The Lost Gamer writes: Eidos have revealed today that they are set to release a new collection of artwork entitled 'The Art of Tomb Raider'
Armed police raided a Manchester man's living room after they mistook his plastic Lara Croft mannequin for a gunman.
Computer shop owner David Williams, 42, had taken the dummy home to flog it on eBay (naughty, naughty!) but little did he know, his cheeky dealings would soon land him with a gun in his face.
Mr. Williams, a father of two, had phoned the police after receiving nuisance phone calls from the local hoodies.
Eidos has confirmed to Eurogamer that Tomb Raider: Anniversary will be out for Wii on 7th December. It had previously assured Eurogamer it would be out before the end of the year, but this is the first time it has settled on a date.
This week, Eidos is releasing to retail the Xbox 360 version of Tomb Raider: Anniversary. And while it typically doesn't take much for the buxom heroine to turn heads of her own accord, Eidos is capitalizing on the increased attention anyway by announcing that Wii gamers will have a chance to go hands on with Lara Croft in Tomb Raider: Anniversary on November 13.
Tomb Raider Chronicle presents an updated overview of everything Tomb Raider and Lara Croft: Anniversary, game no. 8, movie no. 3, microsites, etc.
The Eidos executive thinks that the games industry needs more iconic characters to compete with movies, TV, and comics: Industry veteran Ian Livingstone thinks that game developers need more character. The Eidos product acquisition director, speaking at the Edinburgh Interactive Festival 2007, told the audience that characters were extremely important not just in games, but also as intellectual properties that can then be used in other products.
Jim Conrad and Kyle Mannerberg, two of the level designers behind Tomb Raider: Anniversary, talk about what goes into a fulfilling, challenging puzzle experience, and how to best incorporate those experiences into an action/platformer design. For more thoughts on level and puzzle design, as well as the precarious balancing-act of designing an all-new game with a nostalgic lens, Jim's insights follow the video.