Exclusive Interview with Rachel(Athora)

Rachel, also known as Athora, is a lovely and dedicated Lara Croft cosplayer. In her interview she talks about conventions, cosplaying tips, and photoshoots. Photography by Darren Rowley Photography DRP

Crystal Dynamics Team Up With GeoCaching

Crystal Dynamics have joined with GeoCaching to give gamers a real life exploration adventure

Exclusive Interview with Meagan Marie (Community Manager for Tomb Raider)

The multi-talented Meagan talks to Guns and Grapple about working at Crystal, the community and promoting the upcoming TR game.

Exclusive Press Preview: Tomb Raider (2012)

Crystal Dynamics invited several Tomb Raider fans to Eidos HQs all around Europe to show an exclusive preview of the upcoming game.

Sunday, 30 October 2011

Guns and Grapple's Third Anniversary


Guns and Grapple is celebrating it's third anniversary today after passing 50,000 visitors earlier this month. I would like to say THANK YOU to everyone who has visited the site, wrote for it, helped me with design choices or supported it by posting links. It really means a lot to me and it makes my day when I see that someone has posted a link to an article on a forum or social media page.

If you haven't entered the anniversary competition I'm running, make sure to get your entry in. Insert Coin has generously donated two Atlantean Scion t-shirts, one men size, one women size. All you need to do is answer one of the questions on the competition page and make sure I can get in contact with you. The competition ends this Friday (4th November) so make sure to enter it :)
 

There's a number of really great people who have helped a lot this year: Ostercy, Stella Lune, Keir Edmonds, Meagan Marie, Jay Walker, Lauren Stamp, Alex Driscoll, Chris Barrie, Toby Gard, LE Croft, Tisa Rahman, Ms Nemeth, Rachel Church, Luce, Karl Stewart, Charlie, Insert Coin, Melonie McElhannon, Tasha, Becky, Family, and of course everyone who have posted links to this site.

Friday, 28 October 2011

Eighth 15th Anniversary Artwork by Toby Gard


 
Source: Official Tomb Raider Blog

“I think the key thing about the new Lara that Crystal is creating is how much more human she is. I wanted to capture fear and vulnerability but in a way that expresses her ability to overcome both her internal and external difficulties.

I'm a sucker for bows, and I wanted to represent her as an almost mythical figure, like some injured Ronin against a harsh but beautiful world.

I'm a game designer and animator by trade, who just does a bit of art on the side, so knew I couldn't possibly stack up with the accomplished artists who have gone before me by trying to render the image realistically. I chose to go the natural media route and used Painter 12 to imitate an ink wash/watercolor look getting a lot of texture but with little detail.” – Toby Gard

Download this image for your desktop or mobile device at www.tombraider.com/15

Monday, 24 October 2011

Seventh 15th Anniversary Artwork by Jonathan Jacques-Belletête




Source: Official Tomb Raider Blog
“The idea behind the illustration was to give the viewer (and the players) something a bit different; a bit unexpected. People are now well aware of the events portrayed in the trailer, as well as the plausible impact they will have on the actual game. So I didn’t want to show these same events again. I wanted to illustrate something new, something that happened before the trailer. The new Lara is all about her genesis, the beginning, and the unknown. Hence, I thought it was suiting to show her right before she gets on the Endurance. Ultimately, I wanted to put some meaning inside the image. The piece is basically a premonition: she’s taking a picture of herself before getting onboard, but the resulting photo is her future self. It’s her on the island, discovering who she really is and what her destiny will be. And if you squint your eyes while looking at the image, you will notice that the strap from her bag looks like the braid she had in the older Lara models. Which for me, also represents an omen of the women she will become.” - Jonathan Jacques-Belletête
About Jonathan Jacques-Belletête: JJB is a Montréal-born, bearded, tattooed, French-speaking art director. He graduated from Classical Commercial Arts in 1997, but had already been working in traditional animation as a background designer for over a year by the time the diplomas were handed out. He then spent a few years freelancing when not snowboarding. He’s now been working in the video game industry for 13 years. Jonathan jumped on his first opportunity back in 1999 as a concept artist for a small start-up that eventually became JamDat (EA Mobile Games). He then joined Behavior as a Lead Artist and Assistant Art Director, working on many different projects for Disney and Warner Brothers. Jonathan was then hired by Ubisoft as an Art Director, where he worked on the FarcryAssassin’s Creed and Prince of Persia series, as well as developing many new IP concepts including one that landed Ubisoft the James Cameron’s Avatar license.
Jonathan spent the last four years art directing Deus Ex: Human Revolution for Eidos Montréal/Square Enix as well as getting more random, pointless tattoos. He enjoys boxing quite a bit, but hasn’t really been on a ring for quite some time now.
Now that Deux Ex: Human Revolution has shipped and received critical acclaim, Jonathan has begun art directing a new project for the Eidos Montréal studios. He wishes he could sleep more and enjoy a healthier diet.
Jonathan still lives in his native town of Montréal, in a neighborhood called Mile-End where hipsters from around the world come sit in circles to drink coffee and eat bagels. He drives a shiny black Smart named Ninja, and he never gets stuck in snow. [JJB on Tumblr] [JJB on Twitter]
(Note: Tumblr sometimes NSFW, but in a tasteful, Art Director sort of way.)
Visit tombraider.com/15 and download “Profile Pic” to adorn your desktop or favorite mobile device.

Competition: Win a Scion T-Shirt (Courtesy of Insert Coin)

At the end of October, this website will be celebrating two events. Not only is it the 15th anniversary of Tomb Raider but on the 30th is Guns and Grapple's 3rd anniversary. To celebrate the awesome guys at Insert Coin have generously donated two t-shirts with their newly released TR design to be given away to two lucky fans.

The Prize
  • 1 Scion T-shirt (Men)
  • 1 Scion T-shirt (Women)

A couple of months ago, Insert Coin released a set of four brand new designs, included in the set was the design for the original Scion from the first Tomb Raider on a chocolate coloured t-shirt. I attended Eurogamer at the end of last month and bought one of these, and trust me, they're awesome! They've given us two t-shirts (each worth £20), one men size and one women size.

CLICK HERE to find out more about the shirts at IC's website.




Deadline:
24th October (18:00 GMT) - 4th November (23:59 GMT)

To Enter:
If you want to be in with a chance of winning a shirt, then answer one (or both if you wish) of the following questions in the comment box below on this post.

  1. When were you first introduced to the series and how?
  2. What is your favourite moment from any game in the series?
Also mention in your comment what t-shirt size you want, men or women?

The winners will be picked at random and emails informing them that they've won will be posted on 5th November. The decision is final, but if there's no reply after two weeks, then another fan will be chosen. 

Important: 
Please send me an email at jadenmorretti(at)yahoo.com or a message at twitter to @Gunsandgrapple with the name that you used to enter the comp. Just to make sure I can get in contact with you if you won.

Thanks again to the lovely people at Insert Coin. I really appreciate it! :)

Friday, 21 October 2011

Sixth 15th Anniversary Artwork by Randy Green



Source: Official Tomb Raider Blog

“Lara Croft has always come across as a strong-willed, self-confident character. Here however, I imagined her at a point where that inner confidence must be forged into action and put to the test. She is shaken and unsettled by her current situation, but ready to face head-on whatever challenges lie ahead!” 
Randy Green

About Randy Green: After graduating with a BFA in painting, Randy Green worked for several advertising agencies as an Artist/Art Director while dabbling in comics on the side. During this period he mostly collaborated with Dark Horse and Image before pursuing comic book art full-time and producing content for Marvel, DC Comics, and others.

Top Cow’s Witchblade was Randy’s first extended run on a title and opened the doors to many other opportunities, including contributions to Tomb Raider and a creator-owned title – Dollz – which he hopes to return to in the future. He continued on to pencil additional work for Marvel on Emma Frost and New X-Men Academy X, always managing to squeeze in a project or cover for other comic companies.

In recent years Randy has been doing most of his work behind the scenes for DC Creative, and has had a couple of books come out through Aspen Comics.

Randy has been working in comics full-time for over a decade now, and enjoys life in the country with his wife Amy and children Haley and Max. [Randy’s Website]

Wednesday, 19 October 2011

Exclusive: Tomb Raider UK Press Event Photographs

Yes, of course there were photos! I took a couple of them as well as my sister. I've also posted some of the ones that were on the Official Tomb Raider Blog. Enjoy!

Group photo near the Lara Croft outfit worn by Rhona Mitra back in 1997.  Everyone was lovely there. 

I still want it, it looks so pretty...A little big to put under your coat and smuggle it out of Eidos though.

There were several life sized models around the building. In the Press room there was this lovely lady with a gun looking at whoever enters the room...May send out the wrong message to journalists. There was also an Agent47 in a conference room. 
Me with the lovely Meagan Marie...Also the crazy lady at the back followed me the entire way and photobombed my photo...That's my sister :)
Those who have read any article produced this year might know that I love Poets of the Fall, the t-shirt was actually recognized by two other fans at the event. 

Photo taken during the Q&A and Playtest session. It was my go next, I was incredibly excited/nervous.

Some of the Tomb Raider fans who attended. Several had to leave since it was getting quite late. 

Exclusive: Tomb Raider UK Press Event DAY FOUR

The Day Four preview begins with Lara running up to Captain Conrad Roth, her mentor and the only apparent survivor from the ship. The first observation I made about how Lara has developed over the course of the days is immediately by the way that Lara walks and her posture. She looks stronger and more confident, no longer limping and a definite similarity to Tomb Raider Underworld in terms of realism.

Roth is introduced in a cutscene in which the camera angle focuses from his knees up which is extremely effective in showing an awesome fighting pose, and it's my personal favourite camera angle scene from the preview, I may even have to turn it into a background later. Roth is armed with duel pistols against two wolves. There's certainly a nice link between Roth's fight against the wolves as an introduction to his character in the next game, and Lara's fight against the wolves in the introduction to Lara in the original game. I noticed several nice little tributes to the previous games in there, as well as tributes to real life events.

Now, I'm going to be honest, I usually don't like important secondary characters who have a huge involvement in the storyline; I've noticed that the main character doesn't get nearly as much attention as the player wanted and the secondary character is someone who the game wants you to like, but you think they're unpleasant...With that said, as soon as you see Conrad Roth, believe me, everyone will immediately love that character or at the very least thinks he's pretty great. When it was revealed that Roth was going to be on the island with Lara as her mentor, I would think, many of you (like me) must have been a bit unsure about his presence in the game, after all Lara has always been independent. Although after watching the preview of the game, I can say that his presence in it doesn't make Lara more dependent, in fact quite the opposite, Roth acts as a catalyst for Lara's journey from the young vulnerable woman into a gun-wielding Tomb Raider...And this is exactly why I love his character. Karl Stewart (Global Brand Director) mentioned that the character was inspired by Ernest Shackleton, and there was definitely elements of what I read about Shackleton and his voyage in Roth in terms of strength and determination. 

The cutscene continues with Roth defeating the two wolves but he suddenly collapses to the ground in agony. Lara notices the quite gruesome wound on his left leg caused by quite a ferocious animal bite. Lara runs over shouting "ROTH!", but the tone is full of concern, and they they clearly have a strong friendship. He leans against a nearby rock as Lara runs over to him. This is the first glimpse of the impressive facial motion capture, especially for Roth. who is clearly in complete agony. He reveals that the food pack, medical supplies and the transmitter to call for help were taken.


LARA
You need bandages, antiseptic, morphine…

ROTH
Also in the pack…

LARA
Shit.

ROTH
In a word.



They both know that the injury is too great but they must keep moving to regain the supplies. Lara helps Roth to stand and move, with her taking most of his weight. They manage only a few steps before Roth collapses again, this time he's out cold. 
"Don't do this to me you Yorkshire Bastard!" Lara cries out in desperation while trying to wake up her mentor. The swearing was also addressed in the presentation. Lara won't swear all the time, however because of her situation it's understandable; most of the swearing does come from Lara's desperation combined with frustration. 

The narrative seems to be driven by three factors, all of which makes an appearance in the preview:
  • Cinematic Cutscenes  - Crystal has enhanced the immersion with these by using the camera to fous on the character's body language and face more. Even when characters aren't talking, you can tell by their posture what they're thinking. 
  • Interactive Cutscenes - Whenever these are mentioned, they're not the most welcoming words to people, but in the game I've noticed that they always have a reason behind a certain movement. For example instead of (if you're using the XBOX360) pressing X to climb up a steep incline when Lara is escaping the cave, you have to push the right and left trigger buttons in turn, which represents a similar movement to Lara climbing. 
  • Lara's Monologue - During these points, Lara will remind you of the objective. We can also get a glimpse into what she's thinking and the her opinions which helps build a picture of the new protagonist. 

After realising that Roth wasn't going to wake up anytime soon, escpecially without medical help, Lara knows that the only way her friend is going to survive is if she travels alone to find the pack and transmitter. Lara drags Roth away from the open and into a nearby campsite/hub section for safety. Meagan commented on the voice acting for Lara, the motion capture was recorded at the same time as the voice acting with the motion capture, so afterwards the actress is actually out of breath since she had to pull the weight of a grown man. The target is made clear by another of Lara's monologues as the player once again regains control of the character. She notices a pair of wolf tracks close by imprinted in the sodden dirt, the wolves must have taken it.



Meagan paused the demo quickly and rotated the camera to show more of the scenery. She points out two specific locations which appear later in the game, the Buddha statue and the radio tower. She reveals that everything that you can see on the screen, you can travel to. Crystal are working hard to make sure that there are no invisible walls or jpeg images. Lara walks through an abandoned village, there aren't sacrificed bodies like in the caves, but there's obvious signs of a ritual. For instances a wicker man is slowly burning in a nearby shrine. After Lara travels a short distance, the camera pans up to a nearby wooden house in which we get the first glimpse of one of the wolves on the broken roof of a wooden house. The wolf turns and runs away in the direction of the cave. Meagan explains that there are numerous paths that the player can take including going through the village, climbing on the rooves so the focus is on exploration and adventure...It also means that Stella is going to have a difficult challenge on her hands! The heavy rain was incredibly detailed and really quite beautiful...but not something you would like to be stuck in. Another small detail that added to the realism was the water collecting in puddles, it's something that was small but it's something I really liked. 

Getting to the wolf den looks quite challenging. It's several metres above Lara's starting position and the only thing to really aid you is a couple pieces of wreckage and old constructions which the villagers who once lived in the houses built. During the climb to the den two things become clear. The first is that Lara moves realistically, I not going to say that it was a perfect fluid motion since there's a year left in development and there's still things that need to be polished, but so far it's looking really impressive. The second thing is that Lara's abilities have developed over the past couple of days, she is more familiar and confident with her surroundings as well as her strengths. I think it becomes less of a "Can I make that jump?" and more "What am I going to face after I do that jump?" (not real quotes in the game)


My favourite section of the preview is when Lara goes inside the den. It is very atmospheric and suspenseful. Inside it's dark apart from a luminous red light deep inside, and a loud beeping noise. The light is coming from the transmitter which is resting in what is obviously one of the wolves' beds. As you walk into the den, you can hear a howl, and a quick sudden movement in front of Lara about three metres away, the wolf is now incredibly close. Lara will walk slowly around the cave to avoid making noise. The player is able to walk over and pick up the essential items, and turn around again. 

Long Vo's impression of the wolf den scene. Third special artwork released for the 15th Anniversary of Tomb Raider.



Lara begins to relax slightly and tells herself that she needs to get to Roth. Her voice, the beeping or the light or the sounds of Lara's footsteps attracts the beast who immediately jumps forwards towards Lara, it grabs her leg before pinning her to the ground. I noticed several people in the room jumping when the wolf appeared, it was actually quite terrifying, especially if you're in a darkened room. To kill the wolf, the player must complete an interactive cutscene. Lara draws a knife and stabs the creature, however it is still dangerous and it is still trying to kill Lara and therefore she stabs it continuously either to fulfil her blood lust that is apparent in the older Lara or (and the more likely reason) out of fear to make sure she would survive. As she stumbles to her feet she whispers to the wolf "I'm sorry, it was you or me." 


On the trek back to Roth, we walked through the village to take a proper look at the scenery. From here it is apparent that she is more confident. Yes, she is still incredibly young and frightened, however she's starting to believe more in herself each day and this is clearly portrayed in her gait, her personality and also in her choices. I don't think that the Lara I saw in Day One would voluntarily go into a wolfs den, not armed properly, she just wouldn't be that confident...Although Day One Lara probably had concussion, had been stabbed, and set on fire!

The village looks as though it has just been abandoned, however I have my doubts. The wicker man disturbs me, it looked as though it was on fire, however it could have just been the lighting in that specific section and there was a fire nearby, nevertheless the place did look as though it had been lived in. Or if it is actually deserted, it was abandoned recently, which may mean that there might be a backstory to some of the scavengers in the game. But we'll have to play the final version of the game to find out. 

As Lara reaches Roth another cutscene is triggered. Time has passed, and Roth awakes. Lara is sitting on the opposite side of the fireplace and crosses it to sit next to him. He looks down and noticed that Lara had cleaned the wound and bandaged it. 

ROTH
Not bad. Where does a young lady like you learn to do a thing like that?


LARA
Late shift at The Nine Bells. A wolf’s got nothing on a broken bottle.

I was under the impression that Lara's work in the bar was more of a metaphor than it actually happened in the game, however it appears that she actually did work in a pub. I decided to Google this, and discovered that there's a pub in Sussex, UK, called The Eight Bells, but sadly no Nine Bells.

Roth indicates to the transmitter and tells Lara that they need to get a message out for help. Lara becomes suddenly quiet. The camera focuses on her face, and there's a slight trembling in her lip. He confirms her fears when he states that he's in no condition to climb a cliff, as he hands her a think red climbing axe. There's an important but of dialogue I absolutely love because it foreshadows who Lara is going to become:

ROTH
You can do this Lara; after all, you are a Croft.

LARA
I don’t think I’m that kind of Croft.

ROTH
Sure you are. You just don’t know it yet.

LARA
Then let’s hope I’m a fast learner.

There's a brief pause before she picks it up. She knows what do to do, but at the same time, she's terrified. Determined, she stands up and prepares to climb the cliff, as she walks away from Roth, the screen fades to black and the preview ended.

Exclusive: Tomb Raider UK Press Event Q&A and Introduction

First of all I just want to say a big THANK YOU to Meagan for setting it all up, it was absolutely brilliant, and also to Karl Stewart who answered several questions, they were both incredibly kind and lovely.

I'm lucky,  because I was one of the few people invited to the special Tomb Raider UK community preview held at Eidos UK. The event was split into several parts, the first section was the introduction to the franchise and Crystal's changes, then Meagan showed us two sections of the game (so far) and talked us through specific features about the game, then each of us got to play a section of the game which was shown for the E3 demo, and after we were taken out for a meal at a nearby restaurant.

Eidos
I'm not going to lie, I often refer to Eidos as my "happy place" because the building contains several brilliant game franchises and merchandise that I adore - not only Tomb Raider but Hitman (which does make me sound a little psychotic) and also Mini Ninjas. From the outside the building is completely white with several rows of windows close together on one side of the building, and just a blank white wall on the other. Leading up to the entrance are several stairs and also a ramp for wheelchairs...Or if you looked at the stairs and thought "...No".

Inside is beautiful. The first thing that you will see, once you get past the two glass doors, is the reception area. Beyond reception is a large open area covered in beechwood, from there you can see into all of the floors since the inside walls are made of glass. On the second floor, where the press room is located, is another small reception area, which is decked out with a cabinet full of Final Fantasy models. Lining the walls are posters of Square Enix's series. The walls are white which makes the posters and life sized statues that much more dramatic. In the centre of the room is a shiny black desk with the Square Enix logo behind. As we walked out of the glass lift we immediately saw the smiling Meagan Marie standing by the table.

The press room is divided into several meeting areas, all of which are connected by a single corridor. One of the things that I've noticed about the building is that Eidos is very fond of its keycard locks, sorry guys no secret storyboards were discovered. The room we used was at the end of a corridor, and lined up against the wall leading us towards the room was a selection of several Tomb Raider outfits which the official models wore. The first one was worn by Rhona Mitra which should have the tag-line "That doesn't seem physically possible!". As we entered the main area there was another outfit, this time a black catsuit worn by Lucy Clarkson. The room contained two large blue sofas and a chair which formed a C shape around a large television set which hung on a black and red cabinet...Accidental colour scheme match? As I entered I saw many people whom I recognized, first of all the beautiful Kate Sykes who has done some terrific cosplays, Jay Walker who works at Eidos and who you may have seen about the Tomb Raider and Eidos Forums and who has been terrific in helping me with this site, and Jem Alexander who you will know if you visit the Square Enix Members Blog and who has worked with the TR community on numerous occasions.  On the screen was the promotional image of Lara beaten and bloody on the shore of the island...Or maybe London after the 2012 Olympics.

There's an accidental colour scheme going on here :) 

Meagan's Speech
Within a couple of minutes the event began with Meagan explaining the history of the franchise from the beginnings at Core Design to the switch with Crystal. She commented on how Crystal doesn't see Tomb Raider Legend as a reboot of the franchise since the Lara that we knew from the original games were still on our screens right from the start. She then talked about the effect Lara Croft and the Guardian of Light had on the franchise; it opened new doors for the company and showed that the company were testing out new ideas and proving to the industry that they were willing to take risks in order for their games to stand out and be new. She also wanted to point out that this upcoming game is a complete reboot of the franchise, including all the characters that the previous Laras have met; Natla, Kurtis and Zip never existed in this reboot...I like to think it's like an alternative universe like in the Star Trek 2009 movie.

Afterwards she mentioned the set-up for the new game. You're probably aware of the game's synopsis already but if not:


Lara, aged 21, is travelling on-board the Endurance with her mentor and friend, Conrad Roth. The ship passes across the Dragon's Triangle and a terrible storm occurs. The violent sea is strong enough to destroy the ship which washes up on a mysterious island along with several of the crew members. The game starts with Lara finding out where she is, what is the place and most importantly how to get away.

After the speech, Meagan turned off the lights and started the preview of the game.

> Read the Playthrough of the Game (DAY ONE) COMING SOON
> Read the Press Preview of Day Four (Exclusive to Press Viewing)
> View photos from the event


Q&A

(Please note that the answers aren't word for word, it's rather a summery of the information we were given in response to our questions)


Is the game entirely motion captured?
There are sections and animations which are done by actors and actresses however some are done by computer. In the cutscenes the voice actors were recording the words while recording the motion capture to improve on the realism aspect that Crystal is trying to push further. 

Is there any news about the voice actress?
As of yet, Crystal can't say who the voice actress is however it will be revealed nearer to the release date. 

Is there going to be a system like Player Tailoring that fans saw in Tomb Raider Underworld, is there going to be the same or a similar feature? (This was my one) 
There may be, however it's too soon to say. First of all, Crystal wants to get the game finished first before deciding on some of those choices. But it's possible, but they can't say anything yet. 

What is Lara's necklace and is that important to the game?
There's been some debate about what the necklace is meant to be, it could be a phoenix, a floral decoration, Ouroboros, a snake or a magatama, what it is hasn't been revealed yet. It's possible that the necklace is important in the game and that's why the secret is being kept under wraps since Karl did say that it does symbolize something in the game.

Will internship be possible at Crystal Dynamics?
There are some internships, however it's hard to get, because in order to work there you need a Visa however you can't get one just by doing an internship, you need to work there. At Eidos there's a similar problem if you want to do internships, because even though you don't need a Visa, there chances for an opportunity is rare. 

Meagan Goes to NYCC - 15th Years Celebration

Meagan Marie (TR Community Manager) recently travelled to New York to attend the New York Comic Con, held earlier this month. On the Friday of the event, the Square Enix booth showed off the upcoming game and fans could also get their hands on a special 5x7 print of Camilla d’Errico's drawing of Lara Croft for the 15th Anniversary Gallery. There was also a special Q&A session about the creation of the drawing, "The Depths", unfortunately Camilla couldn't be there in person but her sister/manager (AdaPia) travelled to the event instead.  Judging from the photos, there was a huge response for the game and the artwork.




  
 

Tuesday, 18 October 2011

Fifth 15th Anniversary Artwork Released by Brian Horton



From the Official Tomb Raider Blog:
Survival has been a rich theme for the dev team, providing opportunities to add emotional depth and a new range of scale for a Tomb Raider game. For this painting I wanted to explore an intimate moment of Lara overcoming fear, pushing forward through a dark and claustrophobic space. In my fine art I collaborate with models so I was fortunate to work with Meagan Marie on a photo shoot for the painting. She captured the emotion I was looking for perfectly, pushing through the pain of that pose I asked her to hold. Thanks again Meagan, you rocked it! 
 Brian Horton

Brian Horton is a 16-year veteran of the video game industry and is the Senior Art Director on Tomb Raider. Brian is also an illustrator and fine artist; his work has been shown in publications and galleries throughout the world. He lives in Foster City with his wife Susan and two children Victor and Evelyn. Please follow @brianhortonart on Twitter for news and updates.

Saturday, 15 October 2011

Fourth 15th Anniversary Artwork by Brenoch Adams



From the Official Tomb Raider Blog
“I’ve been locked up in Tomb Raider land for almost 4 years, and it was nice to step back and take a different approach to a subject that I have become very close to. The focus of this new Tomb Raider is about Lara’s metal and physical growth as a woman, but it is the island that ultimately changes her forever.” 
 Brenoch Adams

About Brenoch Adams: Brenoch Adams has been working as a concept designer in the gaming industry for over six years. His work has been featured in a variety of publications, galleries, and film festivals worldwide.

While at San Jose State University, Brenoch studied traditional illustration, and 2D/3D animation. Before video games, he worked as a snowboard graphic designer at Aero Custom rides, and as an illustrator for Fox Racing Co. In 2005, he was hired by Nihilistic Software as a concept artist to work on Conan for the 360/PS3, as well as a variety of other titles.

Brenoch is currently working as Senior Artist at Crystal Dynamics in Redwood City providing concept art for Tomb Raider. [Brenoch’s Website]

Monday, 10 October 2011

Third 15th Anniversary Artwork Special by Long Vo


From the Official Tomb Raider Blog:

“When I saw the demo for the new vision of Tomb Raider, I was instantly struck by how desperate and gritty the scenarios were. The original games always evoked a sense of awe, but none of those environments ever felt as threatening or ominous as the new game. My piece is a scene from one of the early demos where Lara is attacked by a grizzled wolf in its den. I tried to go for a claustrophobic scene with the only space being the light from Lara’s torch — Lara being pulled into the dark by the wolf. I hope you enjoy it! ” - Long Vo
About Long Vo: Long Vo is an Artist, Creative Director, and one of the original co-founders of Gaia Online. Over the last decade, Long has worked on various art productions for companies like Marvel, DC, Image, Disney, Warner Bros, Mattel, Toynami, Harmony Gold, Udon and Capcom. He’s worked on properties such asStreet FighterTatsunoko VS CapcomInceptionRobotechThundercats and X-men. Long is currently co-founder and Chief Product Officer at Hiptic.com
Visit tombraider.com/15 and download “Wolf Den” to adorn your desktop or favorite mobile device.

New Chevrolet Ad; Like Father like S- HEY WAIT A MINUTE!



I think that if anyone arrives home to find Lara Croft outside their house, a giant Lara at that, they would automatically put the car into reverse and drive away as quickly as possible. She has the biggest body count ever, and half of those were her own butlers! Nevertheless I think we've just discovered who the unannounced voice actress in the upcoming game is.

Saturday, 8 October 2011

Meagan Goes to Square Enix HQ in Hamburg

Almost 40 Tomb Raider fans descended to the Square Enix offices in Hamburg, Germany, recently for a special Community Day. The fans there enjoyed a preview of the game, a Q&A event, and a meal at a restaurant following the event. Meagan recently uploaded several photos of the event.  She also posted the following message on Tomb Raider's Official Blog:


The community event was our largest thus far - nearly forty fans hopped on a train, drove, or flew to Hamburg to check out the game. The staff at the German Square Enix office did a fantastic job decking out the location with lots of great food, drinks, and Tomb Raider goodies. They even arranged custom menues and signage for our dinner out!
Thank you to everyone who was able to attend! Again, it has been fantastic connecting with fans from other countries, and we’re ecstatic that the game is being so well received by the most dedicated Tomb Raider followers. 









Lara Croft Leads V&A's 2012 Exhibition of British Design

Lara Croft will stand next to other inventions like the Jaguar E-Type, the LED dress and the Concorde in the V&A's 2012 Exhibition of British Design which will be celebrating new technology, inventions and icons in Britain since 1948 to the present day, for the Olympics next year.

Video Games are apparently going to feature strongly in the exhibit, with titles including Little Big Planet, and perhaps Grand Theft Auto, joining Lara. Grand Theft Auto brought a new look at games with it's open world gameplay. Whereas Little Big Planet introduces social and photography elements to the industry. Lara Croft was chosen since she was the first female action heroine...Also she's awesome!

More information about the event and what's going to be on exhibit can be found at Huffington Post website.

The event is going to run from March 31st - August 12th 2012. So if you're travelling to London to watch the games next year, it's defiantly worth taking a look.

Tomb Raider at rAge Expo (South Africa)

Currently Karl, Brent and Meagan are on the road promoting the upcoming game. They're travelling to numerous conventions, expos, as well as the Square Enix offices inviting both fans and press to the preview. 

Recently Brent Dady traveled to South Africa to show off what Crystal's reboot of Tomb Raider is like so far to the press, gamers and fans at the recent rAge Expo.  

Below are some photos of the Square Enix booth at the event.

The event lasted from 30th September to 2nd October. It's an annual video game and technology expo which began just last year. The event also had exhibitors like Nintendo, EA and Microsoft.
Website: rageexpo.co.za