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Lara Croft is awoken in The New Tomb Raider




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Shadow of the Tomb Raider, released earlier this month, is the long awaited sequel to Rise of the Tomb Raider of 2015. The new game promises even more, Lara Croft is a more rewarding experience that supposedly casts a spell on the nature of adventure games in general and challenges Lara's motivation as a character. [196591] We talked to Jason Dozois of Eidos Montreal, the narrator of the game, to learn more.

Lara Croft in the Shadow of the Tomb Raider Square Enix

Lara's growth as a character in Shadow of the Grave Robber has done a lot, could you explain to me how the storytelling team understood that more? Mature version of Lara – Which thorny or contradictory Aspects of their character are taught to players we have not seen before in previous Tomb Raider games.

Shadow of the Tomb Raider evolved from Eige Dynamics of Character Decisions made by Lara in Tomb Raider and Ri se of the Grave Robber. In this, the end of the original story, we wanted to overcome more layers of drama and conflict and more emotional challenges for them. We still have external conflicts, such as surviving terrible weather events, but we've added more interpersonal conflict and internal conflict to the conflict. [196591001]

Lara is very active in this game, proactive to obsession. At the beginning of the story, Lara unintentionally triggers a series of catastrophic events by taking an artifact that Trinity was looking for. Lara will have to learn moderation instead of tactically solving problems and working with humans to fix her mistake and eventually become the Tomb Raider.

We have seen some examples of it appear trailer and playable content. For example, while the previous version of Lara may not have thought twice about plundering or desecrating a grave, this version of Lara is confronted with the consequences of her actions when an artifact triggers a natural catastrophe that kills innocent people. I would like to know why you feel that it is important to explore this idea?

To become a Tomb Raider for us is to develop a more mature vision of archeology. Which means more emphasis on culture and history as well as artifacts. People surrounded by them are the main distinguishing feature of Shadow of the Grave Robber. Lara does not feel comfortable with humans by nature, but with the help of her friend Jonah and other characters she encounters during this adventure, she becomes adult and grows up as a person. Responsibility and learning that their actions have consequences are central to the story of Shadow the Tomb Raider. So it was important to us to use an element and emotion that video games can do very well: Guilt. We have the controller in hand while we play video games, and the actions we take during the game have a stronger impact than just being idle when events happen on the screen.

If you draw from this point, do you feel games take responsibility to review and comment on current political and social issues? I have the feeling that many blockbuster games often point to this in the preview stages (when trying to get the game interested), but when the games finally come, it's obvious that very little analysis or commentary happens.

Shadow of the Tomb Raider wants to tell a universal story of maturity and responsibility. At the start of the game, Lara does something that will be catastrophic for herself and many innocent people, and the story of Shadow of the Tomb Raider is about trying to fix it. In this journey she learns from other characters and grows as a person.

I think one of the most shocking things for me personally was the violence. More specifically, the way Lara has no problem with how violent and brutal things end up. As a character who is to experience a bit more self-reflection than earlier games, how do you balance these two aspects of Lara's character in a way that does not make characterization and growth of the character seem cheap?

The entire violence in this game is contextualized. It sometimes feels more brutal because of the context. Lara becomes one with the jungle and must use it to gain an advantage, as she is often in the minority by a well-trained paramilitary force and is hunted; She is often killed or killed in a situation. Her character growth is directly related to her drive, her sometimes obsessive drive and the consequences that other people can have. She has to learn to work with others and to have all the context and information before taking actions that can have consequences.

Could you tell me a bit about the "immersion mode" in the game – what is it, how it works, and why you chose it?

Players have the ability to switch between the localized language of NPC civilians or their native language (Spanish and Maya, depending on the area). We have done this to increase immersion in the hub areas. We decided to include it to give the players a choice. While many people like it, some prefer to overhear conversations and do side missions in their own localized language.

What's in the game, do you think? (Regarding the player experience, but also the higher goals of the game.)

It made the dive easy. When you enter the areas of the game where there are many people, you get the full immersion experience.

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Shadow of the Tomb Raider, released earlier this month, is the long-awaited sequel to Rise of the Tomb Raider of 2015. The new game promises an even richer and more rewarding experience for Lara Croft, one who allegedly casts a spell on the nature of adventure games in general and challenges Lara's motivations as a character 19659001] We talked to Jason Dozois of Eidos Montreal, the narrator of the game, to learn more.

Lara Croft in Shadow The Tomb Raider Square Enix

Much of Lara's growth as a character in Shadow of the Tomb Raider Could you explain to me how the narration team designed this more mature version of Lara, which thorny or contradictory aspects of her character become the players Introducing games that we did not see in Tomb Raider? Games?

Shadow of the Tomb Raider grew out of the momentum of character making Lara has met in Tomb Raider and Rise of the Tomb Raider. In this, the end of the original story, we wanted to overcome more layers of drama and conflict and more emotional challenges for them. We still have external conflicts, like the survival of terrible weather events, but we have added more interpersonal conflicts and internal conflicts to the mix.

Lara is very active in this game, proactive to obsession. At the beginning of the story, Lara unintentionally triggers a series of catastrophic events by taking an artifact that Trinity was looking for. Lara will have to learn moderation instead of tactically solving problems and working with humans to fix her mistake and eventually become the Tomb Raider.

We have seen some examples of it appear trailer and playable content. For example, while the previous version of Lara may not have thought twice about plundering or desecrating a grave, this version of Lara is confronted with the consequences of her actions when an artifact triggers a natural catastrophe that kills innocent people. I would like to know why you feel that it is important to explore this idea?

To become the Tomb Raider for us is to adopt a more mature vision of archeology. Which means more emphasis on culture and history as well as artifacts. People surrounded by them are the main distinguishing feature of Shadow of the Grave Robber. Lara does not feel comfortable with humans by nature, but with the help of her friend Jonah and other characters she encounters during this adventure, she becomes adult and grows up as a person. Responsibility and learning that their actions have consequences are central to the story of Shadow the Tomb Raider. So it was important to us to use an element and emotion that video games can do very well: Guilt. We have the controller in hand while we play video games, and the actions we take during the game have a stronger impact than just being idle when events happen on the screen.

If you draw from this point, do you feel games take responsibility to review and comment on current political and social issues? I have the feeling that many blockbuster games often point to this in the preview stages (when trying to get the game interested), but when the games finally come, it's obvious that very little analysis or commentary happens.

Shadow of the Tomb Raider wants to tell a universal story of maturity and responsibility. At the start of the game, Lara does something that will be catastrophic for herself and many innocent people, and the story of Shadow of the Tomb Raider is about trying to fix it. In this journey she learns from other characters and grows as a person.

I think one of the most shocking things for me personally was the violence. More specifically, the way Lara has no problem with how violent and brutal things end up. As a character who is to experience a bit more self-reflection than earlier games, how do you balance these two aspects of Lara's character in a way that does not make characterization and growth of the character seem cheap?

The entire violence in this game is contextualized. It sometimes feels more brutal because of the context. Lara becomes one with the jungle and must use it to gain an advantage, as she is often in the minority by a well-trained paramilitary force and is hunted; She is often killed or killed in a situation. Her character growth is directly related to her drive, her sometimes obsessive drive and the consequences that other people can have. She has to learn to work with others and to have all the context and information before taking actions that can have consequences.

Could you tell me a bit about the "immersion mode" in the game – what is it, how it works, and why you chose it?

Players have the ability to switch between the localized language of NPC civilians or their native language (Spanish and Maya, depending on the area). We have done this to increase immersion in the hub areas. We decided to include it to give the players a choice. While many people like it, some prefer to overhear conversations and do side missions in their own localized language.

What's in the game, do you think? (Regarding the player experience, but also the higher goals of the game.)

It made the dive easy. When you enter the areas of the game where many people are, you get the full experience of what Immersion Mode can do.


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