Follow Slashdot blog updates by subscribing to our blog RSS feed

 



Forgot your password?
typodupeerror
×
GameCube (Games) PlayStation (Games) XBox (Games) Entertainment Games

Tomb Raider Creator On Galleon Delays 17

Thanks to C+VG for their interview with Toby Gard, original creator of Lara Croft, as he talks about his horrendously-delayed console action title, Galleon. This title, which was started after his company Confounding Factor was formed in April 1997, and was at one point in development for the Dreamcast, is now due on the Xbox, with GameCube and probably PS2 versions to follow - Gard says of development: "It's just been incredibly difficult. It's taken enormous will power for us to keep going; it's been a huge struggle for a long time. Our biggest problem is that we're too small... There's less than ten people here now, and that's just crazy." He also comments briefly on the latest Tomb Raider title: "I don't know about that - you've played it, haven't you? It crashed after ten minutes when I played it, which is a bit of a shame really."
This discussion has been archived. No new comments can be posted.

Tomb Raider Creator On Galleon Delays

Comments Filter:
  • Let's all pile on! (Score:5, Interesting)

    by jvmatthe ( 116058 ) on Tuesday August 12, 2003 @09:54PM (#6681795) Homepage
    With respect to Tomb Raider: Angel of Darkness (TR:AoD) he complains that it wasn't finished, and I think that's a fair criticism, but doesn't tell the whole story. What I don't find fair is all the complaining about the controls and bugs and design that have made up most of the press for TR:AoD. I recently finished it (and reviewed it [curmudgeongamer.com]) and I think people have found it fashionable to yammer on about how much the new game sucks. I think that is has some really good qualities that most people miss.

    First, the controls: they're not awful, they're just different. After the first couple of levels, I never thought about the controls because I knew how to do what I wanted. Essentially, they became transparent.

    Next, the bugs are there, let there be no doubt. However, the only persistent bug is the slowdown (something that can be fixed on the PC, while the PS2 users, like me, have to suffer a tiny bit) and it's a minor annoyance. The main gameplay bugs are all in the first third of the game. I did not see a single gameplay bug after that point.

    Also, the design is a fair bit better than TR2 and TR3, but not nearly as good as TR1. (Those are the only ones I've played. The heartbreak of TR2 and TR3 made me give up...until TR:AoD.) Because it was pushed out the door early, I believe that some parts of later levels were left out, which is a real shame since they were very promising.

    Finally, the bit that most people won't get because they give up too early is the story and the characters. This is actually supposed to be the first part of a multigame story arc. (SPOILERS IN THE FOLLOWING LINK!!!!) This page [tombraiderchronicles.com] puts it all in context, and having finished TR:AoD, I can appreciate what they were trying to do. Additionally, the new character, Kurtis, was worth adding to the series. Now there is another persistent character in the world and Lara's not quite sure what to make of him, and neither are we. Throw in the twist at the end of TR:AoD and I feel it's one of the more coherent attempts at a sustained storyline in recent videogames.

    I'm sure I'm in the minority. Most people hate the game. I fully expect to be flamed and modded down for my view. :^)

    To get back to Galleon, I'm curious to see how it turns out, but most of my interest waned before the turn of the century. ;^)

    • Control issues (Score:4, Insightful)

      by silentbobdp ( 157345 ) on Tuesday August 12, 2003 @10:31PM (#6681985) Homepage
      First, the controls: they're not awful, they're just different. After the first couple of levels, I never thought about the controls because I knew how to do what I wanted. Essentially, they became transparent.

      Bullshit. The TR series controls have always been right up there with Resident Evil when it comes to cumbersomeness. Just because you "get used to it" does not make the controls good. There should be no learning curve when you're controlling a character in an action game. Core still doesn't understand that Lara should fucking JUMP WHEN THE BUTTON IS PRESSED, NO MATTER HOW REALISTIC IT IS TO SHOW HER PREPARING FOR THE LEAP! It's ridiculous choices like that that ruin the game's control, and always have.

      And every bad review I've read does point out that there are good things about the game. Just not enough to make it worth playing.
    • There may be some redeeming values to this game, but all in all it's not too great. I think games like Angel of Darkness should take the fall in order to get the message across that shit will NOT continue to sell.

      Once you start accepting trash, publishers will just continue to shove it down your throat. So arguing in favor of an obviously rushed game from an obviously "lets milk this franchise baby" publisher like Eidos just means you're making it easier for poorly developed titles to be successful in an
      • by jvmatthe ( 116058 ) on Wednesday August 13, 2003 @12:29AM (#6682742) Homepage
        Well, I'd say that the flip side of that is that Core apparently really was trying to do an action game with an engaging story behind it. Do we want publishers to discourage developers from taking those chances? That is: not buying the game because you're telling Eidos "We don't want rushed crap!" probably has the effect that Eidos says "Hey, Core [or Crystal Dynamics, now], don't spend time trying to make a game with a story. Just get a passable action game out the door, ASAP." On the other hand, buying the game may say to Eidos that people are willing to endure buggy releases.
        • That's an excelent counter-point. Thanks for bringing that up.
          9 times out of 10 I believe it's the other way around. More or less my focus for the bad-game-bashing is in the direction of the publishers, who do the "hurry up with our mone... I mean game!" crap.
          But as far as encouraging developers to break out of the mold, I could never argue against that.
  • ...that Tomb Raider: Konqueror is the best...
  • So he's the one to blame [imdb.com] for all that [imdb.com]! :-)
  • Galleon (Score:4, Interesting)

    by neostorm ( 462848 ) on Wednesday August 13, 2003 @02:56AM (#6683342)
    No one's really commented on the game that is the focus of this post in the first place. ;)

    Looks a bit dated, and the graphics aren't the greatest, but I think I could enjoy this title provided it's a tight enough control for battles and the element of exploration is fun.
    Kudos to the developers for putting up with the long, hard journey.

    I also hope the few "surprises" they were referring to (on the official site) in reference to the secondary characters is co-op play. That makes any game fun.

    • Re:Galleon (Score:3, Insightful)

      by Alkaiser ( 114022 )
      Co-op play didn't make Chocobo Dungeon 2 any fun. I do also find it sad that the thread got hijacked.

      There just aren't enough good pirate games out there. This looks like it might be passable, but I'm getting a "Possible a good game, but more than likely a mediocre one" feeling from all this.

      And why does the article not link to the Official Galleon site [confounding-factor.com]? The Interplay site hasn't updated its screenshots since 2002.
  • He's porting a web browser to the Xbox? Finally something useful...
  • ...Toby Gard, original creator of Lara Croft, as he talks about his horrendously-delayed console action title...

    Lemme guess, the graphics guys are still working the kinks out of the main character's breasts?

  • Based on the screenshots, the female character appears to have been modelled with exceptional attention to detail. The collar bones are well done in relation to the overall look of the game. The breasts appear to be perfectly placed as well. Though in that case they appear placed where a plastic surgeon would place them as opposed to nature.

Solutions are obvious if one only has the optical power to observe them over the horizon. -- K.A. Arsdall

Working...