Tomb! The special edition will be released on August 1st for PS5, Switch and PC, and later for PS4

Tomb! Special edition will launch on PlayStation 5, Switch and PC via Steam on August 1, followed by PlayStation 4 later, developer Limited Run Games announced.

Here’s a preview of the game, via Limited Run Games:

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Tomb! goes back inside Tomb! Special editionthe ultimate version of the legendary platform masterpiece.

As the titular Tomba, you jump, bite and hurl yourself through stunning 2.5D landscapes in your quest to overcome a pitiful group of evil pigs. Along the way, you’ll explore ancient relics, discover fascinating characters, unlock exciting missions, and uncover hidden treasures. It’s a platform adventure that perfectly blends linear and non-linear gameplay styles.

Tomb! was first published in 1997, and today it’s back in a greatly expanded special edition packed with quality-of-life improvements.

Main features

  • Save anywhere! No more worrying about returning to a checkpoint.
  • Rewind! Stuck in front of a difficult challenge? Try again!
  • Switch for analog control
  • A museum full of classic print ads, original packaging and manuals, never-before-seen development documents and original high-resolution artwork.
  • New remastered soundtrack.
  • Interview with the creator, Tokuro Fujiwara.

And here is a new interview with Tomb! creator Tokuro Fujiwara posted on the PlayStation Blog:

In 1997, when you made Tomb!most developers have focused on making 3D games like Tomb Raider or Crash Bandicoot. Instead you decided to mix 2D sprites with perspective-shifting 3D environments. Why?

Tokuro Fujiwara:Tomb! works on 3D technology, with a game designed around 2D principles. This is why it is described as a 2.5D game. I think 2D games have a certain kind of charm that 3D doesn’t. I also wanted to push the boundaries of what could be done. In order to bring my vision to life, I had to use 2D principles along with 3D CG visuals. It allowed me to create something new on PlayStation.

“There were times when I wondered if I should go 3D instead, 3D games have a very clear sense of space. In 2D, all the action takes place on a flat plane, and multiple layers provide a sense of depth. This means that you have to design the game in a creative way so that the different layers do not clash. This results in something interesting that can only be achieved with 2D.”

What do you hope new players will take away from? Tomb! Special edition?

Fujiwara:Tomb! there are many side quests. They come in different variants and are hidden throughout the game. I encourage players to look for them. Various items allow players to learn new moves, expanding how levels can be beaten. I hope players will find and seal the Evil Pigs scattered around the world, which will unlock even more of them! There are many discoveries to be made. I hope players can relax and enjoy the world Tomb!

Speaking of genre changing gameplay. Tomb! it feels like an open world despite being described as a side-scrolling platformer. This was mainly due to the non-linearity of the level gameplay. Was this done on purpose or did it just happen through development?

Fujiwara: “I envisioned this open game from the very beginning. Everything was a blur when things started, but as development progressed, it started to take shape.

“You might think about it Tomb! an open world title, a term rarely used at the time. There is a wide area with many different contents in it. You meet, discover and collect various things as you move. For example, you have to complete certain tasks in Tomb!, but you are free to roam around and complete them however you like. Some quests and main objectives can even be skipped entirely. Many ideas I have imagined Tomb! they used to be the ideas we see in open world game design today.

“Initially I wanted to include 100 quests, but the final game exceeded that. It was hard work for the team to fit it all into the time frame. What started as vague ideas in my head grew into such a large amount of content that I was blown away!”

The original PlayStation was a major breakthrough in gaming technology. What was it like to experience that then?

Fujiwara: “Game development is a constant battle against the growth of technology. That was the case then, and it is still true today. I felt that the PlayStation was such a remarkable improvement in terms of hardware, allowing for greater possibilities. Games switched from pixel rendering to CG. Game developers had to learn many new skills. Expectations have grown along with the scope of gaming ideas. Development environments have evolved, making things challenging but exciting for developers. The introduction of the PlayStation and the advancements of that era continue to influence gaming today.”

Finally, why do you think it’s important to take away Tomb! back now?

Fujiwara:Tomb! it’s been around for a long time, but it’s still loved by many. I have long wished that the game would be available to more people on modern systems. Now that the opportunity is here, I think PlayStation fans will enjoy it today Tomb!

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