Predecessor had a large cast that only popped in now and again, Rise has a Lara personal motivation, and I quite liked the insight it gave into her This time around, instead ofįinding her own inner strength and building out her skill set, Lara faces someįamily demons as well as a lesson in truth. OnceĪgain, Lara and her growth are at the centre. It’s still not breaking any new ground but it remains anĮntertaining, engaging and personal story with improved pacing to boot. I think this change inĪttitude in Lara is also the perfect way to describe the spirit of Rise. Lara that’s much closer to the Lara Croft of old. To be an archaeologist/adventurer, Rise of the Tomb Raider sees a Laraĭedicated to this life and with a thirst for both adventure and the truth. Of the 2013 outing is young, inexperienced and doesn’t even know if she wants She finds his Tomb empty but and Trinity, an ancient order of knights turned paramilitary organization investigating the supernatural, hot on her heels.Īgainst Ana, her father´s second love and sort-off mother figure, wishes Lara, together with her friend and fellow Enduring survivor, Jonah head to Siberia to find the lost city of Kitezh and get to the bottom of the legend of the ‘immortal prophet’ and why Trinity’s is pursuing it as well. Piecing his work together she locates the tomb of the ´immortal prophet´ in Syria. Looking for answers, Lara digs into her father´s old works about immortality. One year after The Enduring shipwrecks on Yamatai, Lara is struggling to explain the supernatural things she has seen on the island and is suffering from PTSD. Other words ‘more of the same for both good and ill. More of a perfection of what that game was at its core than a ‘next step’. It is, however, still Tomb Raider 2013 at heart. More streamlined gameplay, better graphics and performance and more tombs just The game myself, I can say that yes, Rise is indeed a good bit better. The one that was such an improvement over its The one felt like one of the classic Tomb Raider games where ‘2013’ leaned moretowards a survival game. Made by Crystal Dynamics before Square Enix gave the reins to Eidos Montreal. People always pointed towards 'Rise' as the best of the trilogy, the one still Whenever I looked up conversations on the ‘Survivor’ trilogy The 20 Year Celebration edition to be precise. There’s something over there I have to get there.Opening of my recent ‘ The Future of Tomb Raider’ post I recently finished theĢnd instalment in the most recent set of Tomb Raider titles. A good concept for Tomb Raider tends to have those things: interesting composition, mood and atmosphere, and a sense of mystery and intrigue. The weather and the danger of the traversal all have to come through in those concept pieces. It is the adversary that Lara ultimately has to overcome. "I’ve often said that the environment is the second most important character in the game. It’s intriguing, and at the same time we want to engender a bit of mystery and potentially even fear – the fear of the unknown." You don’t know what’s back there, but it’s got atmosphere across it. There is always that feeling of something not quite being in focus. "There is this sort of ominous beauty we put into our games that has an oppressive quality. I can’t wait to get over there.' You create that interest through lighting, through complimentary color schemes, things you can say like I am in a very cold place or there is a warm light, or vice versa." You look at it and you go, 'Oh, I know where I am supposed to be looking. They have to provide a sense of composition. "The concept art pieces that we do, generally have to accomplish a couple different things. We spoke with game director Brian Horton about what went into Rise of the Tomb Raider's initial artwork and how it is influencing the direction of the game. Before pressing the A button ever makes a character jump, or pushing the control stick makes a character move, concept art is in place pointing a game in the direction it is meant to go.ĭespite establishing a solid stylistic groundwork with the 2013 Tomb Raider, Crystal Dynamics still needed to develop an artistic base for the new Lara Croft's second journey. It's often the first thing created for a video game and serves to direct the tone and style of the entire project. Concept art is an unsung hero in the game development process.
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