Tomb Raider Dev: If We Gave You Action Upon Action, It Would Get Old & Redundant
Tomb Raider Creative Director Noah Hughes spoke about Rise of the Tomb Raider in a lengthy interview with Game Informer.
A particular highlight of the game, according to Hughes, is the gameplay variety available to players.
If we gave you action upon action, it would get old and redundant. Part of what we really celebrate in our design aesthetic is pacing and the variation of pacing. This is where I feel blessed working with a character like Lara and a franchise like Tomb Raider, because we have all these different facets of traversal, platforming, combat, puzzle-solving, and resourcefulness that we can essentially commit to always giving you something fresh before you’re bored of what you’re doing now. So instead of hitting you with just one note, we’re really trying to play this, or for lack of a better word "score" this experience for you and have these high highs and these intimate lows. For us, it really is that variety and breadth of experience that really gets us fired up every day.
Indeed, Rise of the Tomb Raider implemented a lot more puzzle-solving through the titular tombs (though some of them are optional). The complaint about excessive action sequences has been often directed to Uncharted as well, so it makes us wonder if this is a soft but sly jab at the competitor.
Rise of the Tomb Raider released in November for Xbox One and Xbox 360. The game received strong praise from critics (including us) and gamers, though sales have been somewhat disappointing so far.
A PC version has been recently confirmed for next month, while PlayStation 4 gamers will have to wait until Holiday 2016 to play the latest chapter of Lara Croft's adventures.
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