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The last of Tomb Raider's pillars is still veiled in mystery. Combat has been a contentious subject for Tomb Raider fans throughout the years, and is аn obvious point of interest in the reboot as a result. Crystal's approach is three-pronged - to make combat fresh to the franchise, competitive amongst peers, and relevant to the story.
The biggest change is a concession: removing the archaic lock-on system. "We've been putting a huge amount of effort into the combat, a much larger emphasis than we've put into any of our previous titles," says Crystal Dynamics studio head Darrell Gallagher. "The free aim system will help to make Tomb Raider competitive amongst our peers in the genre, while maintaining a unique flavor."
Crystal Dynamics believes the new free-aim system will foster a raw, brutal, and desperate combat style. With the success of a skirmish tied to skill, the player has something on the line, and must prove his or her own strength as a survivor.
The desperation stems directly from Lara's unfamiliarity with violence. She is often scared and not equipped with the right tools. "At that age, fresh out of college, not many girts have been thrust into a situation where they have been forced to kill somebody," explains Karl Stewart, global brand director at Crystal Dynamics. "It's pretty traumatic to do it for that first time, irrespective of the reasons you were forced to. That isn't taken lightly in the game at all That is a defining moment for the character."
Stewart reinforces that combat will have weight to it For Lara, combat is a function of survival, not sport. As she grows and becomes more capable, killing won`t get any easier from a physiological standpoint. Despite this, the player will feel assured that Lara can handle whatever the island throws at her.
As tor weapons, Crystal isn't talking specifics, but it`s safe to say that necessity will drive items to become multifaceted in their use. Lara Croft has always been resourceful, and we expect the line between tools, gear, and weapons to blur. We also speculate that the island's colorful history will provide her with an unconventional arsenal to draw from. Lara's official concept art alone depicts her with a bow, pistol, and shotgun.
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Lara's evolution into a survivor isn't one she will make in isolation.
The island is populated by more than just hustles. A handful of survivors from the Endurance have managed to keep breathing. Cutting to a new scene, we find Lara no longer in denial of her situation, but not necessarily better equipped emotionally or physically for the hardships ahead. Returning to camp in a criffside village. Lara hovers over the body of her mentor, Conrad Roth, who has been gravely injured and rendered unconscious. Lara patches up Roth with supples she's scavenged, hoping for the best, but painfully aware that the situation is out of her hands.
Roth wakes to a storm raging outside their base camp, commending Lara for the fine work she did on his wounds. Gently prodding, he states the obvious -he isn't going anywhere anytime soon. Both Lara and Roth know the stent indications of the statement. The par had plans to travel to a radio tower high above the village in hopes of signaling rescue. That task now fa's squarely, and solely, on Lara. The vertical climb is rife with unsound footing and derelict structures. Lara has reason to be distressed.
"Yeah, I was afraid you were going to say that." confesses Lara in a candid moment of self-doubt She looks away from Roth, as if embarrassed. While Lara has latent strength of character, she's made a habit of relying on other people. Roth is an imperative character in Lara's growth and self-discovery, and makes a meaningful attempt at reassuring her, reminding her that she is, in fact, a Croft. Roth hands Lara a blood-red climbing axe. fiercely sharp on one end. "I don't think I'm that kind of Croft." counters Lara, accepting the tool and the burden with a look of defeat. "Let's hope I'm a fast learner."
As the pivotal moment draws to a dose, the player regains control of Lara, the blinking tower in the far distance indicating her goal. Now, player-driven exploration, discovery, and dynamic traversal a come into play. Crystal's goal? To eliminate illusion.
"I think that the major difference between this game and the old is the concept of smoke and mirrors." begins Darren Gallagher, the studio head at Crystal Dynamics. There was an illusion of freedom because of streaming and loading that would pop you out in a different location, but this is absolutely real. You can lit erally go any direction that you see and carve your own way to the finish line instead of being guided."
While open world isn't the right way to describe Tomb Raider, the experience isn't about navigating from point A to point В in а linear fashion. Narrative and character development are still paramount, so scripted moments should be expected. The island is littered with incentive to explore, however, and Lara is free to revisit locations as she grows.
That character growth is tangible for the first time ever in a Tomb Raider title. Crystal realized that a character couldn't evolve from a narrative standpoint with out that progression being mirrored in play. Lara will become stronger, better, and more fit for survival with each obstacle she overcomes. "It was important in the game to not only deliver the character arc of Lara Croft emotionally. but to deliver it in gameplay as well so the player gets to grow into a hardened survivor." says experience director Noah Hughes. As the game unfolds, Lara will scavenge new tools and gear that augment her abilities. Lara's athletic prowess will also evolve. Some areas begin inaccessible due to physical imitations or scarce supplies. With the right skis and gear, however, the island is Lara's for the taking.
Base camps aren't simple window dressing, but