Tomb Raider Company Founders Regroup In Circle 24
Thanks to Gamesindustry.biz for its article discussing the formation of a new game developer called Circle Studio, set up by Jeremy Heath Smith and his brother Adrian Smith, the founders of Tomb Raider developers Core Design. The piece explains that "the problems surrounding last year's critically derided Tomb Raider: Angel Of Darkness led to [Jeremy] Heath-Smith's resignation from the Eidos board, and the franchise being dramatically handed over to US developer Crystal Dynamics", and so the UK-based duo "have hired 35 former Core Design employees to work on two prototype titles." The article goes on to explore Core's history, pointing out that, while "[the company's] achievements during an amazing four year period between 1996 and 2000 were breathtaking, with five annual Tomb Raider incarnations all global multi-million sellers", problems with the franchise started early, when "the game's original creator Toby Gard left Core Design after the release of the first (and some would say the best) Tomb Raider to set up Confounding Factor."
a pattern? (Score:5, Interesting)
1. Game company makes a popular franchise
2. Publisher/parent company decides too much profit is at stake to leave the franchise in the hands of the people who created it.
3. Quality goes down due to publisher interference.
4. Original talent quits in frustration.
Tomb Raider, Civilization, Ultima...
Maybe one day publishers will stop thinking they know how to develop games.
Re:a pattern? (Score:5, Interesting)
What seemed to be the problem as far as I could see was a combination of not abandoning the archaic control scheme of the previous games while simultaneously trying to incorporate every possible style of gameplay into AoD.
The controls are the worst. Someone needs to go back in time and assassinate whoever invented the RE-style controls (where left/right turns your character in place, and forward/back makes them walk backwards or forwards relative to their current orientation - not the camera) for the good of all humanity. I can't believe *anyone* is still using them, especially for an action/adventure title. It's okay when the cam is hard-locked behind the player's head (although this makes for a boring way of looking at the game world), but in one like TR or RE or SH where there are a variety of camera angles it's incredibly unintuitive and clunky.
Re:a pattern? (Score:1)
Re:a pattern? (Score:1)
Re:a pattern? (Score:3, Insightful)
This type of control system also makes it almost impossible to face in a desired direction without moving (not to mention the fact that it looks so shit, the character
Re:a pattern? (Score:1)
Re: (Score:3, Funny)
Re:a pattern? (Score:1)
Re:a pattern? (Score:3, Interesting)
Still you could make the case for both sides, since a lot of American companies order around the original talent and still remain profitable, while a lot of Japanese corporations have been accused of being too loyal to employees and afraid of firing underperformers.
Re:a pattern? (Score:2)
Why Tombraider I is the best (Score:1)
Jeez do I feel like a dino now (Score:1)
... because I remember playing and enjoying what may have been Core's first game (or at least oldest game in this list here [exotica.fix.no]), an entertaining Indiana Jones pastiche side-scroller called Rick Dangerous. Tomb Raider? What's that?