Showing posts with label E3 2015. Show all posts
Showing posts with label E3 2015. Show all posts

Sunday, 8 November 2015

[Warning! Minor Spoilers, although the piece focuses more on Crystal's approach to tomb design rather than detailed examples and locations.]

As part of the E3 Ambassador Program, I wrote an article for the official Tomb Raider blog about the reemergence of tombs in the latest installment of the franchise. After listening to fan feedback from the previous game, the team at Crystal focused on expanding these areas, making them more complex and captivating. For the piece I had the pleasure of interviewing Jeff Wajcs, Senior Designer at Crystal Dynamics. I am so happy with how the interview turned out, the answers that Jeff gave were not only informative but there was a clear passion and genuine interest behind the words.

Parts of the interview can be seen in the Return to Tombs article, but I am excited to be allowed to share with you the full interview below. A huge thank you to Meagan to arranging the interview and Jeff for the fantastic answers:


What types of tombs can players expect to encounter in the game? And how to do they differ from each other?


Jeff Wajcs: We have the main critical path tombs the optional challenge tombs. The critical tombs are bigger than ever and feature a variety of gameplay, themed around big puzzles. Additionally, there will also be exploration, combat, and traversal in these spaces, along with collectibles to find. Challenge Tombs are smaller and focus primarily on puzzles. Traps and other dangers appear in both, so Lara will have to stay on her toes no matter which sort of tomb she is raiding.


You’ve announced that you want to improve the tomb experience from the previous game, what is your design philosophy for the new game?


Jeff Wajcs: Besides just having more tombs in general, we have a new philosophy for critical path tombs. Every critical path tomb throws one “big problem” at Lara. She needs to solve a series of puzzles in order to chip away at the “big problem,” bit by bit. We also refer to this as “nested puzzles.” This philosophy lets us insert traversal and combat challenges in the moments between puzzles, and helps us balance the pacing without compromising the puzzle theme of the level. This also puts the puzzles into much larger spaces to explore, and Lara will be able to return to them later to find everything she missed on her first time through.



Has the Next Gen technology and graphics expanded the potential of tombs and puzzles in Rise of the Tomb Raider?


Jeff Wajcs: You bet! Water is one of my favorite things to use for puzzles, and you’ll see a lot of new next gen materials and FX on display. Lara will need to use the different physics of water to solve a wide variety of puzzles. There are changing water levels, water currents, water used as weight, water powering machines- there’s a lot. And Lara will be able to swim around freely in it for this game!

 

 

What is the developmental process for planning and creating tombs? Can you walk us through the workflow?


Jeff Wajcs: There’s no formula for coming up with puzzles. Some like to start with the story component. Others start with the puzzle mechanics. I like to start with the layout of the space itself. Of course, all three of those things need to be decided on and approved early. After that comes the grind- iterating to work out all of the problems. Is there enough of a “wrinkle” with a nonobvious solution? Have all the puzzle mechanics been introduced? Are there any problems with the layout? This all takes place before user testing, which flushes out all kinds of new problems. Why aren’t players finding the rope connection? How can we discourage an idea that leads to a dead end? How many times did the player die on a specific part? It takes a lot to get a puzzle balanced and satisfying to play!



Did you find anything particularly challenging when it came to designing the tombs in the game?


Jeff Wajcs: The most challenging aspect of designing a tomb is always tying in the fiction. The days of random pressure plates and gigantic wall switches are long gone. We work hard to incorporate every puzzle element into the environment and the story we are telling inside of it. The puzzle and story improve each other by quite a lot when they are connected.

 

 

In the previous game, the focus was on Lara learning how to be a survivor, for Rise of the Tomb Raider she’s more experienced. Does this have an impact on the tomb design?


Jeff Wajcs: Instead of stumbling into tombs and trying to escape, this time Lara is actively seeking the tombs out in order to learn their secrets. We put a lot more attention into how Lara finds and infiltrates the ancient spaces of our world. Of course, now that Lara actually wants to get into the tombs, the tombs themselves have to try even harder to keep her out. We’ve prepared a bunch of new traps and hazards that only Lara Croft could survive.



How are you handling the difficulty level? Are the tombs designed so that Lara and the player always have to push that little bit more? And do you have a way of balancing the difficulty so that experienced and new players can both enjoy the tombs?


Jeff Wajcs: Survival Instinct is the key for aiding new players. Every puzzle can be solved without Survival Instinct, and players that enjoy being challenged by puzzles can definitely go without it. Lara will provide more hints the more Survival Instinct is used, so less familiar players can rely on it more. The presence of Survival Instinct is actually what allows us to include the harder puzzles in the game that we hope our longtime fans will appreciate.

 

 

Closely related to the previous question, how are you tailoring the tomb difficulty for players with different levels of experience?


Jeff Wajcs: Tomb Raider has a lot of action gamers in its audience, gamers who may not have a lot of puzzles in their diet normally. It is a great opportunity for us to introduce them to puzzle gameplay, and it is no small challenge. We’ve done a good job breaking down our harder puzzles into their constituent pieces and introduced each individually. For instance, Lara’s rope arrow is something unique to Tomb Raider and has more than one application (including a couple new ones!). Teaching those applications one at a time and ramping them over the course of the game is really important. That way, when players are stumped on the puzzle, it is for the right reason and never too long, and they get the rush of satisfaction from figuring it out.



What kind of rewards can players expect to find in the challenge tombs? Do they unlock achievements or will they affect the gameplay and Lara’s abilities or equipment?


Jeff Wajcs: There are a ton of new skills this time around, and several of them can only be acquired by completing the Challenge Tombs. Tombs also have a ton of crafting resources, which are more important than ever. Lara will also find maps that show her the locations of other collectibles out in the wild. So no matter what kind of player you are and what kind of gameplay you like, Challenge Tombs will have the right reward for you.

 

 

The challenge tombs in the previous game felt a little disconnected from the main storyline. Will the new tombs have a bigger story significance or be tied more closely to game world’s lore?


Jeff Wajcs: One of the biggest improvements to the Challenge Tombs has been in the story department. Each Challenge Tomb has a history for the player to discover, both in the documents left there but also in the environment itself. Each tomb feeds into the broader mystery that Lara is trying to figure out. The environments are certainly much more exciting as a result.



What are Lara’s motivations to enter the tombs? Is she going there purely for archaeological interest or for personal gain or something else?


Jeff Wajcs: Finding the secrets lost in time is important to Lara so that she better understands the world, and what happened to her on Yamatai. There is also Trinity, an organization that exists to use history’s secrets for their betterment. They destroy what cannot be hidden, whereas Lara would rather use those secrets for the betterment of mankind. She will learn a lot as she learns those secrets one by one.



[Transportation, lodging, and E3 badge provided by Crystal Dynamics and Xbox as a part of the E3 2015 Ambassador Program]

Sunday, 4 October 2015

[Possible Spoilers! We don't go in depth into enemy types, story or levels however the interview does touch on them. Like the Return to Tombs article, this interview focuses on Crystal's approach to Lara's next adventure.]

During E3, I had the opportunity to sit down with Noah Hughes, Creative Director at Crystal Dynamics, and talk about Rise of the Tomb Raider.

The interview was at the end of a crazy, packed day. It started with the Microsoft Media Briefing, on screen interviews (eek!) and featured a working lunch, a working dinner and finally a XBOX press event which ended around midnight. Originally I had planned to focus on the interview throughout lunch; smoothing down some of the ideas I had jotted down on paper and getting some serious writing in. Unfortunately that didn't quite go as planned; I was told in the morning that there was some trouble collecting my E3 badge, so the time put aside had a new focus. But I did have some time to work on it.

Given the atmosphere in the room, and that it was rolling into the evening, I wanted to have a relaxed conversational interview about how Crystal approached Lara's next adventure rather searching for an exclusive. It gave us the opportunity to talk about the game and the development process in a different light, I hope you'll enjoy it. Noah was absolute pleasure to talk to and it's clear right from the moment he entered that restaurant that he has a passion for the series and genuine interested in the community. You can read the full transcript below.

 

G&G: How do you feel about the world seeing the first bit of gameplay for Rise of the Tomb Raider?


Noah: Well, I'm always very excited to finish the game, E3 is a little bit before finishing so we're still hard at work at Crystal, but feeling really good about what we've got to show and excited to finish it. I think generally it's always invigorating to go to E3 and see positive feedback from fans. Everybody at the office is excited to, basically take the next couple of months to close it out and put it in a box.


G&G: Thank you for decoding the question then! (I stumbled a little at first). So when did you start production for this game?


Noah: Y'know that's actually that's a good question. I don't know. It was after we finished the last one, but to varying degrees you start thinking about the game even before you finish the first one. So, one of the things we joke about is if something doesn't make it into the first one that 'aw maybe we can get that into the second one'. So there's always natural ideas and patches that you want. But also you get to do also a blank slate and say 'okay, well what do we want to do?' So pretty much as we started clearing our minds for the first one, we started putting together exciting ideas for the first one but also more importantly, starting to understand where we wanted Lara to go next. That's always the centre of our pre-production; what's Lara's next adventure? What's her next location? What's her next myth?


G&G: How do you even start thinking about creating a new Tomb Raider game? That feels like a huge undertaking! 


Noah: Yeah! I mean, there are parts that are tough and parts that are easy. So, somethings that are tough are trying to understand if we look at the character in the reboot and we look at the Lara we all know and love, there's sort of this question of how do we step her towards that. And that's a little bit harder because it's specific to her character and her arc. Then there's fun and easy questions like 'what places in the world would be cool to visit' and 'what myths would be cool to explore'.  So we basically put those two things together and tried to brainstorm both exciting adventures and important steps for Lara.


G&G: Talking about myths, how did the team go about researching them? (Asked by Kelly, Archaeology of Tomb Raider)


Noah: Yeah, I think we looked at...Well, one of the great things- I can't even imagine a time before the Internet and libraries, and things like that. We very much immerse ourselves in research both traditional which is books, and also online. But it's also really fun in the sense that we can bring out the map of the world and say 'where do we want to go today'. So, part of it is taking the ideas of Lara's current interests, so when we talk about all the millions of places that Lara could go, where would SHE want to go next? We started to make sure that her important parallels between her first journey and her second journey; this current chapter as it relates to her understanding.

So one of the things you'll see as a through line between the two games is myths about immortality, and in the first game we had the myth about an immortal Queen. And in the next game she is chasing the myth about immortality, that she's partly trying to take something she'd glimpsed in her first adventure and try to understand where if anywhere in the world does this truth exist? And that's one of the things that I like about the Tomb Raider myths research is that it's not just random it's trying to understand what are the underline commonalities the myths of multiple cultures. And part of what we try to do is say what is a common thread between what she experiences on Yamatai and what she might experience in her next adventure and how will that help explain to her the world that she lives in.


G&G: So, will the game explore multiple myths tied with that common trait? (Asked by Kelly, Archaeology of Tomb Raider)


Noah: It does! We've announced Siberia as a location and Syria as a location, and as you know sort of based on Japanese myth. So, we try to find commonalities between different myths within these cultures, so you'll see some amount of common thread that transcends any one culture.


G&G: Watching the demo, something which really impressed me was when Lara was walking across the cliff edge and you can see the snow parting as she was walking. How did the team ensure that they captured that level of realism in her interaction with the environment?


Noah: Yeah! A couple of things. One is that, we started with the story but once we were inspired by Siberia as a location, that we knew snow and ice would be important and also we were making a game on a new generation of hardware for the first time. We wanted to basically take environmental detail and express that in sort of next gen technology kind of ways. So actually snow is a really fun way to do that; I know it kind's of sounds silly but, when I first got that technology where I could walk around and draw shapes in the snow, and there's something so cool about the character affecting the world in that way. It was fun for us to work with programmers to try to realism the environmental technology that would allow us to really place Lara in these hostile environments. So, it started with kind of the story but it ended up being a technology feature exercise.

 

G&G: Can you talk a little bit about the tomb aesthetics? Did the team have any real life sources for inspirations or references?


Noah: Yeah, as you know it was really important for us to, especially hearing feedback from the first game, to push tombs in all their awesomeness which to me is lots of facets; it's amazing places you wouldn't normally go but it's also these hidden, secret locations with dangerous traps and awe inspiring reveals and all of these things. So for us, tombs were important in both digital and gameplay design. But a lot of the mythology comes from Byzantine backgrounds and visual design, so actually we did a lot of -- as we did on both games -- we had a lot of artists travelling and taking pictures and trying to inspire ourselves by the real architecture and even murals and paintings and stories and all of that. Yeah, definitely both from the Byzantine background as well the Russian location, in both cases, we really tried to do on the ground research as well as, sort of, fictional inspiration research.


G&G: Could you talk a little about the type of enemies Lara will face in the game?


Noah: Hmm, I think we're not talking too much about the enemies. The two things to recognise are that Lara does cross paths with Trinity who is a secret organisation with unclear goals... as of yet. But they operate on the same level as Lara so she will face, essentially a race to the lost city with this ancient and secret organisation, Trinity. We also inspire ourselves with myths of the cultures and the locations, so we have more to share about the enemies in the future.

 

G&G: What aspect of the game are you most excited about people checking out when the game is launched?


Noah: I think I'm... two parts....three parts... It's hard! I think I'm very excited about tombs, and that's not because that's your line of questioning, but as a fan it very much hurt me to not have delivered on that as much as people wanted to experience. I'm very excited about going back to tombs in the main story context but even, also in our last game, a lot of people appreciated our challenge tombs, and I think we do better with the main tombs as well as our challenge tombs. So I think we have a lot of Tomb Raiding for people in the game, and that's very exciting to me.

I think another thing that's awesome is, we had survival mechanics in the last game, I think we have the chance to very much evolve those, so it was kind if the first time in a Tomb Raider game where we had fully pushed into survival land. We have a more mature survival system which make it fun to explore environments and become more competent and more powerful and geared up.

And then the third thing is probably just the next gen. That it is actually exciting to have new technology that I always focus on the story and the character but I also, I just, new technology allows us to do new cool things, so that's been fun.


G&G: So, I'm someone that completes the game but likes going back to just find those hidden items in the levels. Will there be collectibles in the game?


Noah: Yeah! We have at least as much and probably a lot more to do in this game than the last game. I think one thing people will find is there's the main story is at least as long, probably longer, and then the secondary content is more robust. We have at least as many, and probably more, collectibles like documents and relics and mission givers, and being able to infuse the narrative into our secondary missions and thinks like that. So, I'm actually very excited, and I think probably, one of the things I'm most proud of is that, as a game, it exists as an exciting roller coaster ride but it's probably most fun as a world to just explore every nook and cranny. I believe that for players like you, there will be even an improvement than the last game.

 

G&G: I think we have time for one more question... So, the game is coming out on November 10th, it may be a little early, but because you've been hard at work on it for the past few years. Have you been thinking about any celebration plans? Something to look forward to when the work is completed?


Noah: Well, I think everyone looks forward to resting at the end, but there's a buzz around the office just because we've just got so good reception and feedback from the last game. And we feel that we can, realise a good sequel, as well as fix some things that people wanted. For me, it's exciting to just get to the light at the end of the tunnel and say 'oh, I think we've done our fans a service'. But in terms of what we do, I think most people will probably sleep for two days and then not talk to anyone for a week after that, or maybe that's just me.
 
G&G: After all the work, all you want to do is stare at the wall for a bit.

Noah: Yeah, you know how it is! But I'm very excited for the game, as you know, it's a lot of work to make a game, so everything goes into this. Until you're done, all you're trying to do is make the best version of it that you can.

A huge thanks to Noah for taking the time to do the interview!

[Transportation, lodging, and E3 badge provided by Crystal Dynamics and Xbox as a part of the E3 2015 Ambassador Program]

Friday, 2 October 2015

 [Minor Spoilers: Although the piece focuses more on Crystal's approach to tomb design rather than detailed examples and locations.]


A little introduction: a few weeks ago, as part of the E3 Ambassador Program, I wrote an article for the official Tomb Raider blog (and which I can now post here) about the reemergence of tombs in the latest installment of the franchise. After listening to fan feedback from the previous game, the team at Crystal are expanding these areas making them more complex and captivating. For the piece I had the pleasure of interviewing Jeff Wajcs, Senior Designer at Crystal Dynamics who gave amazing answers.

It's an element of the upcoming game that I am seriously excited about, and I loved having this opportunity to talk about it. Read the article below:

A Return to Tombs


For Lara Croft, her journey across Yamatai was one of survival, which tested her determination and strength to their limits. The struggles she faced through the game shaped her, turning her into the character that many of us grew up with. Her experiences made her more determined, and kindled an interest to learn more about the secrets of the world. The next game, Rise of the Tomb Raider, continues Lara’s story and takes her to new locations in search for new truths, new challenges, and excitingly, new tombs.

Community feedback from the previous game highlighted an interest for bigger and more complex tombs, an element which Crystal Dynamics seems eager to deliver on for Lara’s next adventure. To understand Crystal’s vision for tombs in the upcoming game, I recently spoke to Jeff Wajcs, Senior Designer at Crystal Dynamics.

Instead of encountering tombs as a means to escape enemies or as an optional puzzle, in Rise of the Tomb Raider, Lara will be intentionally and actively seeking out these areas. As Wajcs explains, “besides just having more tombs in general, we have a new philosophy for critical path tombs. Every critical path tomb throws one ‘big problem’ at Lara. She needs to solve a series of puzzles in order to chip away at the ‘big problem,’ bit by bit. We also refer to these as ‘nested puzzles.’” These areas combine elements of puzzle solving with traversal and combat challenges, which enables Crystal to “balance the pacing without compromising the puzzle theme of the level”. image
The game will also see the return of challenge tombs. These tombs focus on a single puzzle and a single goal. While smaller than those encountered on the critical path, they are still packed with goodies to entice the player. Lara will be able to collect a number of resources in the tombs, which can be used in the game’s new upgrade system to improve Lara’s weapon and ammo, increasing the level of variety in the gameplay.

“There are ton of new skills this time around, and several of them can only be acquired by completing Challenge Tombs,” Wajcs reveals. For completionists, some Challenge Tombs will hold maps containing the locations of other collectibles outside of the area. “So no matter what kind of player you are and what kind of gameplay you like, Challenge Tombs will have the right reward for you.”

Previously many of the Challenge Tombs were stand-alone areas of exploration, which the player would venture to in search of a reward. This is an element which the team has been focusing on and improving upon for the new release.

“One of the biggest improvements to the Challenge Tombs has been in the story department,” Wajcs explains. Even in these optional areas, Lara’s fascination with archaeology will be growing, and the player will not only collect rewards but discover more about the location they’re in. “Each Challenge Tomb has a history for the player to discover, both in the documents left there but also in the environment itself. Each tomb feeds into the broader mystery that Lara is trying to figure out. The environments are certainly much more exciting as a result.”
Rise of the Tomb Raider sees the return of many features from the previous game, but thanks to next gen technology and graphics, the potential for tombs and puzzles has been greatly expanded. In addition to the scale and the realistic, yet magical appearance of these tombs, the team has been working on creating real-world puzzles to bring a new level of immersion to the title.

“The most challenging aspect of designing a tomb is always tying in the fiction. The days of random pressure plates and gigantic wall switches are long gone,” Wajcs says. One of the improvements made with the tombs is an expansion of the use of physics. “Water is one of my favorite things to use for puzzles, and you’ll see a lot of new next gen materials and FX on display. Lara will need to use the different physics of water to solve a wide variety of puzzles. There are changing water levels, water currents, water used as weight, water powering machines - there’s a lot.” image

The game is also promised to be accessible to players who have yet to play the previous title in the series. The return of the Survival Instinct feature teaches new players how to assess and manipulate the environment.
“Every puzzle can be solved without Survival Instinct, and players that enjoy being challenged by puzzles can definitely go without it. Lara will provide more hints the more Survival Instinct is used, so less familiar players can rely on it more,” Wajcs says. “The presence of Survival Instinct is actually what allows us to include the harder puzzles in the game that we hope our longtime fans will appreciate.”

Wajcs also teased about the challenges that Lara will be facing, as she’s now a more experienced adventurer. “Of course, now that Lara actually wants to get into the tombs, the tombs themselves have to try even harder to keep her out. We’ve prepared a bunch of new traps and hazards that only Lara Croft could survive.”

[Transportation, lodging, and E3 badge provided by Crystal Dynamics and Xbox as a part of the E3 2015 Ambassador Program]

Monday, 22 June 2015

Disclaimer: Transportation, lodging, and E3 badge provided by Crystal Dynamics and Xbox as a part of the E3 2015 Ambassador Program

On the final day of our E3 adventure, we had the pleasure of interviewing Noah Hughes, Director for Rise of the Tomb Raider. Questions were collected from fellow fansite members and their communities and were asked in a lengthy 40 minute interview. I also had the opportunity to interview Noah in a special one-to-one interview coming shortly. In the meantime, you can read our group interview which covers a variety of topics from what's driving Lara to links to the classic series. As many of you were curious about updates to the Microsoft exclusivity, we also asked about that.

The interview as conducted in a conference room at our hotel on the final evening. We went around the table in turn asking questions, and we have the opportunity to post approximately three questions each (or six for the English language ambassadors as there were two of us). While we couldn't ask all of ours, many overlapped with those posed by the other ambassadors at the show.

Noah was incredible throughout the session and gave really good answers. A big thank you to both him and Meagan for making the session possible!

Read the full transcribed interview below:


Can we expect any nods to classic games as Lara becomes a Tomb Raider?  

(Asked by Guns and Grapple on behalf of Jason Scott via Sara Croft) 
Noah Hughes: Yeah, one of the things we always try to do is evoke elements of the classics and that comes in more abstract and more literal ways. Probably my favorite of the general themes is really just tombs and trying to evoke those same feelings you’d get in the classic games when you’d come into these giant vertical spaces and really wonder how you’re going to get through them. So for me a lot of it is just that feeling that you got in classic games and just trying to really conjure that same sense of awe-inspiring discovery. We also try to find ways to evoke the classic games a little more literally but with that I think it’s probably a little spoilery, so I will say that we have tried to evoke not just those feelings but actually gesture at some of the classic things from Lara’s history. Even the bear I remember going to toe to toe with the bear in the first game which was really memorable for me, so even things like the bear are an important part of the survival ecosystem but they also have that nostalgic flavor to me.


Will there be a multiplayer mode?


Noah Hughes: Well we don’t have anything to announce in terms of multiplayer, but certainly we heard feedback from the last game and so as always we try to distill any feedback we get and make sure whatever we do, we’re informing it with what people would like to see.


Will there be any kind of summary of the comics and books?


Noah Hughes: That’s a good suggestion. We currently have set out to make a story that does stand alone so we don’t want people to be confused if they haven’t read the comics or book. But at the same time it does add a certain amount of understanding about Lara’s character and what she’s been through between the two games, so even if we don’t include it on the disc, I think it is something that adds to the experience. But we are committed to making sure people don’t feel left out if they haven’t experienced all of them.


Will it be possible to combine equipment to create new equipment or gain new attributes?


Noah Hughes: Yeah, we definitely have more equipment that for Lara in this game and in some cases that equipment sort of progresses over the course of the game. So in that example she takes her climbing axe and is able to use it in new ways, and one of the most important things about that is then she is able to get to areas in the world that she wasn’t previously able to. So one of the things that we like is coming back to hub spaces that you’ve been to before and making sure that that new gear is making it increasingly fun to get around, but also giving you access to more and more things within the world. So gear is still a very important part of the game and we have some new gear to introduce.

Are there vehicles?


Noah Hughes: We don’t have anything to talk about as it relates to vehicles. A lot of what we do focus on is Lara’s traversal mechanics - the platforming and the gear is something that’s really important to us, so that’s certainly the primary mechanic set that we wanted to focus on this time around. But we wanted to expand it, so for example swimming is a new way for Lara to traverse even when she may not have a vehicle. So for us it’s sometimes more interesting to give Lara new mechanics, new skills, and new ways to get around.


Will there be any hand-to-hand combat?


Noah Hughes: There are some additions to Lara’s close quarters combat move set, but we do feel like it becomes a bit of a different game, and in some ways becomes a little bit out of character, when hand-to-hand combat becomes your primary means of interacting. So in a lot of cases it is a last resort to some extent. Lara tends to take advantage of her bow obviously and she can use her axe in close combat, but it hasn’t been a focus of combat evolution. Instead we’ve tried to give more ways for players to use the environment and especially in the context of stealth and pre-combat, and we feel it’s in character to give Lara that resourcefulness and that intelligent approach to combat, and the ability to use her bow as a star and give the bow new mechanics. So yes there’s been some slight enhancements but it’s not necessarily the focus of Lara style combat for us.

 

Will we see the dual pistols, the ponytail, the swan dive, and more familiar elements make a comeback?


Noah Hughes: We have some small details that make a reappearance, but in a lot of ways it’s more those thematic elements. It’s the tomb feelings and a lot of those aspects. Having said that, there may be at least one of those things in that list that makes an appearance, so I’ll let you guys figure that out.

A lot of people want to know more about the final boss.


Noah Hughes: Spoiler alert! [laughs] Yeah, we do have bosses in the game, and on a smaller scale we even think of the first bear as a mini boss encounter and those sort of escalate between human and animal enemies. We do have a final climax at the end that may qualify as a boss fight, but for us it’s more about creating a memorable experience that allows you to test all of the skills that you’ve gained over the course of the game and ultimately feel that sense of accomplishment. And there is a narrative showdown between you and the main antagonist in the game.


What can we expect in terms of the graphics engine over the Definite Edition?

(Asked by Guns and Grapple on behalf of Sara Croft) 

Noah Hughes: The Definitive Edition was a great opportunity to push the content we had made with some of the resolution and performance of the hardware, but it also allowed us to understand how to make better content from the beginning as well as enhance our engine to take advantage of that hardware. This time around I think even if you played the Definitive Edition on the Xbox One that even though it’s the same platform you’re going to see a notable improvement. Some of my favorite things are Lara’s facial animation, and I think she really is coming to life and more importantly showing her emotion in ways she hasn’t in the past.
 I think also even just things like her hair are great, and for her to have all that secondary motion - as she moves all the things on her outfit are jingling around. But also gameplay benefits as well, as with the scale of the hub spaces. One of the things that’s interesting about that, as spaces get bigger you can actually sort of get lost in them, and talking about evoking some of those classic Tomb Raider feelings, that is part of it. I remember almost being panicked, like, “Oh my gosh, I don’t know where to go!” and so I do think even just scale adds a certain amount of feeling that we couldn’t evoke in the small-scale environments.

And then just little things, like the snow and Lara’s ability to make trails in the snow or get snow on her. There’s any number of things both gameplay-wise and aesthetics-wise that I think we’ve been able to do because we were making it for the hardware, and Microsoft’s been really good about giving us the geniuses behind their hardware, and we can send them code and they can profile it and instead of pulling back on the aspiration they really figure out how to get the system to do that for us.


Will there be any paid DLC?


Noah Hughes: I think that is a common request that we very much take to heart, but we don’t have any announcements for PDLC. [G&G Note: PDLC stands for Premium Downloadable Content, which is It is something that like you said we want to provide to allow players to continue to play in the world and that starts with just the on-disc replay. As soon as you’re done with the story, chances are there’s quite a bit more to do in the world. But then we recognize that beyond that it would be great to have more fun in the game so we’ll look at ways to do that.


Did you have Rise’s story in mind before developing it?


Noah Hughes: Yeah, we had on a couple levels. So one is trying to understand Lara’s arc as a character that we had a very broad strokes understanding of where she would go after the first game. And so there were some facets of character arc that we were excited to do after this game, and then beyond that I think you get inspiration for things that worked well in the first game so before you even finish you start to imagine what you could do. So you not only have this broad sense of where Lara would go, but in the end we don’t know the details like what exact location she is gonna go, or who the bad guys are, but it helps to have sort of a broad strokes sense of Lara’s journey as a character.


How did you choose the location, and why the myth of Kitezh?


Noah Hughes: That’s a great question. We choose our locations based on a lot of different facets, but one of them is very much the myths and inspirations that we can take for the actual tomb raiding that Lara is going to do. And in particular when we did find the myth about Kitezh, this idea of a lost city but not just lost, but the idea that it sank beneath a lake, was captivating to us and there were some great themes in the story. But for the most part it also becomes a decision about location and what types of environments we want to explore, and making sure we’re taking Lara to different places. So it becomes a combination of being inspired by the myth as well as the terrain, and situations that we can experience, but I think it was a very fertile land for both.



Does it matter what order you do side missions in and can Lara influence the day-to-day lives of NPCs?


Noah Hughes: Well I don’t think we are talking much about the NPCs and generally as a game we do find it difficult to express changes in the narrative flow based on the player's actions. But at the same time what we try to do is express a lot of playstyle advantages to how you play, and there may or may not be some secondary effects. But for the most part, the main story will play out. A lot of what you’re allowed to do is sort of tell your own stories on the side. So in some ways, I kind of think of it like a tree where the trunk is the main story, but when you get out on to the branches and leaves you really do feel like you’re progressing your own story, and we tried to involve more characters in that as well. We do try to make sure that’s a narrative backdrop for a lot of the secondary stuff that you do, but again that sort of becomes the story that you tell along the way.

Unofficial Screenshot - Lara and Jonah

 

Will Jason Graves be returning? Will the soundtrack be released on a CD or vinyl for collectors?


Noah Hughes: Again I think that is one of those questions that we…

Meagan Marie: Jason has actually said publicly that he is not involved. But we don’t have any announcement for who the new composer is. I’m sure we’ll blow it out when we do. I think that the answer to that is we know how much fan loves music, and that you guys loved the CD last time, so I would expect we’ll do something very similar. That’s not a formal announcement, but we’re definitely looking into options and we’ll let you know as soon as we have details.

Noah Hughes: I should clarify then in that context that I really enjoyed working with Jason and I think we’d enjoy working together again, so it was something where we very much respected each other’s work. This was more a decision about this game being an evolution of the last game, and really trying to capture a new personality, so part of it was saying from the ground up that if we want to score this experience, how can we best show this transition in Lara’s character?


Will Jason’s theme come back?


Noah Hughes: Yeah that is fair to say that we really loved the theme work that Jason helped us establish with the reboot, and so we like themes as a style of scoring the game. We try to make sure those themes take on the tone and emotion of the moment so they are very portable but we do work with common themes to help get that sense of identity.


Will TressFx be applied to other characters in the game?


Noah Hughes: That’s a good question. We do focus on Lara’s hair and TressFx for anyone who tried to played the last game on an old PC, knows that hair simulation is pretty greedy as it relates to performance, so we do have to be modest to how much we apply that to other characters. But we do try to make appropriate hair styles where that doesn’t become a noticeable shortcoming. and it really is Lara’s long hair that begs for that simulation the most.

Once Darrell Gallagher said “forget everything you know about Tomb Raider. I know that there are many forms of retaining the spirit of tomb raider to respect the spirit of what came before, while going new directions. After all of it, what should remain?


Noah Hughes: The shortest answer is Lara and who she represents, and the reality is that we didn’t throw everything out. It was a mental exercise to basically strip the franchise back to its very core but ultimately rebuild it with the same sensibilities and intentions and I think for me that becomes an expression of Lara’s adventure. As a character, she’s a brilliant archaeologist, she’s athletic in traversal, she’s competent in combat now, but most importantly she’s this driven explorer and discoverer and a lot of that embodies what’s great about action adventure games, and so we kind of took these two ideas of Lara Croft and everything she represents and what is fun to do in an action adventure game and we rebuilt with those same ideas our new vision for it. So it’s really a combination of being willing to put everything aside, but trying to put something together that’s a modern expression of everything that you did love about those classic games.

Good question, by the way.


 

Are we going to see Lara’s apartment in Rise of the Tomb Raider, or be able to play in her apartment?


Noah Hughes: Unfortunately we’re trying to not necessarily speak to everything you’ll do outside of the demo content. Mainly I can expand on what we’re showing right now. But it was fun to work on Lara’s apartment and showing her personality in different ways, and get inside Lara’s head by understanding what her desk looks like and things like that.


What is driving Lara this time around? 

(Asked by Guns and Grapple on behalf of @IsikMcCallum) 

Noah Hughes: That’s a good question. We could play a whole game’s story to answer it fully, but to summarize we probably start with trying to get into Lara’s head after the last adventure. She glimpsed something supernatural that she couldn’t explain but she believed it was real, however she came back to a world that didn’t believe it was real. So she suffered a certain amount of trauma on the island but probably the hardest thing about coming back to normal life was trying to get that out of her head -- that idea that if this myth was real what else could be real? And she started to begin to realize that her place in this world isn’t just digging up pots and relics and things, but she really felt that there were truths lost to humanity that were buried in these secret places around the world. If something like immortality was real it could make a difference, so you have a character that is both out of place in her world in search of an identity, but ultimately fueled by a passion to understand and discover and make that difference in ways she never thought she could. So we get deeper into Lara’s past to understand where that hunger comes from, so it’s actually a fun part of the storytelling this time around.

Another good question!

How will transitioning between locations work as relates to fast travel?


Noah Hughes: It is important for us to allow players to replay areas for completion’s sake, but certain mechanics sometimes make that travel not available. So you won’t necessarily be able to freely travel between every location, but we will provide fast travel for players to strive to be completionists.



What percentage is the action adventure versus puzzles?


Noah Hughes: Percentage is always a hard thing to give but generally we’ve tried to maintain a similar balance to the last game with a few major adjustments. The most important adjustment is more tombs on the main story path along with challenge tombs in the world that are truly ancient spaces. Puzzles being a big part of tombs so I’m hoping there’s a bit more classic tomb raiding in there.

The second facet would be as it relates to combat style. I know some people would like if there was a lot less combat but certainly it is an important part of our pacing and mechanic set, and so we’ve tried to provide more ways for Lara to engage and sometimes be able to not engage in combat. When she does, there’s more opportunities to be clever and resourceful and win because she’s outsmarting her opponents instead of just outshooting opponents. So it’s not entirely a different mix from the last game, but I think those were two pieces of feedback we got especially from the fans. As you know I’m always trying to broker a peace between some of our classic sensibilities and some of the more mass market pacing requirements and stuff, but I do think we have dialed the knobs a bit to try and cater to that.


Are there difficulty settings and will they affect puzzles at all?


Noah Hughes: Yes there are difficulty settings in the game but it’s very hard for them to affect the puzzles specifically, so one of the ways we choose to address that is to put some of the harder puzzles off the main path in some of the challenge tombs. So if you like harder puzzles you’re going to seek out the challenge tombs.

Having said that it does affect resources, so one of the things that does is asks you to play a bit more carefully. When we talk about smart resourceful Lara, that’s not necessarily just puzzle solving but it's also catering to succeeding by out-thinking rather than out-twitching.


Do the actions you take have a persistent impact on the game?


Noah Hughes: Yes, there will be some reflections of things you do in the world. We try to make sure there’s a certain persistence to the world so those things that you can do in different orders is generally respected across the game.

Will Rise of the Tomb Raider be harder than the previous game?


Noah Hughes: The goal is to allow players to use difficulty settings to make it harder, but we’re pushing to make the hardest difficulty setting a greater challenge by a decent amount than the last game. The normal setting is really about finding that sweet spot where the majority of our audience can really enjoy it, but for a lot of us--myself included--I like a greater degree of challenge, so we’re trying to make sure the game is challenging even hardcore players at those higher settings.


Will Jonah be with Lara during the whole game?


Noah Hughes: We don’t have any specific details on other characters, but we do focus on Jonah as the main Yamatai survivor featured in this story. As you saw in Bear Valley, Lara gets separated from Jonah. You will see him later in the game but at the same time we create these periods of separation to get back to some of those Tomb Raider flavors like isolation and Lara’s independence as a character. Having said that, human interaction is something that really allows you to understand a personality a lot more, and we create large periods of separation from the other characters, but it’s great to see Lara’s relationship with Jonah and he’s featured various times throughout the game.


Now that Lara can swim will we see more of her acrobatics like the swan dive?


Noah Hughes: No specifics for anything we didn’t see today, sorry.


How do the things that happened to Lara on Yamatai affect Lara in-game?


Noah Hughes: We learn a little about what Lara was going through, but in a lot of ways that state of mind plays into Lara’s motivation, the idea that it’s not just coping with the trauma of the event but her whole belief system was turned upside down. The idea that things exist in this world that she can’t explain and she came back into a world that questioned what she saw and doesn’t believe her and so she feels unable to fulfill something important, and so we do see her state of mind play into that a bit.