Tomb! Special Edition comes out 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 1st, followed later by PlayStation 4, developer Limited Run Games he 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 dash your way through stunning 2.5D landscapes on your way to overcome a pitiable cadre of nefarious pigs. Along the way, you’ll explore ancient relics, discover fascinating characters, unlock exciting quests, and uncover hidden treasures. It’s a platformer that perfectly blends linear and non-linear gameplay styles.

Tomb! first released in 1997, it’s back today in a greatly expanded special edition full of quality-of-life improvements.

Key properties

  • Save anywhere! You no longer need to worry about returning to the checkpoint.
  • Rewind! Stuck on a difficult challenge? Try it again!
  • Switch for analog control
  • A museum crammed with classic print ads, original packaging and manuals, never-before-seen developer documents and original high-resolution artwork.
  • New remastered soundtrack.
  • Interview with 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 have focused on creating 3D games like Tomb Raider or Crash Bandicoot. Instead, you chose to mix 2D sprites with perspective-shifting 3D environments. Why?

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

“There were times when I wondered if I should switch to 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 collide. The result is something interesting that can only be achieved with 2D.”

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

Fujiwara:Tomb! has many side quests. These come in different variations and are hidden throughout the game. I encourage players to seek them out. Various items allow players to learn new moves and expand the possibilities of overcoming levels. I hope players will find and seal the Evil Pigs scattered around the world, which will unlock even more for you to see! There are many discoveries to be made. I hope players can relax and enjoy the world Tomb!

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

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

“You might consider Tomb! an open world title, a term rarely used at the time. There is a wide area with a lot of different content. As you move, you meet, discover and collect different things. For example, you have to complete certain tasks Tomb!, but feel free to roam around and finish them as you please. Some quests and main objectives can even be skipped entirely. Many ideas I imagined Tomb! at the time, the ideas we see today in open-world game design were there.

“I originally wanted to include 100 quests, but the final game exceeded that. It was hard work for the team to fit it all into the timeline. What started out as vague ideas in my head packed into an amount of content so big it took my breath away!”

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

Fujiwara: “Game development is a constant battle against technological growth. 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 range of game ideas. Development environments have evolved, making things challenging but exciting for developers. The introduction of the PlayStation and the advancements made since then continue to influence games today.”

And finally, why do you think it’s important to have with you Tomb! back now?

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

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