

We wanted a moment where we’re alone in the jungle so that Lara can be transformed by the jungle. The jungle is duality - life and death, it’s a place that creates a lot of opportunities and wonders, but also one of the most dangerous places in the world to go to. The jungle was chosen for many reasons, not only as a visual contrast with the previous game, but the jungle is a reflection of where Lara’s at in her capacities. Was that always an important element to include? I found it interesting that at least in these first few hours, there’s been less focus on combat with Trinity than there has been with the natural threats of the jungle. It’s really about taking that momentum of this character and leading it to a good conclusion. Here, we have really interesting pacing, there’s more puzzles on the critical path and there’s more exploration. One of the things I’m very proud of in this game is the balancing and the pacing of all the mechanics. But the more low level you get, it’s iteration, trying to make the best story we can make, and balancing the pillars. So we can’t just ignore that, we have to find a way to answer that question. The last thing you hear in Rise is Lara’s father was killed. Was there always a trajectory planned for how Lara’s story would progress or iterate or was there room for Eidos to put their own stamp on it?Īt the high level, it was conceived as a three-part coming-of-age story, but as you get into execution, every game is solving its own problems and creating its own plot, and we go in there and we have this clear momentum coming from Tomb Raider 2013 to Rise, so we have to answer those questions. Having the opportunity to work on Tomb Raider is such an exciting change of flavour and change of pace. My previous game was Deus Ex: Mankind Divided, which was very cerebral, and about choices and consequences. There’s been collaboration on Tomb Raider 2013 and Rise, both in content and technology, so it’s been an ongoing relationship for a long time. But the relationship between Crystal and Eidos goes back to the founding of the studio, because even Deux Ex: Human Revolution was using Crystal Dynamics technology as the engine. As we’re doing the press tour now, it’s been very rewarding actually seeing people playing and giving a lot of positive feedback. Jason Dozois: It’s been a tremendous responsibility. VG247: Now that Shadow of the Tomb Raider has gone gold, how has it felt taking the baton from Crystal Dynamics to conclude Lara’s origin story? Warning: Interview contains a spoiler for Rise of the Tomb Raider. It’s just over a month before Lara Croft’s concluding chapter of her origins trilogy is released with Shadow of the Tomb Raider.Īs well as getting a hands-on of the first few hours of the game, introducing Lara to the Peruvian jungle and her search for the hidden city of Paititi, I also got to speak to the game’s narrative director Jason Dozois, discussing the journey to making this final part of the story, tailoring challenges to players, and what becoming the Tomb Raider means in our times. Please don't flair text posts as 'Self-submission'.The tight shorts and dual pistols are dead and buried. 'Self-submission' flair: This flair is reserved for artwork or videos created by you. Moderators can remove posts and comments at their discretion. With the greatest british archaeologist adventurer, Lara Croft. 🎊 Celebrating 25 years of Tomb Raiding 🎉 Games, Movies, Comics, Animated shows, mobile games, everything. Welcome to the Tomb Raider Subreddit where we discuss everything related to Tomb Raider starring Lara Croft - from her adventures in video-games to her expeditions in movies, this is the place to discuss the Tomb Raider franchise!
