Tomb Raider II

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Tomb Raider II
TombRaiderII.jpg
Developer(s) Core Design
Publisher(s) Eidos Interactive
Designer(s) Tomb Raider II:
Gavin Rummery (lead programmer),
Neil Boyd and Heather Gibson (level designers),
Stuart Atkinson (lead animator),
Joss Charmet (character models)

Golden Mask:
Philip Campbell, Rebecca Shearin and Kris Renkewitz (level designers)
Richard Flower (programmer)

Composer(s) Nathan McCree (music and sound effects)
Engine Tomb Raider
Platform(s) PlayStation, Windows 95, Macintosh, PlayStation Network
Release date(s) Tomb Raider II:

November 1997
Golden Mask:
April 1999

Genre(s) Third-person shooter/platform
Mode(s) Single player
Rating(s) ESRB: T
Media CD-ROM
Input methods Control pad, keyboard, mouse

Tomb Raider II: The Dagger of Xian is a video game in the Tomb Raider series, and is the sequel to Tomb Raider. It was developed by Core Design and published by Eidos Interactive, and was originally released for PlayStation, Windows 95 and Mac in November 1997 and on the PlayStation Network in 2009.

Contents

[edit] Story

[edit] Plot

The Dagger of Xian as seen in Tomb Raider III.

The story of Tomb Raider II concerns the mythical Dagger of Xian, a weapon which according to the game was used by an Emperor of China to command his army. By plunging the Dagger into its owner's heart, the weapon has the power to turn its bearer into a dragon. A flashback reveals that the last battle which was fought with the Dagger ended in defeat when the warrior monks of Tibet succeeded in removing the knife from the Emperor's heart. The Dagger was then returned to its resting place within the Great Wall and locked up for centuries.

The game opens in the present time near the remains of the Great Wall, where Lara Croft is investigating the truth behind the legend of the Dagger. When she discovers the entrance to the chamber of the artefact, it appears that the key to the door lock mechanism is missing, and she is suddenly attacked by an Italian who claims to work for a man named Marco Bartoli. Lara soon learns that Bartoli is a Venetian mob leader who has founded a cult obsessed with the ancient lore of the Dagger. She travels to Venice, travels through his hideout, and then follows Bartoli on board his airplane, headed toward an oil rig in the Adriatic. At the site, the cult is carrying out excavations on a sunken ship called the Maria Doria, which once belonged to Bartoli's father Gianni Bartoli. Lara learns from an imprisoned Tibetan monk, brother Chan, that the shipwreck carries an ancient Tibetan artefact called the Seraph. For generations the monks of the Barkhang monastery have been dedicated to preserving the Talion, the key to the door lock mechanism of the Dagger of Xian, even going as far as to sink the Maria Doria.

The Seraph in turn is the keystone to the chamber which holds the Talion. Before brother Chan reveals more however he is shot by Bartoli. Lara dives to the wreck and successfully retrieves the Seraph, after which her journey takes her to Barkhang monastery in Tibet. With the help from the warrior monks, she opens the tomb to the Talion and recovers the artefact from its resting place.

Back in China, where Lara opens the door to the chamber holding the Dagger. Before she reaches the artefact however, Lara plunges into the catacombs beneath the Great Wall. Meanwhile Bartoli drives the dagger into his heart, thus transforming into a dragon. In the final showdown, Lara manages to temporarily render the creature unconscious and pulls the dagger from Bartoli's heart. In the epilogue, the remainder of Bartoli's men track Lara down to England and invade her mansion.

[edit] Characters

[edit] Gameplay

The gameplay of Tomb Raider II builds upon the basic set up of the original game. For a detailed discussion of its features, see the gameplay section of Tomb Raider. Innovations in Tomb Raider II include, new weapons, extra moves, a small set of vehicles, larger levels, many more enemies, mostly human enemies and dynamic lighting (in the original gun fire did not briefly light up the immediate area and flares did not exist). As well as these new features, the player may now save wherever and whenever they choose, save for a few special locations, as opposed to its predecessor's crystal saving feature.

In terms of movement, Lara can now climb ladders and perform a mid-air roll used to land in the opposite direction of which the player was facing. The range of weapons has been expanded to include a harpoon gun (though, more correctly termed, it is a speargun), a grenade launcher, an M16 rifle, which requires Lara to assume an aiming stance to fire, and automatic pistols, which replace the magnums from Tomb Raider. The item inventory now includes pyrotechnic flares, which are used to light up dark corners and take advantage of the improved lighting system implemented by the developers. The two vehicles in the game are a motorboat (in Venice) and a snow scooter (in Tibet). Both are used to travel long distances across the map and can speed up on ramps or run over enemies.

For Tomb Raider II, Lara's appearance was given a make-over by the designer, Stuart Atkinson, giving her a free-flowing pony tail, a smoother appearance, and several new outfits.[1] In China and Venice she wears her familiar Tomb Raider outfit of a tanktop and shorts, in the ocean levels a half-body wetsuit and in Tibet a flight jacket.

The object of the game remains unchanged from the previous game: each level must be finished by solving various puzzles, collecting key items, and performing difficult jumps. However, this time there is an emphasis on gun fights and the killing of human opponents as well. Secrets no longer immediately reward the player with weapons or medipacks. Instead, each secret is marked by a coloured dragon ornament: silver (or stone), jade, and gold, according to the difficulty of their location. Only when Lara collects the last of all three dragons in a level will she receive a bonus, which usually consists of medipacks and ammunition, and infrequently a new weapon.

[edit] Development history

Development of Tomb Raider II was already in its conceptual stages before the first game was released. By the time Core Design wrapped up Tomb Raider, more ideas and suggestions had been put forth, some of which could be incorporated in the first game, others which would shape up to become the next instalment of the series.[2]

While two key members of the original team had left – most notably Lara's creator Toby Gard, who was replaced by Stuart Atkinson – the design team for Tomb Raider II was expanded to more than twice of its original size.[2] Subsequently, the game took a shorter amount of time to develop than its predecessor.[2] A decision was made early to keep the engine from Tomb Raider, adopting a tweak-and-improve approach, rather than starting over from scratch.[2] Minor camera issues and object glitches were fixed, while new features were added, such as dynamic lighting and a more flexible control system. With the improvements to the graphics engine, a larger number of polygons could be rendered on screen, allowing large outdoors areas and more atmospheric effects.[1]

Core Design used a custom built level editor that made it possible to explore each stage as it was being created, allowing levels to be play tested on the fly and eliminating glitches.[2] A team of six playtesters continually tested the game up until it was set to be sent to Sony.[3]

While the original Tomb Raider was released on both the PlayStation and Sega Saturn game consoles, Tomb Raider II was no longer designed for the Saturn, with Adrian Smith citing technical limitations of the console to program an adequate conversion.[4] In September 1997, Sony Computer Entertainment America signed a deal with Eidos to make console releases for the Tomb Raider franchise exclusive to the PlayStation, preventing the Saturn or any other competing console from having any Tomb Raider game released for it until 2000.[5]

Shelley Blond did not reprise her role as Lara Croft from the previous game. Instead, Judith Gibbins voiced Lara.

[edit] Reception

As one of the most hotly anticipated games of 1997, Tomb Raider II was an immediate commercial success, quickly surpassing the sales of Tomb Raider. As its predecessor, the game was critically acclaimed.[6] Of particular praise were Tomb Raider II's improved graphics, the use of vehicles to add variety to gameplay and the more action oriented objectives.[7]

At the time of Tomb Raider II's release, Lara was arguably at the height of her fame. A third instalment in the series was inevitable and by the winter of 1998 Tomb Raider III: Adventures of Lara Croft was released. Talks for a screen adaptation were in progress, Lara Croft featured prominently in several SEAT and Lucozade commercials and U2 famously used her image as a pop icon on their 1997 PopMart Tour.

[edit] Versions and expansions

Tomb Raider II was released for Windows 95, Macintosh and PlayStation. There are only slight differences between the three versions and they have nothing to do with the game itself. The PlayStation version has a loading screen with a picture of the current country when loading levels. The Mac version has a loading bar in the same style font as the rest of the game text. However the PC version has nothing.

[edit] Tomb Raider II: Golden Mask

Cover art for Golden Mask

In 1999, Tomb Raider II was re-released for PC as Tomb Raider II Gold in North America and Tomb Raider II: Golden Mask elsewhere. The game comprises the scenarios of the original Tomb Raider II and 5 new bonus levels in a separate mini-adventure entitled "The Golden Mask". Unlike the other two Gold games, however, The Golden Mask contains no story ties to its corresponding game from the main Tomb Raider series. Its plot is completely unique.

The story involves Lara Croft coming across some clues referring to a small island in the Bering Sea: a faded photograph showing an Inuit whale hunter holding what looks like an ancient Golden Mask, an old newspaper from 1945 referring to a conflict over an Alaskan gold discovery, and a secret kind of fortified military mine base. Lara is primarily interested in finding the Mask, as it is rumoured to be the famed Golden Mask of Tornarsuk - a greater spirit said to bestow powers of re-animation on the mask wearer.[8]

[edit] References

[edit] External links