Crystal
Dynamics On Making Lara Croft Downloadable
By Spencer, June 9,
2010. 4:12pm
Read the full article at
Siliconera.com - click here
This summer,
Crystal Dynamics is plunging into the digital space
with Lara Croft and the Guardian of Light for
PlayStation Network, Xbox Live Arcade, and Steam.
Why did they pick the digital space and what do they
plan to do with it? Three members of the Crystal
Dynamics team explain.
Lara Croft:
Guardian of Light is not billed as the next Tomb
Raider. The game could have worked with any
character, maybe even Gex since he can jump. So, why
did you decide to use Lara?
Daniel Neuburg,
Creative Director: [Laughs.] We have our pillar
releases for Tomb Raider and there is never anything
that lives between that for Tomb Raider fans and
action-adventure fans. It’s Tomb Raider pillar and
later down the road there is another Tomb Raider
pillar release.
The digital
platform is a great place for us to inject something
in between. What I really wanted to do with this
game is tailor a game around what Tomb Raider fans
are going to enjoy, what action-adventure fans are
going to enjoy, but give them something fresh,
something new that lives between those pillar
releases.
Even though maybe
from the outside this game may not seem to be a Tomb
Raider type game, once you see it in motion and once
you start playing it you’ll see it’s really a Lara
Croft experience.
Karl Stewart,
Brand Director: And to that point, our studio
Crystal [Dynamics], Tomb Raider and Lara Croft are
in our DNA. We have a talented bunch of guys have
been working on it for a number of years. When we
opened up this type of opportunity, those guys see
Tomb Raider and Lara Croft all the way through. From
puzzles, to exploration, to combat and they can try
to do some fresh new things. Try to get different
with the franchise where before it has only gone in
that one direction.
[Shout out]: Gex
may be unlockable, we’ll see! [Laughs!]

There’s nothing
wrong with being different, but Crystal Dynamics has
a number of franchises.
KS: When we came
off Underworld and finished that chapter, as a
studio we took a step back and sort of said who are
we? Where do we go from here? We wanted to try to
breathe fresh life in new areas. So, we spent a
couple of months looking at new ways to push
boundaries. In our case, digital downloads gives us
that opportunity to be fresh, try new things, test
new tech, give you guys a fresh approach to
gameplay.
Speaking about
who Crystal Dynamics is, did you go through some
identifying when you joined Square Enix?
KS: The decision
to do this has been done before Square Enix
purchased us and purchased Eidos. They looked at and
thought this is absolutely phenomenal. They want to
support it. They want to get behind it. They see
we’re pushing the brand in a new direction.
And really that’s
it. Square Enix have been phenomenal. They’ve been a
great parent. We share things and we talk openly so
that’s good.
So, what about
the next Tomb Raider pillar. Do you have any
thoughts on that?
KS: Obviously, we
are way, way away from talking about where we are
going with any popular franchise. We are a two team
studio. Reading into that we are doing something. In
due course we will talk about other things. Our sole
focus right now is that new space that we’ve we
entered into we make the most compelling and
ambitious title as we possibly can.
Did selling
Tomb Raider as episode packs spark the decision to
make this?
KS: Part, not a
big part of it. Certainly there is an awareness
there. More about where the industry is going in
general. As a studio and Darrell’s [Head of Studio]
vision for pushing the studio in the right
direction, we see the digital space ultimately as a
platform. Games such as Shadow Complex, Trine, and
Braid have really pushed the boundaries. Our goal
and mantra is being able to deliver unique
experiences to that audience, not porting our titles
to that platform.
We saw the arcade
space, the digital space, as somewhere we can bring
a whole new perspective not just to our franchise,
but to gameplay. We’re trying to push the boundary
of people’s perception of an arcade game.

You mentioned
this is not a Tomb Raider title. So, do you think
we’ll see more of these games like Lara Croft and
the something of something?
KS: We are a
studio of never say never. If this game is huge and
successful well then tomorrow is another day. There
is plenty of opportunities in this space. Depending
on how well this works, never say never.
What can you
say about The Legacy of Kain franchise?
Darrell Gallagher,
Head of Studio: I’ll answer that one. We see the fan
feedback on Legacy of Kain. There’s nothing we can
talk about right now, but we can tell fans we
definitely hear it.
Now that Square
Enix and Eidos are a family… do you think we will
ever see a Square Enix and Lara Croft crossover? I
couldn’t imagine a game with Dragon Quest and Final
Fantasy together when I was young, but there is
Itadaki Street now!
KB: Not that we’re
aware of. Wow, that would be up there with the rest
of them. [Laughs.] |