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The
Tomb Raider: Underworld Postmortem on Gamasutra was originally
published in a print issue of Game Developer magazine, offering a look
back at the latest Tomb Raider game. They specifically discuss pitfalls they
encountered despite their efforts from the outset to avoid them, saying: "In
light of that, some of the 'wrongs' will be discussed in terms of how our
methods to avoid known issues fell short." These "wrongs" include the ambition
to create a unified shared code base for this and other games, the ripple effect
of refactoring, an unproductive preproduction phase, acts of god, and an overly
ambitious design. Among the things they feel went right with development were
the game's long alpha period, the team's focus on their goals, the flexibility
of their production process, their establishment of proper movement metrics of
Lara, and that the team never actually lost their minds during development.
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