(Sections in red refer to the extended edition shown AFTER the Microsoft Press Conference)
At the start of the conference Microsoft had promised us great things; the announcement of new games for the Kinect, new exciting titles due to be released and new features for XBOXLIVE. Directly after the introduction they handed it over to Crystal Dynamics to talk about their upcoming game and give the audience a quick preview at the start.
The presentation started with Daniel Neuburger (game director) Darrell Gallagher (studio head) introducing the project and explaining the storyline and how it transforms Lara in the game into the Tomb Raider. However they quickly started with the gameplay preview which was played live by Daniel as both of them commented on the features of the game.
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| The Tomb Raider session during the Microsoft Press Conference | 
Despite being an early version of the final game, it looks gorgeous. It starts off slow with Lara suspended upside down in a cacoon but as the action and danger increases later in the level, it becomes more fast paced and exciting. In the preview we saw a variety of what the player can expect from the game including some of the enemies, the scenary, the puzzles etc. From just that preview alone, I think that Nathan Drake should be very concerned at the moment.
Lara awakes, whimpering, cold and very much alone. The screen  is close up on the protagonist's face, watching Lara's expressions  intently which helps build up the atmosphere for the game. The close up  also reminds the player that this isn't the Lara that they had recently  seen walking away from Nepal back in 2008. Slowly the camera rotates and  moves backwards to allow the player to see that Lara is hanging upside  down. In doing so the gamer can see that Lara is held in a cacoon of  some kind with impressive hair gel keeping some of her hair in place.  There are many questions posed at this moment; What is she doing here?  Who tied her up? Are they coming back? At this moment Lara takes  advantage of being alone in the room and plans to escape.
The sound in this preview is amazing. It reminds me of Amnesia: The Dark Descent slightly with the dark surrounding which forces the player to also listen to what's around them in the level. The emphasis is on Lara's senses and I really must applaud Crystal for the sound in this game; everything from the trickling water to breaking branches adds more realism to the game and doesn't drag the player's experience away.
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| Lara wakes up to find she is alone, captured and needs to escape | 
The sound in this preview is amazing. It reminds me of Amnesia: The Dark Descent slightly with the dark surrounding which forces the player to also listen to what's around them in the level. The emphasis is on Lara's senses and I really must applaud Crystal for the sound in this game; everything from the trickling water to breaking branches adds more realism to the game and doesn't drag the player's experience away.
"I've got to get out of this,"  Lara whimpers to herself as  the player assumes control of the character. Moving her side to side  will create enough momentum to make Lara's cocoon hit the one next to  her, and repeating this movement will cause the other cocoon to catch  alight from nearby candles. "I can't die like this" the character  repeats as the camera focuses the burning cocoon nearby as it breaks and  reveals a skeleton which falls to the ground. The moment creates the  reaction of "Oh...well...yes getting out of here would be good" in the  player. The camera pans out to show that the wooden structure near  Lara's cocoon has also caught fire and the player can do nothing but  watch as the material around Lara catches fire. "This is going to hurt"  she warns herself.
In the extended version since the camera any is different we can see things a little more clearly. In the Microsoft Conference demo it appeared as though the beam of wood with cloth around it that caught fire was close to Lara. The new camera angle revealed things more clearly. The other cocoon catches fire which then releases the skeleton, the fire then spreads to a nearby piece of cloth and that leads to the wooden beam becoming entirely engulfed in flames. We can see that Lara is held up by a rope tied to the ceiling instead of the beam, and therefore the player has to move the analogue stick to move the protagonist left and right, causing momentum and getting enough movement so the fire moves to the material surrounding Lara. All of this gives the reaction of "This is not going to end well," a similar emotion to what Lara stated she was feeling.
In the extended version since the camera any is different we can see things a little more clearly. In the Microsoft Conference demo it appeared as though the beam of wood with cloth around it that caught fire was close to Lara. The new camera angle revealed things more clearly. The other cocoon catches fire which then releases the skeleton, the fire then spreads to a nearby piece of cloth and that leads to the wooden beam becoming entirely engulfed in flames. We can see that Lara is held up by a rope tied to the ceiling instead of the beam, and therefore the player has to move the analogue stick to move the protagonist left and right, causing momentum and getting enough movement so the fire moves to the material surrounding Lara. All of this gives the reaction of "This is not going to end well," a similar emotion to what Lara stated she was feeling.
Also  why is there so many red candles? I think they look gorgeous and I  approve of them but the island doesn't exactly look like the place that  would have an IKEA. My mind went to distress flares but they are too  calm to be that. They could be candles that came one of the boats, but  it must have been a big boat with some strange cargo. 
As the material burns away around her, Lara screams and falls free. The camera falls cinematically to the ground just as the protagonist begins to drop. Directly in front of the screen is a spike (there's some discussion about whether it is made out of metal, wood or if it's a bone), and following the trend of good luck she had that day, she falls directly on it. There's a gruesome scene in which Lara writhes in agony. She kneels on the ground, sits up straight, and prepares herself for the pain which is going to hit when she extracts it. The first interactive cutscene occures which involves the player pressing the X button repeatedly for Lara to remove the spike. The camera pans up, but focuses on Lara as the player preforms the button control. She flexes backwards slightly giving the gamer a clear view of where the spike is and what is happening. What made me cringe was the sound effect that was placed in the game when Lara finally manages to extract it; it sounds like a muffled pop sound almost like bubble wrap...Which is a little more then disconcerting (apologies for the comparison). Lara screams and the a loud heartbeat can be clearly heard as well as a greyscale blurry filter placed on the screen which may occure every time the protagonist is injured. The filter reminded me of the black and white flash that was seen in the Pre-E3 Trailer.
In the extended version the button wasn't constantly hit. If the player fails keeping the pace the action returns to the start and begins again (although thankfully not in the Heavy Rain way). I admit that as gruesome as it was, I really liked the camera angle which followed Lara's head and showed us her expression. As the action returns to the start, Lara looks down at it again and the screen slides downwards, however when X is hit again, Lara flexs backwards and the camera pans up. Another little detail I liked, is that (again unlike Heavy Rain) Lara's failure to pull out the spike the first time is seen as Lara's fault instead of that of the player's. If the section is reset it triggers dialogue from Lara in which she reassures herself and whispers "Come on".
As the material burns away around her, Lara screams and falls free. The camera falls cinematically to the ground just as the protagonist begins to drop. Directly in front of the screen is a spike (there's some discussion about whether it is made out of metal, wood or if it's a bone), and following the trend of good luck she had that day, she falls directly on it. There's a gruesome scene in which Lara writhes in agony. She kneels on the ground, sits up straight, and prepares herself for the pain which is going to hit when she extracts it. The first interactive cutscene occures which involves the player pressing the X button repeatedly for Lara to remove the spike. The camera pans up, but focuses on Lara as the player preforms the button control. She flexes backwards slightly giving the gamer a clear view of where the spike is and what is happening. What made me cringe was the sound effect that was placed in the game when Lara finally manages to extract it; it sounds like a muffled pop sound almost like bubble wrap...Which is a little more then disconcerting (apologies for the comparison). Lara screams and the a loud heartbeat can be clearly heard as well as a greyscale blurry filter placed on the screen which may occure every time the protagonist is injured. The filter reminded me of the black and white flash that was seen in the Pre-E3 Trailer.
In the extended version the button wasn't constantly hit. If the player fails keeping the pace the action returns to the start and begins again (although thankfully not in the Heavy Rain way). I admit that as gruesome as it was, I really liked the camera angle which followed Lara's head and showed us her expression. As the action returns to the start, Lara looks down at it again and the screen slides downwards, however when X is hit again, Lara flexs backwards and the camera pans up. Another little detail I liked, is that (again unlike Heavy Rain) Lara's failure to pull out the spike the first time is seen as Lara's fault instead of that of the player's. If the section is reset it triggers dialogue from Lara in which she reassures herself and whispers "Come on".
Lara is in agony after removing the spike, but her survival  instint kick in and therefore her primary concern is to make it out of  the cavern alive. Lara walks forward but has differculty keeping her  balence, her footwork is sloppy and she can hardly stand straight which  makes her falls to the ground and crawls when the pain gets too intense.  "What? What is this place?" Lara whispers to herself. The new voice  actress is strange considering that we've become familar with Keeley  Hawes' voice making comments about the surrounding, however this Lara  seems more suited to the new voice actress.
Moving out of the prison room, she stumbles (quite literally)  into another sacrific area. Presumably one of the crew members from the  Endurance is tied up in a cross and left there dead with red candles  around her.  What I thought was a nice detail was how Lara entered the  room. The player couldn't enter it straight away, instead Lara's legs  give way and she rests on wooden pedistol nearby knocking off a skull.  Small details like this gives the preview and game more realism. She  enters the room gingerly, whispering to herself once more; "Oh God no!  What did he do to you?" From this quote it's a little unsure if Lara  knows who kidnapped all the survivors on the Endurance. It also raises  the question of "Why isn't Lara dead?", at this point in the game it is  unknown whether anyone has survived and yet Lara is walking among dead  crewmembers.  It might all link back to the Magatama which is such a  mystery. Going back to what I said in the trailer article if it's a  magatama it represents good fortune, and if it's my other theory of  Ouroboros then it symbolises survival, it might have been placed on  Lara's necklace to remind her and give her hope.
Also does that scene also remind you of the India levels in  Tomb Raider 3? When I was younger I remember being absolutely terrified  by the levitating human corpse with the hole through his chest. It's a  nice concidence...Also more then a little creepy and gruesome. 
As Lara leaves the room with the dead crewmember, a little  logo indicating fire flashes on screen. If Lara goes near an object she  can use, in this case it was the burning torch, a symbol on the screen  will inform you. It's a little like the Batvision in Batman Arkham  Asylum where a symbol would appear to tell the protagonist where he can  use his grapple to get to higher ledges.
If you walk past the first torch there's another one before you leave the room, and the same logo and button symbol appears. The symbol that appears in the game appears to be a flat image which Lara could walk past and becomes flat when Lara walks past it.
If you walk past the first torch there's another one before you leave the room, and the same logo and button symbol appears. The symbol that appears in the game appears to be a flat image which Lara could walk past and becomes flat when Lara walks past it.
It's interesting the state that Lara is in at the moment. She  finds comfort in talking to herself, something that we all think is  insane until you're put into this situation and you need to hear a voice  reassuring you that everything is going to be fine. 
As she walks down another corridor there's a really nice  detail that I liked. When I was writing the trailer article, I assumed  that the people on the island are scavengers who raids recently  destroyed ships. As Lara walks down the corridor, she passes several  ceramic pots which are tied together and hanging from the ceiling. If  the player hits one of these it triggers Lara to say; "That was loud" in  a concerned voice. She knows she's not alone and she must escape before  she is caught. At this point she's less worried about her recent  injuries and her pressing cocern is about the person or thing that had  imprisoned her. As she walked down the corridor there was a strange  sound, either her heart beats again or loud footsteps, but both are  highly possible which is not exactly comforting to the player or the  character. 
Appearently Lara assumes the latter and whispers to herself "He must have heard me". What's intersting again is that she said "he", which adds more evidence that she knows a lot more then what she is letting on to know.
In the extended version, I'm not sure if it was just me or if it was a more detailed video but the corridor seemed darker. More sounds could be heard, someone is heard moving and also shushing Lara. At the end of the corridor is a collection of wooden items including barrels, beams and sections of boats. A flame symbol appears again which informs the player that the items are flammable. As the items are engulfed in flames the player can see rows of human skulls beside Lara, it's a nice detail but at the same time more then a little unsettling which adds perfectly to the atmosphere.
Also in the longer version the heartbeat and the sound of footsteps wasn't triggered by Lara hitting the pots, but by her burning the wood away.
As she nears the end of the corridor there's another werid  sound, it's like creepy music played on what sounded like an old broken  player. As Lara slips in between the gap in the wall she edges closer to  the music, however it stops as she enters the next room.  Also unfortunately for Lara there's water at the enterence of the room  which extisgishes her flame.
The  room is filled with broken ship parts, including panels of wood which  covers the walls around Lara. Luckily there's fire nearby where she can  relight her torch which the player has press the right trigger button  and wait until the symbol of the flame turns entirely orange. The fact  that there is fire in the room is a little disconcerting and also adds  more evidence to Lara's and the player's suspicion that she is not  alone. On the way over to the exit, the sound of heartbeats/footsteps  can be heard again as well as a sound of a metal can and glass being  kicked or falling over. The can, I presume, is from one of the ship's  rations.  Eager to escape, Lara jumps to where the sound seems to have  come from, after noticing that a small gap is the only way to leave the  room. The roof slides slightly as Lara approaches it , making the exit  a little less desirable.
This room is also more complicated in the longer version. Instead of it just being a room, it becomes a puzzle area where Lara must use her resources to escape. The first thing which the player can see is different as they enter, is a red barrel at the other side with another boat mast suspended above it. Lara can leap onto a ledge nearby and set the cloth alight. The fire travels down the mast until the end where it catches fire to the barrel, which explodes (writing this reminds me of the Mousetrap game). When the barrel explodes it takes away the rumble and wood surrounding the exit, and Lara can push on as normal.
Although leaving isn't going to be that easy, as she begins to  leave, an enemy appears and grabs, laughing to himself. Lara and the  player can't see the person but can hear him, and the player watches  helplessly as Lara is dragged by her feet out of the crawelspace. "Let  me go! Get off me!" Lara screams. Combined with the screaming and  dragging her stomatch on the rough ground, it's good to see that Lara's  wound is feeling better. Walking off the injure really did help in this  case! When Lara is out of the crawl space, the player once again has  control. The character can only really kick the antagonist, so the  player needs to move the right analog stick left and right to make her  fight against the enemy's grip.  The antagonist is defeated when Lara  kicks him back with enough force that he stumbles, and Lara turns to run  through the corridor and preforms a nice Indiana Jones style roll just  as the rock falls nicely into place behind her, preventing the enemy  from getting to her. 
This room is also more complicated in the longer version. Instead of it just being a room, it becomes a puzzle area where Lara must use her resources to escape. The first thing which the player can see is different as they enter, is a red barrel at the other side with another boat mast suspended above it. Lara can leap onto a ledge nearby and set the cloth alight. The fire travels down the mast until the end where it catches fire to the barrel, which explodes (writing this reminds me of the Mousetrap game). When the barrel explodes it takes away the rumble and wood surrounding the exit, and Lara can push on as normal.
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| Lara preparing to go through the corridor | 
Lara probably has the same reaction as the player and while  obtaining her lit torch again states; "That was close! That was close!"  She is also an optimist and refuses to let the rotting corpses and  skeletons that are covering the room she is in, put her off. She is  detirmined to find a way to escape and follows a corridor which is  filled almost to the top with water. Just as she prepares to follow the  corridor, Lara turns around, startled at the sudden laughter by the  enemy that she had locked in the previous room. It's hard to hear  exactly what he's saying but it sounds like "Come on! Just please come  back. I'm trying to help you." Appearently "help" is something  completely different on this island, perhaps they are using babel fish  and the translation to English is a little strange.  In the tunnel, Lara  slips on the rocks below, and the player needs to fight the thought  about what exactly must the water contain (see previous statement about  the corpses) and rush the character through water. The camera is above  the water and that combined with Lara turning around,  the taunts from  the enemy behind her and having to press her head right up to the  ceiling it shows the claustrophobic area she is trapped in.
At the end is a tunnel is the first real puzzle of the game.  Here Crystal Dynamics shows the new survival-instinct that Lara has in  the game. This is also very similar to the Batvision from Batman Arkham  Asylum. When survival-instint mode is on, the player can see objects  which are vital for the game's puzzles and items that Lara can use. I  presume that you can choose whether to use this mode or not, and there  should be an achievement or trophy if you get through the entire game  without using it. The objects that Lara can use glow brightly and is  easily spotted as the rest of the screen goes black and white. Seeing  the contraption appears to trigger another voice track in which Lara  says "I need to find a way out"...We're getting there Lara.
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| The survival instinct. I also really like the little water drops on the screen. | 
In the Gamespot version, the puzzle is similar to what we've seen before in the Microsoft Conference. The cage which is suspended in the middle of the room is held down by three posts which Lara can set alight. Doing this releases the cage and raises it. Lara could get to the ledge at the top far side of the room by climbing on the cage however the player wouldn't be able to do anything once there. After releasing the cage, Lara needs to set fire to nearby rubble in the water, which collects nicely in a tray. When Lara walks up the platform and jumps on the metal cage she lifted, it causes the tray to lift and tip the flaming objects at a top of a slide. The next bit is the same as the original gameplay; you jump over and make the objects slide down towards the barrels.
Edging through the water and avoiding the still lit barrels,  Lara wades into a clearing where she can see light. This triggers a new  piece of music, which has to be my favorite piece in the entire preview.  It really gives the impression that anything that Lara does from this  point on is going to fail. The music actually reminds me of the  one of  the pieces from the early Core games where Lara is being chased by well  placed boulders while sliding down a hill. In the preview she manages to  avoid an aircraft which decides to lauch itself at her head, which is  always a good thing. Nearing salvation, karma hits again and a cleverly  placed rock blocks her exit, curse its sudden yet inevitable betrayal!  At this point I'm surprised that Lara hasn't come to the conclusion that  all rocks at this cavern holds magic abilities to allow them block  passageways. As she goes down another path to salvation, the same thing  happens again, and yet I can let that rock off the hook because the  action scene that the rock causes is defiently one of the best bits of  the preview. 
The rock causes the ground to shake and finally collasp and  Lara drops into one of the world's strangest slides containing rough  rocks, branches and dirt and a surprise at the end. During this the  player is in complete control of the protagonist. After tumbling  dramtically halfway through, Lara has the ability to stand up at the  end, whereas any normal person in this situation with a serious stab  wound to their stomach would call for five more minutes while laying  down on the floor and demand some kind of strong coffee/tea when she  decides to get up...Although I suppose that if Lara decided to lie down  for a few seconds a cleverly placed boulder will quickly find her face. 
The player then has to control Lara to run up a series of  rocks covered in slime and water and manages to get to the top, only to  discover that she faces several large drops which she attempts in the  preview without stopping. Although to give her credit, she has just  managed to run the entire way, I'm just tired watching her. The player  then needs to jump over to the first ledge, which Lara does...just. It's  nice to see Lara has the ability to jump long distances, however not as  far she she used to...or will do in later in earliar games...Wow,  that's confusing! Running forwards towards the exit, Lara must also jump  a few more times, each time, she stumbles but recovers quickly. 
After reaching the final ledge, the only way that Lara can go  is forwards. Just as the game lulls you into a false sense of sercurity  that you're in danger but you are alone; moments after turning a  corner, Lara is grabbed again by the enemy who tries to persuade her  that he's trying to help. If you believe them, according to the Game  Informer article, he stabs you. If you refuse to believe him then the  player must move the left analog stick left and right which causes the  enemy to lose grip. And just in time too, as another well posistion  boulder first pins down his legs/stomatch as it's friend aims for his  head. The death of the enemy is gruesome and combined with Lara's  extraction of the spike, sets the scene for Lara's grimmest adventure  yet. 
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| Lara catches the edge of the rock before falling | 
After climbing on the ledge, the player must drive Lara up a  steep rock incline with rushing water to the exit to the cavern. I  noticed two features I liked especailly, one is about the realistic  water, and the other is the filter they used at the end which showed the  camera covered in dirt. I don't particularly like interactive cutscenes  because in most games they feel as though it detracts away from the  experience, however in this game the use of the buttons are clever. To  crawl up the incline, the player uses the left and right back buttons on  the controller which is perhaps more immersion then just having the  player press up or X.
The Gamespot version came with two extra interactive moment, where the player must make Lara avoid the boulders (*cough* heat seeking rocks *cough*) that are falling down the incline towards Lara. A quick tap of the left shoulder button and direction will make the protagonist avoid death....Technically it would be a paradox if the character dies in this game since it's the original origin story now.
The Gamespot version came with two extra interactive moment, where the player must make Lara avoid the boulders (*cough* heat seeking rocks *cough*) that are falling down the incline towards Lara. A quick tap of the left shoulder button and direction will make the protagonist avoid death....Technically it would be a paradox if the character dies in this game since it's the original origin story now.
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| Lara finally escapes her prison, more beaten and bloody since we saw her last. | 
Lara manages to stumble to her feet and walk to the cliff edge to see the state at which the Endurance is in as the screen pans around her. The Tomb Raider logo dissolves into view in the skyline signalling the end of the preview.
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| The end of the preview and the Tomb Raider section | 














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