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Tomba! The special edition launches on August 1st for PS5, Switch and PC, later on PS4

Tomba! Special edition will launch on 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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Tomba! goes back inside Tomba! Special editionthe best version of the legendary platforming masterpiece.

As the titular Tomba, you jump, bite and fight your way through stunning 2.5D landscapes in your quest to prevail against a pitiful group of vile pigs. Along the way, you’ll explore ancient relics, meet fascinating characters, unlock exciting quests, and discover hidden treasures. It’s a platforming adventure that perfectly blends 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.

Basic functions

  • Save anywhere! You will no longer have to worry about going back to a checkpoint.
  • Rewind! Stuck on a tough challenge? Try again!
  • Switch for analog control
  • A museum full of 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 Tomba! creator Tokuro Fujiwara posted on the PlayStation Blog:

In 1997 when you did Tomba!most developers focused on creating 3D games like Tomb Raider or Crash Bandicoot. Instead, you decided to mix 2D sprites with 3D environments with changing perspective. 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 kind of charm 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 looked new for the PlayStation.

“There were times when I wondered if I should go 3D instead, 3D games have a very distinct sense of space. In 2D, all the action takes place on a flat plane, and the 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 conflict. This leads to something interesting that can only be achieved in 2D.”

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

Fujiwara:Tomba! there are many side missions. They come in different varieties and are hidden throughout 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 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 that players can relax and enjoy the world of Tomba!

Speaking of genre changing gameplay. Tomba! feels like an open world even though it’s described as a side-scrolling platformer. This is largely due to how non-linear the levels can be played. Was this done on purpose or was it something that just happened through development?

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

“You can think Tomba! 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 certain tasks in Tomba!, but you can roam around freely and complete them as you please. Some tasks and main objectives can even be skipped entirely. Many of the ideas I envisioned Tomba! back in the day were ideas we see in open world game design today.

“I originally wanted to include 100 quests, but the final game exceeded that. It was hard work for the team to put everything together in a timeline. What started as vague ideas in my head grew into such a large amount of content that it blew my mind!”

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

Fujiwara: “Game development is an ongoing battle against technological growth. This was true then and is still true today. I felt that the PlayStation was such a remarkable improvement in terms of hardware that allowed 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 game ideas. Development environments have evolved, making things challenging yet exciting for developers. The introduction of the PlayStation and the advancements of that era still influence gaming today.”

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

Fujiwara:Tomba! it has been around for a long time but continues to be loved by many. I’ve long wanted the game to be available to more people on modern systems. Now that the opportunity is here, I think PlayStation fans today are in for a treat Tomba!

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