Eidos Montreal’s (and to an extent, Crystal Dynamics’) game won’t make Lara die unavoidably if we somehow manage to screw up a puzzle.
WCCFTech quotes form June’s PC Gamer magazine. Vincent Monnier, the gameplay director, said the following: „We avoid trial and error, where you’d have to die to understand what’s happening. What we use, from the beginning of this trilogy, is tinkering. This tinkering is really about manipulating, usually the physics object and pulling things and making you go, ‘Oh, okay, so if I put that there and do that it’s going to work, but if I do that I’m going to die.’ That’s why players usually don’t feel cheated by the game because you always have a way to anticipate any kind of danger.” It means that Shadow of the Tomb Raider would bring out deadlier puzzles than before but with a chance to notice our failure before Lara ends up kicking the bucket.
The game will contain multiple hubs, and one of them (the biggest one) would change significantly depending on Lara’s actions. „We are going to have a few hubs, including the biggest hub that we’ve had so far. So people will get a more up close and personal look at the culture, not from the perspective of the artifacts necessarily, but meeting people and having to live alongside them,” Jill Murray, the game’s lead writer said. „The hub has a different aspect to it because of the living world. There is much more we can work with, with how the player plays and what the player has achieved during the game,” Monnier added.
Shadow of the Tomb Raider will launch on May 14 on PlayStation 4, Xbox One, and PC. The first gameplay video will be shown at E3 in June.
Source: WCCFTech
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