her guns


is she going to have her signature dual pistols.
some one told me she will on longer have them. they will be dual uzis
is that true

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..........wow.............
You should never believe that. Her pistols are in EVERY game.
Go to www.tombraiderchronicles.com and theres millions of shots with her and her pistols.

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Her pistols are not in EVERY game, but they will be in this one, for sure. I don't think they will ever make that mistake again.

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Do you remember why they call it Thunderbird?

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what game did not have them

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[deleted]

why did they do that?

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because they are idots and u were only able to hold one gun at a time it was crap. there was a cheat or some feature on the pc version i think which allowed u to use them but u couldnt in the ps2. at one point in the game lara is wearing a wet suits and she has her pistols straped to her leg but u were unalbe to select them.

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Actually it was Eidos' fault. They rushed Core design to finsih Angel Of Darkness so they could make some quick money, the finsihed version is nowhere near as good as the version that Core design had intended to make, there was also supposed to be two sequels to the game but due to its failure Core were fired from making Tomb Raider. So blame Eidos, because AOD was rushed to completion and you now have the final product :(

Oh and yes, she has her original pistols.

Captain America
1941 - 2007

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how can Eidos fire Core I thought Core owned TR & Eidos just published it
so why does it say Core Design on TR:L
when you first start up the game it says "Lara croft Tomb Raider:Legend 2006 Core Design

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I'm not sure how that all worked, but Core does "own" the label. Eidos I guess is the one who gets to decide who makes it but Core gets a cut for owning it? I suppose that is how it works.

AOD was a horrible turn for the franchise in more ways than just the awful game play and lack of dual pistols. I'm a huge fan of the Metal Gear Solid series as well, the second game came out in 2001 (two years before AOD) and it was AMAZING. The graphics were stellar, the game play was rock solid and the story actually made sense to the franchise. In AOD it's like Lara was overtaken by some sort of alternate personality, it was just so bizarre. They tried to market AOD as a "Metal Gear-type game" and it did not come even close, there was no use for the "stealth" mode and you came across maybe 10 enemies in the entire game. Lara's look was awful, her fingers were still like breadsticks and there weren't enough new things for her to do. I blame both Core and Eidos for this awful game, Eidos did rush it so it could be released at the same time as the second Tomb Raider movie, but no matter how long Core had, I still would have hated this game's story, regardless of how wonderful the graphics or game play could have been. Looking at what Core was doing with Anniversary, I'm really glad that Eidos pulled that from them too because it wasn't going to be nearly as good as the version Crystal Dynamics is doing. I won't get started on that though, because I'll blab for another few pages ;)

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Do you remember why they call it Thunderbird?

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"Actually it was Eidos' fault. They rushed Core design to finsih Angel Of Darkness so they could make some quick money, the finsihed version is nowhere near as good as the version that Core design had intended to make, there was also supposed to be two sequels to the game but due to its failure Core were fired from making Tomb Raider. So blame Eidos, because AOD was rushed to completion and you now have the final product :("

And im pretty sure you made that up off the top of your head. We never rushed them at all. We thought it was going to be good. But as the game progressed we thought it wasnt the "best" game but it wasnt horrible. I'd like to know were you heard the info. Its untrue.

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Core Design boss Adrian Heath-Smith has sensationally revealed details on the future direction of British aristocrat Lara Croft and the Tomb Raider series: "The story in The Angel of Darkness has been really important for us, it's been argued that there's maybe too much story in this game. The reason is that we decided we'd do more than one game from the get go, rather then one new game and then go 'guess what guys, you've got to do another one'."

The bigger picture - "We thought we would try to knit the story together, as the other way has always been a nightmare. From the start we assumed we were doing more than one new game, so we went away and wrote the story. The source of the inspiration has been over all a theme that we wanted to run across the three games. It's just explained, almost scratched upon the surface of the first one, the second is based much more around the big thing and the third is the natural ending of it, how Lara resolves it, how she fits into it. The overall theme is the Nephilim, said to be the descendants of angels and mortals. They're mentioned in the Enochian Gospels. This was the original big theme we came up with, as it had a lot of potential and sure inspired the terrific new characters you meet in The Angel of Darkness. We looked at things like X-Files and we thought that was a great example. Because there's the big 'Are there or aren't there?' story line and each episode stands alone but they tell you a little more about the bigger story."

The Nephilim - "The overall goal for us was let's use the Nephilim theme and run it across all three games. For us it was great because the second game is going to be a belter, it's very Tomb Raider. It's set in the Nephilim realm under Turkey, Cappadocia. It's all temples and tombs and lost cities, which is all very Tomb Raider-esque; full of fantasy grounded in reality. There are no aliens with big tentacle arms but it has some strange looking humans. In The Angel of Darkness we had to introduce the Nephilim and put Lara into a situation that was different to what we've done in the past. She's always been squeaky clean, she's gone and found artefacts and gone out and saved the world. We couldn't change Lara's character, absolutely not. We couldn't turn her into a mass murderer. We couldn't have her going around slaying small children. The end of the Last Revelation was the last game for us. Lara was missing. That was a clean start, something really important."

Continuity - "There's a whole time period between the temple collapsing and the beginning of this game that isn't covered in The Angel of Darkness but may be in the second. We call the period internally 'Lara of Arabia.' We have the whole time period mapped out, what actually happened to her, where she's been. There's also another time period of when she came back to London. She had a near death experience when she survived the temple. Causing her to hang up her guns. We seriously looked at making her an alcoholic, having Croft Manor burnt down. We wanted her life in a mess and she returns facing one catastrophe after another, she comes back and Croft Manor is burning to the floor. Then she hits the bottle, of course. Lots of things to change the situation, to really get her down. But we thought that was a little bit extreme. We also had reservations about what the movie people were doing, in so far as we burn Croft Manor down it would stick out a bit and make it difficult for them. That's as much as we've ever tied-in to the movies."

Wanted: Lara Croft - "So the idea we came up with was let's get her accused of murder in Paris. Everything that has worked for her in the past because she's famous and well known, all these doors have been open for her. Suddenly they're all shut, because everybody does know her and everyone is trying to catch her. Lara comes in and has this argument with Von Croy, at the end of the day she's got blood on her hands, she jumps out of the window and the game starts."

Following Tuesdays return to Derbyshire-based studios' Core Design to meet and greet new PR Manager Gary Reading and to snatch a sneak-preview of this years most anticipated video-game, tombraiderchronicles.com can exclusively reveal further details from Tomb Raider Next Generation - specifically the dramatic increase in detail from past to present Lara Croft models ahead of the official unveiling by Core Design on March 20.

The new Lara Croft model is a marvel of modern-day technology, an adhesive marriage of mesh, bone and cloth lacquered with high resolution detail and illustration. Lara Croft's face has undergone extensive digital surgery - re-modeled sporting the proportional crisp characteristics of an attractive young brunette.

Lara Croft's standing pose now boasts a realistically-teasing, hip-swaying draw while the mechanics of her upper skeleton gently inflate with each intake of breath.

The model we saw had Lara dressed in a ragged demin jacket and long blue-jeans and her movements bore the fluid resemblance and organic feel of a character whose former 500 polygon skeleton has been replaced with an additional 5,000 shiny new polygons, each dripping with realism. The attention to detail was superb with a maze of crease and shadow-lines spawning across her attire.

Lara Croft's supporting cast is enormous, and although we're not allowed to reveal too much until the official March release, we witnessed the same attention to detail in the supporting characters as found in Lara Croft herself.

Core Design has stripped the characters down to the wire-frame, rebuilding the basic mesh and mechanical architectures and in turn rendering a more organic and fluidic movement and feel. This coupled with detailed illustration and the terrain-based power of Sony's PS2 effectively adds a new dimension of realism to the game.

Pinned to the wall of Next Gen Mission Control were various sketches and concept illustrations of characters yet to be confirmed. Many bore the marked resemblance of scientific gene exploration gone drastically wrong. Core Design will also be implementing ground-breaking lip-synchronization technologies which realistically tailors dialog with mouth movement for FMV segments and in-game scenes.

The traditional open/shut motion of in-game dialogue will be made redundant in favor of advanced speech to mouth synchronization (lip-synch) so effective the company speculates players will be able to follow a conversation by deciphering the movement of a characters lips as he/she speaks.

Core Design will officially unveil Tomb Raider Next Generation - including the games heavily guarded title - on March 20 at a secret location in London, arming their press release with a media onslaught including FMV movies, screen shots and high resolution concept art.

Tell me that any of that had to do with us ( Eidos) Like i said Core Design had the slate.

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And im pretty sure you made that up off the top of your head.


Actually I've seen that around a lot.


Tell me that any of that had to do with us ( Eidos) Like i said Core Design had the slate.


I still think AoD was an awsome game Eidos shouldn't have dropped CORE and made it into a trilogy like it was originally planned.

(Also, if you were representing a company, at least use proper grammer, it makes it easier to believe ;)


Praise to my Father
Blessed by the Water
Black Night, Dark Sky
The Devils Cry

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It was Eidos's...oops I mean Eido$'$ fault, they rushed it and Core payed the price, given the time they would've originally had the game would've been much much better, over a third of the game was cut out!

Can one man fight the darkness?

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I hope lara has dual pistol back in tomb raider legend 2

But now is the end of days and Iam the reaper Alessa silent hill
A.S.H.O.T.W

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