“We spent an inordinate amount of time on the animation of Lara and designed the controls around the animation instead of designing the animation around the controls,” explained Jeremy Heath-Smith, Core Design’s co-founder, shortly after the game was released. “We got wrapped up in that whole beautiful big animation experience. Saturday Crapshoot: Tomb Raider: The Angel Of Darkness. I don’t know if we ever would have understood what we got wrong with the animation until the game was out. We could have easily used another two or three months. The foundation of Tomb Raider’s Lara Croft was well established, of course, and there were parameters and defining elements that had to be adhered to. Significantly, Heath-Smith had to present the game at a buyers’ conference several months before the game was released. But there was also plenty of room for innovation and establishing new territories to explore with our gun-toting heroine. It was an agonising experience both for the man himself and those attending. 64 game and there was a demo of this at the 2000 Spaceworld in Japan. ”It was the worst opening level to any game,” an anonymous source tells Edge. “I had to sit through Jeremy Heath-Smith cursing through it while attempting to get Lara on top of a bin. It was unusual behaviour at a buyers’ conference to say the least.
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