Tomb! The Special Edition launches on August 1st for PS5, Switch and PC, later for PS4

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

Here’s an overview of the game, via Limited Run Games:

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

As the titular Tomba, you jump, bite and jump through stunning 2.5D landscapes in an attempt to overcome a miserable cadre of vile pigs. Along the way, you’ll explore ancient relics, discover fascinating characters, unlock exciting quests, and discover hidden treasures. It’s a platforming adventure that seamlessly blends linear and non-linear gameplay styles.

Tomb! was first published in 1997, and is back today as a much-expanded special edition packed with quality-of-life improvements.

Main features

  • Save Everywhere! No more worrying about returning to a checkpoint.
  • Go back! Stuck on a tough challenge? Try again!
  • Switch to analog control
  • A museum filled with classic print ads, original packaging and manuals, never-before-seen development documents and original high-resolution artwork.
  • A new revamped 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 did Tomb!most developers focused on creating 3D games like Tomb raider OR Crash Bandicoot. Instead, you decided to mix 2D sprites with perspective-shifting 3D environments. Why?

Tokuro Fujiwara:Tomb! it runs on 3D technology, with the game built around 2D principles. That is why it is described as a 2.5D game. I think 2D games have a kind of beauty that 3D doesn’t. I also wanted to push the boundaries of what could be done. To bring my vision to life, I had to use 2D principles along with 3D CG visuals. This allowed me to create something that felt 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 you have to design the game in creative ways so that the different layers don’t clash. This results in something interesting that can only be achieved in 2D.”

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

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

Speaking of genre-bending gameplay. Tomb! it feels like an open world despite being described as a side-scrolling platformer. This was mainly due to how non-linearly the levels could be played. Was this done on purpose, or was it something that just happened through development?

Fujiwara: “I anticipated this game with an open feeling from the beginning. It was all a blur when things started, but as development progressed it started to take shape.

“You may consider Tomb! an open world title, a term rarely used at the time. It has a wide area with a lot of different content in it. You encounter, discover and collect different things as you move. For example, you need to complete some tasks in Tomb!, but you can roam freely and fill them in as you like. Some key tasks and objectives can even be skipped entirely. Many of the ideas I envisioned Tomb! back then were the ideas we see in open world game design today.

“Originally I wanted to include 100 quests, but the last game exceeded that. It was hard work for the team to fit it all together on a timeline. What started as vague ideas in my head turned into such a large amount of content that it blew my mind!”

The original PlayStation was a massive leap in gaming technology. What was it like to experience it then?

Fujiwara: “Game development is a constant battle against the growth of technology. That was true then and it is true today. I felt the PlayStation was such a huge improvement in terms of hardware, allowing for greater possibilities. Games went from pixel rendering to CG. Game developers had to learn a lot of new skills. Expectations grew along with the scope of the game ideas. Development environments evolved, which made things challenging yet exciting for developers. The introduction of the PlayStation and advancements from that era still influence gaming today.”

Finally, why do you think it is important to bring Tomb! come back now?

Fujiwara:Tomb! it has been around for a long time, but it continues to be loved by many. I have long wished that the game was accessible to more people on modern systems. Now that the opportunity is here, I think PlayStation fans today are in for a ton of fun Tomb!

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