Adrian Smith, Operations Director at Core gives us more insight into Tomb Raider: The Last Revelation in a new interview.
WHAT IS THE TEAM'S MAIN GOAL FOR THE GAME?
Firstly to make this the most compelling and technically/graphically advanced adventure yet - with a real 'epic' feel to it.
We're really focusing on a storyline that's driven seamlessly through the game, making it a continuous experience. We're linking the locations with FMVs, cut scenes, plus in-game levels - so instead of loading screens the game will dissolve into cuts and FMVs. Also, some locations are linked via gaming levels such as a jeep chase and even a level on a train.
Although the game is the same size as previous TR games, locations are smaller and more atmospheric, plus there'll be far less wandering around vast maps to find clues. The player will have a very clear idea of what needs to be achieved and puzzles will be solved with information/items from the near vicinity. This will definitely help to keep the objectives much clearer.
FOR THE PERSON THAT HAS PLAYED THE LAST THREE VERSIONS, WHAT'S THE MOST COMPELLING REASON TO PICK THIS ONE UP?
As soon as you load the game you'll be presented with a completely new interface. Gone are the inventory rings, passport etc. We're introducing a brand new inventory system where items can be collected and combined. Also featured is Lara's diary - this will keep a log of the information, maps etc she collects throughout the adventure - it can be referred to at any time, It'll also contain hints and tips as well as a 'scrapbook' that tells us more about Lara herself.