Tomba! Special Edition launches on August 1 for PS5, Switch and PC, later for PS4

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

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

About

Tomba! returns Tomba! Special editionthe ultimate version of the legendary platforming masterpiece.

As the titular Tomba, you’ll jump, bite and swing your way through stunning 2.5D landscapes on a quest to vanquish a deplorable cadre of nefarious pigs. Along the way, you’ll explore ancient relics, discover fascinating characters, unlock exciting missions and discover hidden treasures. It’s a platform adventure that perfectly combines linear and non-linear gameplay styles.

Tomba! was first published in 1997 and returns today in a vastly expanded special edition packed with quality of life improvements.

Most important features

  • Save everywhere! You no longer have to worry about returning to a checkpoint.
  • Rewind! Are you stuck with a difficult challenge? Try again!
  • Switch for analogue operation
  • A museum packed with classic print advertisements, original packaging and manuals, never-before-seen development documents and original high-resolution artwork.
  • A new remastered soundtrack.
  • Interview with the creator, Tokuro Fujiwara.

And here’s a new interview with Tomba! creator Tokuro Fujiwara published on PlayStation Blog:

In 1997, when you made Tomba!most developers focused on making 3D games like Tomb Raider or Crash Bandicoot. Instead, you decided to combine 2D sprites with perspective-shifting 3D environments. Why?

Tokuro Fujiwara:Tomba! runs on 3D technology, with gameplay designed around 2D principles. That’s why it’s described as a 2.5D game. I think 2D games have a certain charm that 3D doesn’t have. I also wanted to push the boundaries of what was possible. To bring my vision to life, I had to use 2D principles in combination with 3D CG imagery. This allowed me to create something that felt new on the PlayStation.

“There were times when I wondered if I should go for 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 create a sense of depth. This means that you have to design the game in a creative way so that the different layers do not conflict with each other. This results in something interesting that can only be achieved with 2D.”

What do you hope new players will learn? Tomba! Special edition?

Fujiwara:Tomba! has many side missions. These come in different variants and are hidden during the game. I encourage players to seek them out. Various items allow players to learn new moves, expanding the way levels can be beaten. I hope players track down and seal the Evil Pigs scattered around the world, creating even more to see! There are many discoveries to be made. I hope players can relax and enjoy the world of Tomba!

Talk about genre-bending gameplay. Tomba! feels like an open world, despite being described as a side-scrolling platformer. This was largely due to the non-linear way the levels could be played. Was this done intentionally, or is it something that just happened through development?

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

‘You might consider it Tomba! an open world title, a term rarely used at the time. There is a large area with a lot of different content. As you walk around you will come across different things, discover and collect them. For example, you have to complete certain tasks Tomba!, but you can walk around freely and complete them as you wish. Some tasks and main objectives can even be skipped entirely. Many of the ideas I had in mind Tomba! These used to be ideas that we see today in open world game design.

“I initially wanted to add 100 quests, but the final game exceeded that. It was hard work for the team to fit everything into a timeline. What started as vague ideas in my head grew into a volume of content so vast that it blew my mind!”

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

Fujiwara: “Game development is a constant battle against technological growth. That was the case then and it is still the case. I felt that the PlayStation was such a remarkable improvement in terms of hardware, allowing for more possibilities. Games went from pixelated rendering to CG. Game developers had to learn many new skills. Expectations skyrocketed, along with the scope of the game ideas. Development environments were evolving, making things challenging but exciting for developers. The introduction of the PlayStation and the developments from that time still influence games today.”

Finally: why do you think it is important to take with you? Tomba! back now?

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

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