Action Adventure

Tomb Raider: 10th Anniversary Edition (Cancelled) [PSP/PS2/PC]

Overview:

After Tomb Raider: the Angel Of Darkness had been considered a failure. Core Design (Core), in 2004 came up with a new Tomb Raider Project. The project known as “Tomb Raider: 10th Anniversary Edition” aimed to recreate the original Tomb Raider game released in 1996 including various enhancements and extensions to the original game. Core developed their version of Tomb Raider: 10th Anniversary Edition for approximately 9 months until it was cancelled early June 2006 by SCi. A trailer for the unfinished game emerged on the internet, later that week Eidos officially confirmed the game had been cancelled. Following these events, Crystal Dynamics developed their own Tomb Raider: Anniversary game which released in 2007.

Origin:

Interview by: PlanetLara with former Artist Richard Morton. (24th July 2007)

Richard: It was a strange time really, we’d just finished Free Running for PSP/PS2 and had developed a really good control system and camera, we started messing about with a Lara model on the PSP in the Free Running engine and the idea of 10th Anniversary was born. We suggested it to Eidos who allowed us to develop it, but when Core was sold to Rebellion it seemed like they didn’t want the franchise to go ‘out-of-house’ hence the cancellation of our project.

It is confirmed that PC/PS2 versions were also in development. However, the existing leaked footage and in-game screenshots have been confirmed to be taken from the PSP version. The trailer which leaked from an unknown source seems to show various different builds of Tomb Raider: 10th Anniversary Edition. Some sequences in the trailer are from builds later than others. Both Core Design and Crystal Dynamics were working on separate games (Core Design – Tomb Raider: 10th Anniversary Edition, Crystal – Tomb Raider Legend). Eidos (the game’s publisher at the time now Square Enix) requested Core Design to alter their Lara Croft model so it looks similar to the Lara Croft model used in Tomb Raider: Legend. This is why the Lara Croft model seen in early prototype versions of Tomb Raider Legend is very reminiscent of the one seen in Core Design’s Tomb Raider: 10th Anniversary Edition.


Various variants of the Lara Croft model and how it changed during development

The leaked trailer:

Press releases:

By Core Design (www.core-design.com) – 15th June 2006, 11:02:06.

Following speculation on the internet, we would like to offer the following clarification.

The video of Tomb Raider: 10th Anniversary Edition that appeared on certain sites was an unauthorised release of an internal presentation of a game that was being developed by Core Design until very recently. It was running on PSP and used a Core-developed engine. However, following a recent review this project has been officially cancelled by SCi.

Core is alive and well and working on some great new projects, and we are still planning to announce some exciting news very soon!

By Former Core Dsign Arist Carl released a fly through video of a level he worked on:

By Eidos – June 16th, 2006

Eidos Interactive, one of the world’s leading publishers and developers of entertainment software, confirms today that they are developing a special ’10th Anniversary Edition’ of Tomb Raider.
The new game is being developed by Crystal Dynamics, who recently launched Lara Croft Tomb Raider: Legend on Xbox 360, PS2, Xbox, PC and PSP, with versions on Nintendo DS, GBA and GameCube later in 2006.
“Our ’10th Anniversary Edition’ of Tomb Raider, is a one-off title to celebrate both Lara and Tomb Raider, it will appeal not only to the loyal fans of the Tomb Raider series but will also attract a totally new audience.” Said Larry Sparks, Head of Brands Management at Eidos.
Tomb Raider originally launched in 1996 and is still one of the best selling videogame franchises of all time, with over 30 million copies sold.
The special ’10th Anniversary Edition’ of Tomb Raider will be available on PlayStation 2, PSP and PC.

Core Design’s opinion:

In 2016 an interview with Gavin Rummery was published by arstechnia. It provided some details as to how the game started and speculation as to why it was cancelled:

By: Gavin Rummery (Former Core Design Studio Head) – 31/03/2016 arstechnia

He put the pieces together in his head and pitched Eidos/SCi (SCi having taken over Eidos in 2005). They loved it, so a team of Tomb Raider veterans at Core set about remaking the original game in the new engine. It was going well, Rummery recalls—both looking and playing great. But Crystal Dynamics didn’t want Core back in the picture, and the American studio built a rival demo.

“They convinced whatever the politics in SCi was like that it made more sense to just keep it all in one studio,” says Rummery. “Keep the franchise in one place. And so ours was killed, and you’d have never heard if it hadn’t been leaked by someone.”

Steve Pritchard responded to Gavin’s claims with the following:

Steve Pritchard (Producer) via Facebook

No worries. It was a tricky time in the studio when Crystal were doing Anniversary – a lot of hard work had gone into that idea and to have it taken away and handed to Crystal was a painful thing.

Crystal Dynamics are in no way at fault for this – Eidos had become SCi at this point and that whole Eidos/Core/Tomb raider multi-brand was something that hung a little heavily around a few necks. Someone, somewhere, realised that handing a TR title back to the now-not-Core guys would have seemed like a strange commercial move, and with CD having a lot of cool tech all ready to go, it was a straightforward choice for them.

Yeah, it was a massive, massive kick in the nuts for those of us who had done a lot in a very short space of time to get Anniversary running, but from a business perspective it was understandable.

Gav was right to be angry about the way the whole thing unfolded and he’s also right in saying that SCi were up for it – Ian Livingston grinned a smile a mile wide when I described the concept as a “director’s remastering” of the original, with additional content filling out the whole TR1 game. So yes, it was a winner and yes, at the time it looked like me might claw it back. But someone, somewhere realised the media issues that might arise from the old Core lads doing another Lara game . . . and that was where the split began, not with CD.

I put more hours into the Core version of Anniversary than anyone else on the team – production tend to do that – and as we had such a small team most of what is seen in the leaked video was stuff I pulled together across a couple of evening shifts, the thing cut together by Gaz Tongue later. We were all gutted when the project went away. Projects do, all the time, but this one really felt like the last chance to grab back a bit of TR.

The last presentation to the SCi board had Gav and I demoing the Playstation version AND the PSP version, both of which had co-op gameplay in it. They were rough around the edges, still some way from alpha, but if you knew the original game well you could see where we had added real fan service, extra content and just cool stuff that expanded on the original narrative. It felt good to show off, it was received well, but that last presentation had us re-introduced to Toby Gard and some of the CD team who were there to see it. Two days later we got the news that they were going to do the Anniversary project, using their engine and tech from TR Legend. And that was that.

Horrible end to the story but I find it really difficult to lay the blame at Crystal’s door. SCi made the decision, and they really weren’t very good at decisions. They are not there for good reasons.

Not too long after that the studio was sold to Rebellion, Gav moved on and I ended up running the show for the next 18 months to two years. By then Core were a bit battered and bruised and being asked to shift their skills to “quick and dirty” work that was almost outsourcing saw all the talent start to pour away to other companies. “Corebellion” fought on for a while but the writing was on the all by then.

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Cosmic Walker [Wii – Cancelled]

Cosmic Walker is a cancelled adventure / action game that was in development for the Wii. At Nintendo Fall Conference 2008 the manufacturer shared a movie reel full of upcoming Wii games that were in development, like Punch Out Wii, Sin & Punishment 2 and Another Code R. Another game shown for the first time was a curious space simulation developed by Gaia, the studio created by former Atlus employee Kouji Okada, but no info was shared about it.

In the Supplementary Information documents released by Nintendo from January 2010 onward the title disappeared from the list of the upcoming games aimed for the japanese market and in October 2010 a news spread that Gaia official site ceased activity thus we can conclude that the project was likely quietly terminated by the publisher.

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Dragonflight: Chronicles of Pern [PC PSX Dreamcast – Beta]

Dragonflight: Chronicles of Pern is an action adventure based on the Dragonriders of Pern book series by Anne McCaffrey, that was in development in 1998 / 1999 by Grolier Interactive for PC and Playstation. Initially the game was going to have a style similar to Diablo, but after a couple of years of development, Dragonflight became an action game with a 3rd person view camera. In june 2000, Grolier Interactive stopped releasing videogames when they were bought by Scholastic.

Grolier Interactive’s game could have been doomed, but it seems that Ubisoft bought their assets, cancelled the Playstation version and moved the Dragonflight to Dreamcast and PC.  In 2001, they finally released this project as Dragon Riders: Chronicles of Pern.

An old interview with Grolier Interactive can still be read at RPG Vault:

Can you provide some details on development progress that has been made over this time?

Oliver Sykes: What people may remember from the previous incarnation of the game is a very isometric viewpoint, a bit like Diablo. One of the major changes in the game is the camera system. We can now script the camera to act very cinematically. It can track with the player, spin round him, drop from above to below. Any number of camera shots can linked to describe a location and the characters in it as well as adding a great deal of fluidity.

Could you explain the level of depth and interaction we can expect from NPCs? What kind of a conversation system is there?

Oliver Sykes: The conversation system is fairly linear in most places. This choice was employed as we have such a vast number of characters to converse with, the conversation choices would have gave our scripters headaches. However, at key moments during the game you can make choices and these choices will effect the outcome of events. One choice could give you bonuses and unlock new locations and characters, whereas another may lead you down an entirely different path with different consequences.

Thanks to Celine for the scans!

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Videos:

Videos from the final version:

 

Steam [PC – Cancelled]

Developed by Reflection Interactive ( best known for its Driver series ), Steam is a cancelled 3D, third person adventure with a gothic flavour. Scheduled to appear in ’99 on PC the game never reached the stores shelves maybe because their parent company, GT Interactive, was acquired by Infogrames in that same year.

Scans from Next Generation issue 51.

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Popcorn (Short Fuses) [PSX – Cancelled]

Popcorn is a cancelled action adventure game that was in development by Eighth Wonder in 1997 / 1998 for the original Playstation. In the nineties Rare was one of the most prolific developer on Nintendo platforms. So it was quite a shock when in 1997 a small number of employees (game designer Oliver Davies; software engineers Oliver Norton, Steve Patrick, and Jeff Stafford; and two artists, Christopher Gage and Adrian Smith later replaced by Andrew Wood and Jemie Hemming) left the company to form a new studio called Eighth Wonder funded by no other than Sony Computer Entertainment Europe, Nintendo main competitor at the time.

The deal had SCEE committed to publishing the new development house’s first three titles, with an option to pick up the next three. The first title in the work by this promising studio was an action/adventure game named Popcorn (also known as Short Fuses) that was similar to a 3D Bomberman clone but with puzzles and exploration elements.

Popcorn featured six world themes, each with three levels and after you beat the boss of each world you could progress to the next one and use the boss as a playable character (more than 10 playable characters including the hidden ones were planned such as a knight or a female ninja). The games was said to sport nice lighting effects, high resolution graphics (512×240) and a consistent framerate at 30 FPS.

At E3 1998 the game displayed under the Sunsoft booth so it is likely that Sunsoft would have been the american publisher. However as often happen with very publicized deals that involve many projects, Eighth Wonder are believed to have experienced a number of internal problems and, by 1999, the studio no longer existed relegating Popcorn into obscurity.

Thanks to Celine for the scan! (Console+ magazine issue 78 and Edge issue 60)

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