Unlike the final, the platform edge was covered by a high-rising glass barrier that folded inwards towards the garden. It was much more like that of a traditional Japanese garden, featuring an L-shaped pond with a small bridge and lantern-lit pavilion. This area was massively different to the final version. One other minor removal is that of a large white Hibiki Whiskey billboard which can be seen at a couple of points in the trailer. Also present in the beta is the window cleaners that would lead to the rooftop garden in the final, though they appear to lead to a concrete platform here (0:35 in the trailer).Very minor detail change but the zipwire leading to the window washers in the original was actually fairy lights (seen briefly at 0:31, and also shown in late beta linked above). The unfinished walkway bridge and scaffolding remain pretty much the same as the final version. This can also be seen very briefly during the motorcycle jump in the trailer. Looking out from the area where the lift takes you up, there was originally 3 pink billboards present that would block the view out over Takamoto's rooftop garden, reading ZMI (, also shown in the trailer 0:35 and 0:38).Also, shown in the same concept art is at 2-tiered water fountain that somewhat resembles a cuboid tree. In all materials trees and shrubs can be seen in various parts of the rooftop, including lining the outer edge - which are left devoid in the final. Interestingly, this puzzle made it through to the later stages of development, as seen in a recently uploaded version from later beta version ( ).Īs for the first outdoor rooftop area, the was a lot more greenery present. The rooftop of this building still featured the sliding glass ceiling that would've allowed the player access to the location of the bike, but instead had a spotlight puzzle that the player would have to solve in order to gain access (seen at 0:29 in the trailer). At the end of the building where the 2 long ends of the U-Shape meet, appears to be rounded and featured a wave/tsunami-like design on the wall that would flow up through to the ceiling (, along with very briefly at 0:34 on the trailer - you'll have to slow down the video again to see this). The bike was featured the long section furthest away from where the elevator is, and unlike the original is not a Ducati, but instead a futurist silver design, with futuristic neon blue hoover wheels. (, slowing down the trailer from 0:34 will give you a glimpse at the original layout and galleries).
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The building itself was originally meant to be a museum or private artifact gallery of some kind with collections present through the building on both ends, and featured an open plan with glass windows covering the majority of the building. So first off, the original building that Lara first arrives in when reaching the rooftop from the elevator was much larger and was U-Shaped. So that things don't get messy, I will first talk about changes to the environment, then how the original would've played out (some guesswork here to fill in the gaps of what has not been shown). This area is vastly different to what we were left with in the final. Also worth noting is that Nishimura's office was originally accessible to the player (shown at 0:10 and 0:15 in the trailer). The original storyboard shows an extended opening, but whether this actually made it past the concept stage is unknown. At 0:23 in the trailer we can see that the area appears quite unfinished, so I won't go too much into this. So first off, the nightclub area where the level begins.
Points shown in the original trailer ( ) along with story boards and concept art are used as references (all of which can be found here ). I'll also look at some of the environmental changes that were made. I have never seen this discussed in any real depth before, so I thought I would just share some info about how the original level played out before undergoing massive changes into what we were presented with in the final version. Subreddit Banner edited for r/TombRaider by /u/JadedDarkness Meagan Marie, Community & Communication Manager at Crystal Dynamics Please don't flair text posts as 'Self-submission'.
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