Home Blog Page 4955

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!

AR Defender 2 Augments Your Reality

The 3DS isn’t the handheld that can do augmented reality!…ok, it can do it in 3D…but that’s not the point! The point is that come December 13th, iOS and Android users will be able to download AR Defender 2 for FREE.

AR Defender 2 is a tower-defence game developed by int13 and published by BulkyPix. The game is able to be switched between augmented reality mode and in-game visuals only at the flip of a virtual switch. The augmented reality mode works thanks to a simple visual marker, that can be printed out on paper (seen below).

AR Defender 2 features solo and co-op (via Wi-Fi) modes. With 9 towers and 6 heroes to choose from, each with their own unique abilities, you’ll turn the cartoonish environments into a real battlefield. Whether causing destruction by flamer, tower-repairing, calling on aerial bombardements or hacking enemy units, you’ll experience an immersive strategic playground with AR Defender 2.

The official features list includes:

  • Unlock 6 heroes with their own skills for a different game experience.
  • 9 types of towers to defend your position.
  • More than 15 enemies attack your base.
  • 40 levels divided in 4 virtual levels… or as many as you want of in reality backgrounds!
  • Play up to four players simultaneously with Wi-Fi.
  • Leaderboards.
  • Universal App Retina display and iPhone 5.

For more first screens and more, view the gallery below.

Raiden Legacy released on iOS and Android

Get your Retro on with DotEmu as Raiden Legacy is out for both iOS and Android platforms, including 4 titles from the exceptionally popular Raiden Arcade series. Included within the awesome new compilation is Raiden, Raiden Fighters, Raiden Fighters 2 and Raiden Fighters Jet all based on the classic side scrolling shooters. Protect the Earth from the evil Crassanians with the help of Raiden, the World Alliances Supersonic attack fighter.

Each title which has been fully upgraded for todays mobile technology has 3 different modes, Arcade, Mission and Training which allows players to retry and replay their favourite levels. With over 15 different ships all with their own unique weapons and stats as well as 2 different modes of play allowing for enhanced or original play Raiden Legacy will tantalise both retro gamers and those wanting a solid mobile title.

Raiden Legacy is available for both iOS and Android

Capsule Computers Podcast Episode 067 – Dropping The Kids At The Pool

0

Hi Everyone! Benjamin “LinkageAX” here and welcome to our new and improved gaming podcast! You’ll notice that we’ve shaken the core concept up a bit and that we’ve shaven a few minutes off the total running time. This means that you get a more streamlined podcast based around things that are relevant and current.

Please enjoy our second show of this format.

Cast: Philip Federico, Travis Bruno, Brad Webster; hosted by: Benjamin Webb.

Music for this podcast is from: Conkers Bad Fur Day – Sloprano

Thanks for listening and let us know what you think!

 

 

SUBSCRIBE: iTunes Podcast Channel | Podcast RSS Feed

DOWNLOAD: iTunes | MP3 (right click/save as)

Send all your video game or podcast questions, hints, suggestions, answers to questions and feedback to [email protected]

SPECIAL ANNOUNCEMENT

Special Mention to our partners over at Razer, us here at Capsule Computers we are geared by gamers, for gamers.

 

STORIES COVERED IN THIS PODCAST:

Points of Interest:
Brad:

https://www.capsulecomputers.com.au/2012/11/assassins-creed-iii-thanksgiving-patch-detailed/
https://www.capsulecomputers.com.au/2012/11/dmc-devil-may-cry-vergils-downfall-launch-trailer/

Masterabbott:

Asura’s Wrath
https://www.capsulecomputers.com.au/2012/11/faces-of-evil-resident-evil-6/

Travis:

https://www.capsulecomputers.com.au/2012/11/playstation-plus-comes-to-the-vita-with-a-number-of-free-games-on-nov-19th/
https://www.capsulecomputers.com.au/2012/11/final-fantasy-xiv-ends-dramatically-with-a-stunning-cg-trailer/

Myself:

https://www.capsulecomputers.com.au/2012/11/call-of-duty-is-really-the-best-gaming-franchise-ever/
https://www.capsulecomputers.com.au/2012/11/wii-u-has-officially-launched-in-the-u-s/

Thanks for listening. Copyright Capsule Computers Pty Ltd – All Rights Reserved.
All Other Samples Are Copyright And Property Of Their Official Copyright Holders.

Meet Far Cry 3’s “Voices Of Insanity”

Ubisoft didn’t just look for good voice actors for Far Cry 3, they looked for the true embodiment of the island’s characters. Actually, they found the characters themselves.

Ubisoft have released these two videos; insights into the video recording sessions with the island’s main “Voices of Insanity”, the drugged up, self-destructive Doctor Earnhardt and the criminally insane and legitimately creepy killer Vaas. Enjoy.

Doctor Earnhardt

Vaas

Far Cry 3 is out now, in Australia and worldwide. Capsule Computers will have our own review up very shortly.

Skylanders thriving in their new mobile homes

The success of the Skylanders continues on mobile devices with the addition of more content that is sure to please even the most die-hard of Skylanders fans. Skylanders Battlegrounds is an entirely new Skylanders RPG adventure specifically designed for mobile devices, featuring 20 huge levels and 2 bosses on release with many more coming through free app updates as well as players being able to control 2 Skylanders at once. Skylanders is all about seeing your beloved characters come to life on screen, whether that be on your Plasma or now on your mobile as Activision introduce the Battlegrounds Starter pack with a blue tooth Portal of power for those on the move.

Skylanders Lost Islands is now also available for digital download exclusively from the iTunes App store. Lost Islands is more of a resource and character management game giving players a chance show their creative side and customise their own Skylands environment. Additionally the Skylanders Cloud Patrol continues to soar as a popular iOS title with a much anticipated new update that introduces Daily Showdowns into the mix. Challenge and taunt your friends into a Showdown and beat them to earn valuable in game currency, all made possible thanks to ACTIVATE, the online gaming service which delivers extended online features such as cloud storage for toy collections and save games across iOS devices.

Skylanders Battlegrounds Starter Pack is available through target for $59.95 and includes the much sought after blue tooth portal of power as well as Jet Vac, Series 2 Cynder and Double Trouble and is fully compatible with all existing characters. It will also include a digital treasure chest loaded with goodies such as currency and experience, essential for surviving in Skylands. The stand alone app is available digitally for $7.49.

For more information please visit www.skylanders.com/mobilegames

PlayStation Australia’s Ultimate All-Star Fan Decided

After a long and grueling competition, it seems that the ultimate Playstation Ultimate All-Star challenge to find the biggest fan of the game has concluded. This competition saw competitors competing against each other in a tournament over the course of many days in the multiplayer component of the Playstation All-Stars Battle Royal game thing (I’m not the Playstation guy).

The winner of this tournament was none other than Joshua Whittington from NSW, Australia. Congratulations Josh! On the victory Joshua had this to say –

“It’s so great to be named the PlayStation All-Stars number one fan, ever since I was a little kid I’ve been playing PlayStation games so to be a part of something like this is really cool,” said Joshua.

He continued, “It’s been a gruelling couple of weeks with a lot of work and strategy going into this competition, but now I’m number one and it’s a great feeling! Thank you to PlayStation Australia for hosting this competition and to everyone else for making this such a fun experience.”

It’s great seeing gaming publishers host tournaments such as these as it appeases the competitive edge of so many gamers. I would love to see more support from the industry competitively.

Hitman Absolution Deus Ex DLC Announced

Earlier today Eidos and Square Enix announced the upcoming DLC for Hitman Absolution taken from the Deus Ex universe. This DLC is called Hitman Absolution: Deus Ex and it adds a new costume for Agent 47 as well as an iconic weapon taken from the future.

Each item in this DLC set will cost the player 80MSP on the X360, or roughly $1.00 on the PSN and PC platforms. Along with this reveal is a pretty cool trailer, but I have to admit that Adam Jensen does the look a whole lot better than our notorious assassin.

Be sure to check out the trailer below.

Aksys raises nearly $13K for Hurricane Sandy relief

Some of you may recall that in the wake of Hurricane Sandy, Aksys Games began a fundraiser linked to their recently released Zero Escape: Virtue’s Last Reward title where the company would sell off the highly sought after watches for $19.99 and all proceeds from these sales would be donated to the American Red Cross for Hurricane Sandy Relief Efforts.

Well today Aksys Games announced that their fundraiser managed to reach nearly $13K and have donated $12,920.00 to the American Red Cross. In fact the outpouring of support for their fans, and perhaps need for the watches, resulted in the watches selling out in 24 hours.

“Call Me Maybe” Comes to Dance Central 3

Ever wanted to dance around your living room to Carly Rae Jepsen’s song “Call Me Maybe” and actually earn points for it? Well now you can! This time tommorrow, players will be able to download the hit song for Dance Central 3 from either the in-game store or the Xbox Live Marketplace. Featuring dance moves choreographed by Spikey Soria, “Call Me Maybe” has sold over 10 million copies in regular digital download, making it one of the best selling digital singles of all time.

Players can get their hands (or dance shoes) on the new song tomorrow for just 240 Microsoft Points. Only time will tell however whether or not this song will be able to outsell the game’s previous DLC, PSY’s “Gangnam Style” which still holds a top place on today’s dancing charts.