Reviving Tomb Raider Angel of Darkness: Interview with the Developer of Definitive Edition
I reached out for an interview with TRJTA AKA Bob, the developer behind Tomb Raider Angel of Darkness Definitive Edition. This mod revives the classic Tomb Raider game by adding modern graphics and gameplay features. We dive into the story behind this incredible project and learn about the development process from the creator himself. We'll explore the new features and discuss how this mod updates the original game to a modern standard. If you're a Tomb Raider fan, this is one video you won't want to miss!
Interviewer: Hello Bob, thank you for joining us today. Can you tell us a bit about your work on the mod for Tomb Raider: Angel of Darkness?
Bob: Sure, I was really intrigued by the soundtrack and story of the original game, and found it visually appealing. Plus, as someone from the Netherlands, I appreciated that the game was set in Europe.
Interviewer: How does Angel of Darkness compare to later Tomb Raider games?
Bob: Well, Angel of Darkness had a much more complex and multi-layered story than later games like Legend. Laura Croft had a dark and moody personality which was reflected in the game's mood. This multi-layeredness is what made the game stand out.
Interviewer: It sounds like you worked on this project collaboratively. Can you tell us more about that?
Bob: Yes, there were four of us working on it. One person created HD remastered graphics and audio modifications, while the others worked on restoring and enhancing the gameplay. We showed respect for each other in our collaboration and worked on each other's projects.
Interviewer: Can you tell us about any changes or additions made to the game?
Bob: One addition was the Ren's Pawn Shop function in Parisian Ghetto where players can collect and sell items to Ren, eventually unlocking the ability to buy a pistol and pistol magazines. Dual pistols have also been restored to their original glory.
Interviewer: And what about the audio and dialogue in the game?
Bob: The Definitive Edition of the game has restored approximately 30% of the original audio recorded for the game, including dialogue from Lara and police officers in Paris that make the game feel more immersive. We've also improved the tutorial lines and added police dialogue to the game.
Interviewer: Can you tell us about any graphical improvements made to the game?
Bob: Yes, we aimed to fix graphical errors, which were major issues in the PC port of the original game. We fixed materials to address the issue of faces without properly applied textures. However, some geometry issues in certain zones of the game cannot be changed currently, but we have created a detailed list of the issues to be fixed in the future.
Bob: It's crucial for the game to work as intended. We took what was there and made sure it worked correctly. The most important thing for the controls was done through this process. Implementing support for the controller for the PC version required effort, but it was worth it. The controls now work intuitively with the placement of all buttons properly placed for easy access.
Interviewer: How did you ensure that the restoration project and the definitive edition was implemented as accurately to the original vision as possible?
Well, the team read original design documents, which helped ensure that we were staying true to the original vision. This makes the definitive edition the best way to play the game.
Bob: Although the PC version of the game had some issues with the sound quality, Core Design tried to do something different with this game. The game had a full orchestra, an interesting storyline, and character development. However, some people criticized the game unfairly by focusing too much on the changes and not appreciating its unique qualities.
Bob: One of the biggest and most annoying glitches in the Angel of Darkness game was fixed a few days after its release. When a player saved the game in a level that had volumetric fog in it, and then exited the game, the fog was gone when the player resumed. This drastically changed how the levels looked, especially the Parisian ghetto level. Reborn In Shadows and Nakamichi managed to fix this issue entirely.
Interviewer: That's great to hear. How has technology helped with finishing the game project?
Bob: Advances in technology have made it easier and faster for us to work on finishing the game project. We're using level editing tools and audio tools that have made our workflow better. We're looking forward to finishing the game project chronologically, and because of the new technology, we're able to finish it faster and more efficiently than ever before.
Interviewer: When can we expect the definitive edition to be released?
Bob: It will take a few years to finish the definitive edition. Reebon and Shadows will finish their project long before then.