Overall

Raiden Legacy is no cheap nostalgia cash-in. It’s an expansive collection of past Raiden titles, brought to the iOS platforms in a manner that can be enjoyed by both the older generation and a whole new round of gamers. It’s not often that I finish reviewing an iOS game and proceed to keep it on my phone, but Raiden Legacy has now got itself a permanent perch on the corner of my iPhone where I put my games.

If you loved Raiden in the past, buy this game. If you want to love Raiden and haven’t played it before, buy this game.

9-5-capsules-out-of-10

Indie Royale Winter Bundle Released

Indie Royale is back with their bi weekly bundle release with The Winter Bundle. As usual, six indie games plus one chiptune album is bundled together with a moving minimum price based on how much other people pay for the bundle.

This time around, turn based strategy game Greed Corp headlines the bundle, followed by adventure game Hamlet, rhythm platformer BIT.TRIP Runner, turn based strategy game Conquest of Elysium 3, abstract shooter Leave Home, and exploration game They Breathe. Those who pay more than $8 will get >BLUESCREEN from PROTODOME!. Additionally, the buyer who pays the highest will receive a Conquest of Elysium 3 mousepad, laptop skin, and patch. Check out The Winter Bundle here.

Bundle in a Box: Eclectic Delights Released

Bundle in a Box is out with another themed pay what you want indie bundle today. This box’s theme is Eclectic Delights and includes games with the themes of horror, mystery, adventure, surrealism and more. All buyers will receive Shadows on the Vatican: Act 1, Delve Deeper and its DLC, War of the Human Tanks, Eversion, and Fibrillation. Those who beat the average price will also get The Adventures of Shuggy, Stay Dead, The 4th Wall, and Flibble. All buyers will also get Droidscape: Basilica when the game is released as an exclusive to the Bundle in a Box.

5% of the proceeds will go to the Hellenic Centre for Mental Health and Treatment of Child and Family. Additionally, for every hundred bundles sold, the Bundle in a Box team will chip in $10 dollars to the Indie Dev Grant. Buyers will be able to vote which indie dev will be the recipient of the grant after the bundle ends. Support charity and indie devs by picking up your Bundle in a Box here.

Weird Worlds: Return to Infinite Space Lands on IndieGameStand

IndieGameStand is taking the pay what you want for an indie bundle and stripping it down to one game at a time. Each game is available for a pay what you want format with a $1 minimum for Steam and Desura keys for 4 days before a new game is posted. 10% of the proceeds goes to support a charity of the developers choosing.

This cycle, Weird Worlds: Return to Infinite Space is up for grabs in support of Reading is Fundamental, America’s largest charity supporting child literacy. The game is a rogue like space game that fuses randomly generated maps with turn based space exploration and real time combat. Check it out here.

Autumn Dynasty Soon To Be Universal, $4.99 For Limited Time

The RTS title Autumn Dynasty will be a Universal App on December 13th, and to celebrate, BulkyPix are offering it for the special discounted price of $4.99 during it’s introductory days.

Autumn Dynasty also has some important new features. They are:

  • Redesigned interface for the iPhone and iPhone 5!
  • Blitz mode: instant, fast paced action in 6 new maps!
  • Multiplayer across ALL devices: iPad vs iPhone vs iPod Touch!

For screenshots and art, view the gallery directly below. A link to iTunes store can be found here, so keep an eye out closer to the date. If you also want to learn more about the game check out our review for Autumn Dynasty here.

Tomb Raider Hands-On Preview

Having played Tomb Raider at the 2012 EB Games Expo back in October, I thought I knew what to expect when I was told I would be getting the chance to play it again. I expected maybe a one hour demo; a combination of all the previous demos we have seen at shows like E3 and Gamescom.

Technically, I was right…but the demo didn’t end there. Oh no, it kept going, and going…it turned into a 2.5 hour demo! That’s potentially a quarter of the game’s story! Read on to discover some great new details and find out my impressions of this, the most extensive look we’ve ever gotten at Tomb Raider.

The demo starts off with a brief cut-scene concerning the crew of Endurance and their “arrival” on the island. It’s on the shore and carries on from the events of the “Turning Point” trailer. I will make it a point to avoid any real story spoilers in this preview, but I think in this instance we all know how it begins. The actual gameplay starts with Lara dangling in the den we first saw footage of back at E3 in 2011.

There are no notable changes to this opening section until we come across the area where the rubble crumbles and the hermit attacks Lara, or as he says is “trying to help you!”. There was a slight addition to the gameplay here as Lara must ignite the fabric above the makeshift platform to the left, which propagates down this beam and burns out some debris that was blocking the path. If you watch the demo, you’ll see these elements in the scene, sans the debris. It was basically streamlined for the purpose of a quicker presentation for the event.

It’s getting hot in here!…

Moving on through the collapsing cave, I did actually die…yes, I’m a noob. I took a second too long after jumping a gap and the rubble came crashing down around Lara. However, the screen just fades to black and you are brought to the beginning of that sequence to retry. It’s very quick, keeping you in the action. Lara escapes, we see our in-game title screen as Lara looks out at all the shipwrecks and we move on. Now, this portion I have already previewed after my play-through at the aforementioned EB Expo 2012. It was nicknamed “the Hunting Demo” at the event. Read that preview here if you haven’t already.

Something of note is that never before seen cut-scenes have been placed in the demo, such as at the point after Lara finds the video camera amongst Sam’s belongings on her way to the cliff-side camp site, where she sits in front of the fire. There were maybe 3 or 4 of these cut-scenes throughout the demo, and they provided some great background on the expedition and the dynamic between the crew. Let’s just leave it at that. Once the hunting demo is over, Lara hears music being played and follows the source inside the hut below the tree where she acquired her bow from the hanging body.

You’ve got a gun Lara, just shoot him!

I climbed a ladder downwards and found an area gamers would recognise from prior released footage. There’s strange markings on the wall, and this is where Lara acquires the pry axe and uses it for the first time to open a heavy door. I climb another ladder, this time up and out of the underground area. Coming out of the other side, Lara discovers Sam, her friend and crew-mate whose gear she found, along with a mysterious man at a camp site. Lara is justly sceptical of this man, but soon passes out from the extreme fatigue of the day. Waking up, she of course finds no trace of the two. We’ve seen this cut-scene before, but it ended much differently with Lara in a stand-off, her bow ready and his knife against Sam’s throat.

Panicked, Lara sets out to find Sam, but runs straight into a bear trap. This is when the howling of wolves enters earshot and the game gets quite tense as bushes rustle and their impending attack draws near. They jump out at Lara, suddenly, initiating a quick-time like event where I had to aim the bow and shoot the wolf before it reached me. After maybe three of these attacks, the rest of the Endurance crew (maybe not exactly all of them) find Lara and release her. The team decides to split up in order to search for Sam, with Lara buddied up with Whitman, who’s…let’s just say, is probably not the most courageous of the bunch. The two get to a little camp-site before Whitman tells Lara to stay put while he takes a look around, with this almost sly look on his face. I came to find later that this wasn’t a misread by me, although I won’t explain why he makes that face. Now you’re intrigued, huh?

Burning down a temple and village…has to be some bad karma.

Lara basically says screw this and gets up, and as control is returned to me, I walk around the semi-enclosed space to see a large crate. I try to open it with the pry axe, but it says that I am required to upgrade it before I can use it on the crate. This is the first true example I have seen of the gear-gated nature of the game, which is something I bring up with Sr. Art Director Brian Horton in an interview that I conducted on the same day. It’s probably best to read that after this preview, so I will link it at the end.

I continue looking for Whitman and hear some more wolves howling, although this time it’s not a scripted encounter. A prompt pops up telling me how to dodge. Everything moved so fast, and I was thinking about my upcoming interview, that some things became a blur, but I believe it was achieved by pressing “B” (the demo was played on the Xbox 360). This move can also be used to close the distance on enemies, move quickly between cover and in conjunction with a certain unlockable ability that I will mention later.

Scrambling for new cover is especially tough in closed off spaces.

I find Whitman at this giant door needing assistance in opening it. It required two cranks of sorts, but one was broken. The pry axe fit just fine…however, it needed to be strengthened. I was then prompted to salvage five general resources in order to be able to complete the upgrade. I did so, and found a camp site nearby to finalise the upgrade. This is when I was introduced to “Lara’s Journals”, where she basically narrates as she makes journal entries, speaking about her experiences on the island. The entries can be accessed in the menu at any time, and I believe there are 10 of them to be written (that could always change). I move on, and after opening the door, Lara and Whitman converse about their theories on the island’s inhabitants…speculating on the possibility that stories of deity worship may be true, as evidence found – such as the markings – seems to point to a cultist/ritualistic origin.

This is where everything truly picks up and things go to hell, almost symbolically in the visuals, as you can see in some of the image. They encounter some thugs, who Whitman gives his gun to. Lara isn’t happy with this plan and so she readies her bow, but gets taken down from behind. They get taken away to a clearing where one brave – or stupid – captive makes a run for it, getting shot for his troubles. This causes panic and everybody attempts to flee, with Lara slipping away successfully. And so begins our first look at stealth gameplay, as I had to move between cover and time my advances between searching gunmen.

WWII Pistol rapid fire mod, which basically enables a burst fire with the press of the “RB” button.

Eventually I came across this flimsy shack, where the semi-infamous “rape” cut-scene plays out. It’s not distasteful, but it’s very tense and I can tell you right now, it goes no further than what we’ve seen. It leads to a struggle for the man’s gun after Lara fights back and kicks him in the groin. The player has to quickly tap the “X” button to point the gun towards the aggressor and off goes his face! Well, not exactly, but it’s pretty gruesome and very effective in helping to communicate the shock, horror and realisation that Lara has taken another’s life.

Gun-play now becomes a two way street. Weapons can be toggled between by using the D-Pad. At this point, the temple and surrounding structures are on fire (see: hell) and I had to shoot my way out of this enemy-infested zone. Stealth is still a factor, and an option. Along the path, I was introduced to a few more mechanics. There was a distraction technique of shooting near an enemy with an arrow to make them investigate, but it honestly just gave away my position. Another was environmental strategy in the form of small gas lanterns, which could be shot down to create a fire.

Time for a stealth take-down.

Then, some hand-to-hand combat is explored. Pressing the “Y” button will simply push/shove an enemy, but sneaking up behind them and holding “Y” would initiate a grapple/silent take-down by which the player must rapidly tap “X” to complete it, choking out the enemy with Lara’s crossbow.  This is utilised often in an area where Lara has to climb the levels of this tower with multiple gunmen standing guard at different points on the path. The final mechanic that is introduced in this section is the use of zip-lines.  Jumping at a zip-line and pressing “X” has Lara slide down using her pry axe. It’s a great short-cut during traversal, but it’s use is not forced and repetitive like in Rage, for instance.

11 Buddhist-looking statues can be lit, like the one in the centre there.

Once out of there, we reach a smaller “Village Hub”. This area is largely platforming/traversal based, which breaks up the tone and pace nicely. After that, we enter the beginnings of the “Coastal Forest” hub. Here I took my time at this point to finally use my salvage points for further upgrades. I gave Lara the means to fight a little dirtier against enemies with a dust throw manoeuvre. This tactic is part of the “Brawler” sub-list, and is the one I briefly referred to earlier that works in conjunction with the dodge. Once a dodge has been activated, pressing “X” has Lara throw dust in a baddie’s eyes, momentarily incapacitating them. And finally, I enabling a quicker shooting and re-shooting of arrows with a bow upgrade, and some scavenging bonuses from boxes and dead bodies.

Captain Conrad Roth…stepping in bear traps too, I see.

After some travelling, Lara comes across Endurance’s Captain, Conrad Roth, who is wounded. He needs medical supplies, but they are not with him. Lara tries to help Roth walk her to its location, but he faints and she has to go it alone. On my way, I came across a GPS cache, which could be collected, in front of a cave entrance. It was an optional tomb on my continuation along the critical path. It’s probably one of the most obvious ones to find. However, walking inside, I was stunted by a high, jagged wall that couldn’t be ascended…yet. I exited, and the primary objective led me to a dark cave where faint movements in the shadows could be seen and it became quickly apparent that a wolf was stalking me.

A bear trap and then a wolf bite…that leg is ravaged! Poor Lara.

On the way out of the cave with the supplies, the wolf attacked and I had to shake the left thumbstick left to right to fight off the wolf. The quick-time like event ends with Lara killing the animal, allowing me to find my way back to Roth. Once I return, they share a brief conversation, which is more like a pep talk for Lara. Roth gives Lara a climbing axe, which enabled me to climb that wall I found earlier and proceed through this hub. I returned to its location. The tomb was quite simple, and the puzzle within had to do with weight distribution. The reward for completing these “side tombs” will usually be a relic, of which I could see 42 listed in the in-game menu.

Other than the relics, there are also a total of 53 documents to be discovered throughout the journey. The subject/type of document ranges from ancient scrolls to Endurance crew diaries. Actually, before opening the big gate with Whitman, I did find an entry of his nearby. Of course, I can’t tell you what it said. What’s nice about these documents is the fact that they are fully narrated in the voice of the person who wrote them, much like Lara’s Journals. I also want to point out the great use of color in player-guidance. It’s obviously not as blatant as in Mirror’s Edge, but points of interest usually feature some white, yellow or red painted wood boards as part of it’s structure, or nearby, that lead you in the right direction.

A great example of player guidance via color and the optional tomb.

Continuing on, outside of the last tomb, a storm had picked up, and climbing up the mountain, I came across a couple enemies at an outpost who were contemplating heading to higher ground. Something I neglected to mention until this point is that enemies are very aggressive; they will throw Molotov cocktails and shoot fiery arrows at your cover to disintegrate it and force you to move. And with a gun in their hands, they’re even deadlier. However, I successfully dispatched of them and progressed further upwards. Eventually daylight would begin to seep in-between the mountainous terrain and it actually began to snow.

At this point, Lara sits at another camp-fire and another flashback plays. Getting a message from Roth on the walkie talkie pushes Lara to forge on, where she encounters some more heavily armed men with machine guns. There’s a broken down utility truck pulled almost exactly out of WWII, and as it happens, I soon after come across what seems like an old WWII base (the Island is off the coast of Japan for those who don’t know yet). At this point, there is a bad guy using a search light, scanning the ground. I then had to time my movements so as to avoid the spotlight, all the while stealthily taking guys out along the way. Now, at this point, I must apologise; I was called in for the interview and so I had to pause the game. However, I was near the demo’s end and had been peaking over to the guy next to me, who was a bit ahead of me.

The ziplines I mentioned earlier. I just wanted to end on a fun screen. Wee!

What laid ahead was Lara making her way to the nearby radio tower in the hopes of being able to send out an SOS. However, there is a mini-boss like encounter outside the doors to this building where Lara is confronted by an armoured opponent carrying a heavy riot-like shield. Past that point, I have no idea how the demo ended although I assume there would have been a quite important cut-scene soon after that would have ended the play-through.

All in all, I must say that I am so excited for Tomb Raider’s release on March 5th. The game is looking and playing phenomenally. If I had one true critique at this point, it would be that Lara can seemingly change direction in the middle of a jump way too easily. It’s a very unrealistic animation and movement in a game that prides itself on being realistic. Otherwise, my experience with Tomb Raider was fantastic. To read the interview I had with Sr. Art Director Brian Horton, go here. I tried to ask questions that weren’t asked of him before, but the man has done so many interviews. I hope you all like it.

Interview With ‘Tomb Raider’ Senior Art Director Brian Horton


On November 27, I had the privilege of getting hands-on time with the latest build of Tomb Raider, which I wrote about here. But what excited me the most was that I also had the opportunity to hold my first ever interview (which ended up being a 20 minute conversation) with Tomb Raider’s Sr. Art Director, Brian Horton.

A BFA graduate from Savannah College of Art & Design, Horton has worked in the industry for 15+ years. His many duties throughout have ranged from Art Direction, Character/Environment Pre-Visualization, Character Modeling, Environment Art and Story Development, on titles such as Medal of Honor (1999), Marc Ecko’s Getting Up: Contents Under Pressure (2006) and Silent Hill Homecoming (2008). Also an illustrator and fine artist, Horton’s worked on Dark Horse, DC comics and Marvel properties including Batman, Buffy the Vampire Slayer, Star Wars, and The Devil’s Footprints, while his fine art is exhibited in Los Angeles, New York, London and Berlin!

Now that you know the calibre of creative and artistic talent that we’re talking about here, please read the interview and enjoy!

Being the Sr. Art Director, you’ve got a great team of artists that you manage. Of course, being an artist first and foremost, you’ve got your own personal style. Is there any visual element in the game that you look at and can say “that is uniquely my style”? Obviously, there’s not always a place for it…

I would say yes and no. I mean, really, I look at my personal work as my own thing, and we just wanted to make sure whatever we did for Tomb Raider was going to make sense for the game. One thing is, with my work and a lot of the past work that I’ve done in games, I tend to work on 3rd-person action/adventure games. I tend to work on games with a strong sense of character and character growth. And I’ve worked on some games with a good deal of grit and believability, so those are the things that I wanted to bring to bear, that I felt made sense for the game that we were going to make and that’s how I directed Tomb Raider.

As a gamer, before being hired by Crystal Dynamics, did you have your own individual dream or wish for a future Tomb Raider, not knowing that you’d one day get the chance to work on one yourself? And if so, was it at all similar to what has come to fruition now?

I definitely felt Lara was ready to see a more believable treatment; to see what she would look like in that kind of context. So when they pitched it to me as an origin story, and that they were trying to make her as believable as they could, I was like “yes!”; that’s a challenge I wanted to own and work with a team to bring forward. I work with a tremendously talented group: Kam Yu – he’s a long time modeler who’s built Lara for Crystal Dynamics from the beginning – and Bren Adams, the principal concept artist, the three of us teamed up together, and of course Visual Works – the studio that did our trailer – all of us were working on Lara at the same time, trying to develop her. So all of those things came together and I’m really proud of the product that the team’s been able to accomplish.

So Tomb Raider is a gear-gated game, and there are these gameplay hubs we can revisit over time. Could you elaborate on exactly how these are re-encountered by the player; are they open at will for the player to return to at any time, or are they story-driven perhaps…?

We do have a fast travel system that allows you, once you’ve mastered an area, to go back to it. So you will be able to travel back and forth to these hub spaces. There are narrative points by which you re-traverse through a hub space once you’ve progressed and your gear would have been improved and then you’d be able to get to areas that were previously blocked to you. So there are similar structures that you’ll find in a Zelda or Batman game, where there’ll be gear that you haven’t quite acquired yet and you’re like “oh, I see there’s something over there”, and you get that gear and now you’re like “oh man, now I can gain access to that”. So what’s really exciting about that demo you just played is that big mountain hub space – you were just at the very base of it, and you’re kinda overwhelmed, and you get that climbing axe that allows you to ascend higher. That’s just one small example of what that hub has to offer in your multiple visits through there.

I was going to bring this up when talking about your art style, but for those who don’t know, you’ve worked on games like Clive Barker’s Undying, Silent Hill: Homecoming and F.E.A.R. 3, so obviously the survival/horror genres and themes are not new to you. Was there ever a time when the team considered erring more on the side of survival instead of action, in terms of mechanics? For instance, I notice health is regenerative, but was making Lara scavenge for medical supplies and use them to heal ever a consideration?

Yeah, we were definitely considering how best, for example, to deal with health. Where that manifested most was in combat. And what we decided to do was figure out what the best health system was for the combat paradigm we were coming up with. And we wanted a fast paced, fluid combat. You got a little taste of that in the WWII section, where you have that pre-combat stuff where you’re not going to be dealing or dealt much damage and you can stealth your way through and pick these dudes off. But, then you get into that full force combat, and it’s really high paced. We could make you say “Oh, I’ve been damaged, I need to retreat and try to find aid or lick my wounds”, but we wanted you to feel like you were constantly in that battle. So regenerative health was the best answer for that style of combat. But we don’t think it takes away from this survival nature; we still feel like it’s a struggle, that she’s always sort of on the edge of life and death. And there’s so many things in our game that you can collect, that a health resource wasn’t one of those things we thought necessary.

And it just ruins the pace. A more recent example is in Far Cry 2, where you can pull a bullet out or fix a broken finger to heal that wound and your health, but the animation would take so long…but the A.I would barely move too. They could afford to do that. This A.I is aggressive and never affords you that time.

Well, we also wanted to keep people out of pause screens. There’s games like Resident Evil – and I love Resident Evil, I’m a huge Resident Evil fan – but there were moments in those games where you’re in the middle of a fight and you have to enter this interface, and it breaks the tension, it breaks the immersion.

Crystal Dynamics held a Q&A session on Twitter just the other day, and it was mentioned that Lara doesn’t swim in this game. Was that a design decision early on, or maybe a thematic one?

It was a decision on “what do we invest in?”. There’s certain things that we wanted to invest a lot in: into combat, our RPG ingredients, fast travel, we re-did our entire traversal system…there is a LOT of “new” in this game. And what we decided was, “what is really important to this game? What do we need to do?”, and that’s what we stuck with, and the things that we didn’t need to do we would say “wow, it would be great to do, but can we incorporate swimming into our designs” No, we didn’t have a lot of designs that required swimming. It’s one of those things where we’d say “wouldn’t it be neat to at least do surface swimming” or something like that. And as a Tomb Raider fan, swimming means a lot to me…but when it came down to it and you look at the game, it was just one of those things that “fell off the edge”. It was just not a mechanic that was a requirement. But, in the future, if swimming is something that makes sense, I wouldn’t be shocked if we tackled that. It’s not like Crystal Dynamics has never done swimming before, so…

During the puzzles, from what we’ve seen and from what I’ve gotten to play so far, it seems that fire is used quite prominently. 

Yeah, in the early go of it, fire is definitely one of our main tools. And it is a primal force and was something that really fit with the theme of survival. It’s the first tool you get, and it’s the first tool in humankind that really “brought us above”. It allows us to cook food, to keep warm…so I think thematically it fit really well, and as a mechanic the idea of acquiring fire worked really well for us. But, in games like these, something that feels like a major obstacle later in the game won’t be. So except to see evolution in that and how fire is used especially.

So, we’ve just touched on this, but do you think you could give us an idea of just how these puzzles evolve?

Well when you think about it, they’re all physics based in some fashion and there’s usually an ingredient; we call it a “survival escape”. Like in the first den, once you solve it…the sh** goes down, and you basically have to get out of there! So that’s part of our formula. Another thing we say is “tinker, not thinker”. We want you to play with the systems, and get an idea of how they work, but not to confuse you to the point where it’s a brain teaser that is going to have you stuck for hours trying to figure it out. So we really wanted to get that sense of play and understanding as the mechanics get introduced to you, and then you get to master those mechanics to solve further puzzles. They tend to be set pieces, and they tend to be things that involve the environment, so environment interactivity is a big part of our puzzle solving.

Something else that was said during the Twitter Q&A was that the game would take about 12 – 15hrs+ to complete. Is this accurate, and if I wanted to do absolutely everything there is to do in the game, how long do you think it would extend that playtime?

I mean, some of the classics could go for 20hrs+, right? But I’d say, in modern gaming though, it’s a long adventure. It definitely is up there with some of the more top-notch 3rd-person action/adventure games. So I’d say from a blanket perspective, we’re not sure. We’re not the longest game, but if you’re an explorer and you really want to be a completionist, you can easily put in 20hrs.

I hate to bring up Uncharted for obvious reasons, but those games would take only 8-12 hours to finish, and people were absolutely fine with that because it was a story-focused game, much like Tomb Raider, and it was told well and succinctly.

Yeah, it’s a good 10hr game. And I think, when you’re building this kind of premiere content where it’s very heavy on the experiential side of things – those are expensive minutes, as we call them – how much development money do you have to put into those minutes? But, there’s enough systemic gameplay in there that we were able to bulk it up and tell a really rich, cinematically driven story, while also giving you a lot of freedom and choice.

Is it fair to say that by the end of the game, Lara will develop to be closer to the Lara we’ve known from previous titles?

I think it’s fair to say that this is a re-imagining, just like when you look at what they’ve done with Bond – it’s not going to be the same Bond or stories that Sean Connery did. It’s going to be new, but it’s the spirit of the franchise that we’re retaining.

One thing I’ve wondered since we first saw footage of the game, is whether or not you will come across conflict in your travels from objective to objective. I’ve seen that Lara will have to contend with and avoid wolves as she moves throughout. But are the mercenaries we’ve seen found throughout, roaming around or maybe set up at outposts?

There’s definitely enemy combatants that are going to be in and amongst regular traversal areas, and there’s also going to be areas that are set pieces made for combat, and what you saw in that demo today was sort of a mix of both. You’re ascending the mountain, you come up to this way-point where these dudes are hanging out as this storm is coming in and they’re like “should we wait out the storm? Let’s get under the shelter”. And that wasn’t one of the set-piece places, but it gave you an opportunity to sort of see how these enemies can be scattered all throughout the island, and in different numbers. So there’s concentrations of enemies, like in the WWII base that you saw, and then there’s instances where they’re just scattered about from here to there.

This final question is centered around something I know many Tomb Raider fans are wondering: since this is a gritty, realistic take on Lara Croft, but we have seen some very early concept art speak to the contrary, are the supernatural elements less prevalent here? I know they haven’t been excised completely after today’s demo, with references to a Sun Queen named Himiko, etc…

Yeah, I can definitely tell you that it’s a Tomb Raider game, and that formula includes something of a mystery, something that’s not quite normal. And that’s definitely an ingredient that we played with, that you picked up on with the myth, and the Yamatai story, that there is something about this island that is larger than it initially seems. Even just looking at those shipwrecks, you think “what would cause this?!”. So I think for the fan that is unsure from the footage that’s been shown so far, just know that they should be happy and there is a classic treatment intact. Now, to the degree that we go; I will tell you that we don’t have T-Rex’s either.

[Laughter] Of course, of course…well thank you so much for your time, it was an honor to hold my first ever interview with someone of your stature who is working on such a high profile game. So we can expect Tomb Raider on March 5th, for the PS3, PC and Xbox 360. Is that a global release date?

Yes, I believe that will be a global release date. I’m really excited that you’re happy about it. It was great talking to you!

Absolutely, I’m looking forward to it. Thanks Brian!