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Rise Of The Tomb Raider Informations
Rise of the Tomb Raider Will Depict a Traumatized Lara
New adventure takes place in the snowy wilds of Siberia; Natural dangers await as players craft items for survival.
Rise of the Tomb Raider will star a distraught Lara Croft one year after her perilous expedition across the Yamatai, now obsessed with immortality myths and venturing across the frozen wilds of Siberia for answers.
The new details were disclosed in the latest edition of Game Informer magazine, which describes the Crystal Dynamics-developed adventure as both a fight against the savagery of nature and Lara's internal battle with the trauma from her last game.
Storms, avalanches, wolves, and grizzly bears are just some of the natural hazards that players will encounter in the snow-blanketed region of Russia. According to Crystal Dynamics, the game will also take players though other distinct locations across the globe, with Game Informer citing "dusty sandscapes, dense forests, and underwater caverns".
Rise of the Tomb Raider follows Lara one year after her fight for survival in Yamatai. Having discovered on that island what she believed was an immortal being, Lara is now in search of Kitezhm, a mythical city she believes can be found in Siberia, which could provide answers to her question.
"People think she's crazier than she is," said franchise creative director Noah Hughes.
"If you came back [from Yamatai] and started talking about an immortal being and a secret sun-worshipping cult, that's a tough pill to swallow. So Lara feels like an outsider in the real world. Her next expedition is a way of dealing with the trauma she's been through, but it's also a way of finding peace by chasing any shred of evidence that what she saw was real."
Players will have enhanced options for crafting new survival gear along the way. Plants, minerals, metals, clothes, hides, and other rare relics can be collected, though some preparation will be required to amass enough items for crafting.
"You might have a particular upgrade that requires an alpha wolf hide, but wolves only come out at certain times of the day," Hughes says, inferring to some form of day-night cycle within the game world.
The serious tone and sheer brutality of the previous game will also make a comeback here, he said, and the effects on Lara's psychology will be fairly well pronounced.
"Lara's learned a lot from the last game, but she doesn't have unflinching confidence. She can't face unlimited opponents unscathed. She's in a life-and-death situation, so we want to capture a certain amount of humanity by showing that Lara is continually challenged as a character. It's important for us to capture those moments where she is uncertain about her identity, her direction, or her ability to come out alive."
In the video above, Hughes also appeared to suggest that the game would lean on more of a Metroidvania style, with environmental puzzles to explore and overcome.
"We love that game structure, I think the most important thing to us is really to live up to that promise of tomb-raiding, and make sure that--as much as this is a game about traversal, exploration and combat--it's also very much about tombs and puzzle solving."
Crystal Dynamics also reveals in the Game Informer article that the Tomb Raider development team worked 18-hour days for about a year in order to finish the 2013 reboot on time. It adds that sales, including those of the Definitive Edition, now totals more than 7 million units.
Rise of the Tomb Raider will be a timed Xbox One and Xbox 360 exclusive, scheduled for release later this year, and published by Microsoft.
The Xbox 360 version will be developed by an external studio. STAY TUNED IN GAME INFORMER
Coverage Trailer
ROTTR Screenshots












Rise of the Tomb Raider preview: Behind the scenes with Lara Croft's next adventure
REDWOOD CITY, Calif. – Lara Croft is on top of the world. And if she doesn’t hold on tight, it could be the death of her.
On a forbidding, blizzard-blasted mountain peak somewhere in Siberia, video gamedom’s most famous heroine is making a perilous ascent by means of rope, ice axe and sheer intestinal fortitude, with crumbling rock, howling snow and a full-on avalanche threatening to end her adventure – and her life – at any moment. And that’s even before the wolves show up. And the bears. And the very bad men with very big guns.
Raiding tombs isn’t easy. But for Lara Croft, it’s necessary. She just doesn’t quite realize it yet.
Coming out at the end of this year, Rise of the Tomb Raider will be the second instalment in the revamped, rebooted continuity of Lara Croft, one of the most iconic game characters of all time. It’s the sequel to 2013’s Tomb Raider, a game that borrowed from the Batman and Bond playbooks to reinvigorate an established but stagnating franchise.
At their development studio half an hour south of San Francisco, the folks at Crystal Dynamics are showing off Rise of the Tomb Raider to a small group of international press, the very first outsiders to lay eyes on the game. The developers are both proud and a little nervous, as they explain the events that have brought Lara to this isolated, snow swept corner of Russia, where she hopes to find a lost city that hides a key to immortality. Although chances are it’s not going to be quite that simple.
Running on an Xbox One console – the game will be exclusive to Microsoft’s Xbox One and Xbox 360 when it comes out this holiday season – this early section of the game showcases stunning mountain vistas, as Lara stumbles through knee-deep snow, separated from her climbing partner and most of her gear following a near-fatal fall. She’s hurt and she’s frightened, but it’s clear she’s evolving into the hardened warrior that we’ve known from two decades of Tomb Raider games.
“We felt we could be brave with the character,” says Darrell Gallagher, head of western studios for Crystal Dynamics’ parent company, Square Enix. “As long as we found that right balance of bringing the DNA of Lara and Tomb Raider into the reboot, but also infusing it with more modern sensibilities.”
Making Lara Croft fresh yet familiar after so many years involved walking a fine line, says Gallagher, and the studio had spirited debates about what elements of Lara to keep and what to jettison. (One thing that was not on the table? “We never discussed her being not British,” Gallagher says.)
The 2013 Tomb Raider reboot was a success, garnering critical acclaim and strong sales. With this year’s sequel, Crystal Dynamics are adding more colours to the canvas, expanding the size and scope of the world – Lara will plunder complex crypts across a variety of areas, from tundra to desert to jungle – and deepening the intrigue, as Lara faces off against a shadowy group called Trinity that’s chasing the same secret she’s obsessed with finding.
Aside from the aforementioned wolves, bears and mercenaries that Lara encounters in the Siberia chapter alone, this 2015 incarnation of Tomb Raider must also contend with intense scrutiny of female characters in video games, a hot-button topic that has dominated much of the past year’s discussion of games as contemporary entertainment.
When she debuted in 1996, with her large (and, by today’s standards, comically lo-fi) breasts, Lara Croft became one of video games’ first sex symbols. But Tomb Raider franchise creative director Noah Hughes says Crystal Dynamics, which has been making Tomb Raider games since 2006’s Tomb Raider: Legend, didn’t change the way it depictd Lara in Rise of the Tomb Raider because they’re already treating her with respect, rather than as a sex object or damsel in distress.
“My hope is it suggests that a game starring a female hero can be just as successful as a game starring a male hero,” says Hughes.
“When I hear people say there’s not as many females in games because people won’t buy them, I hope that maybe people know that’s nonsense at this point.”
But from the viewpoint of some fans, the most contentious aspect of Rise of the Tomb Raider has nothing to do with how its heroine is portrayed. Rather, it’s that the game will be available only for Microsoft’s consoles, thanks to a deal struck between Microsoft and the game’s creators. While this is a so-called timed exclusive – meaning Rise of the Tomb Raider could very well be released on Sony’s PlayStation consoles and Windows PCs at some point later on – no one is talking about the specifics or duration of the deal.
The Xbox exclusivity has left a bitter taste in some PlayStation fans’ mouths, particularly since the original PlayStation console was one of the first homes to the Tomb Raider franchise. What Microsoft brings to the table, explains Gallagher, is a deep well of technical know-how, allowing Crystal Dynamics to take advantage of every iota of power in the Xbox One hardware. Not to mention Microsoft’s significant marketing muscle.
“I acknowledge there’s going to be some mixed reaction about that, and I hope (PlayStation fans) understand that for us it’s about making sure we can deliver the best Tomb Raider experience that we can,” says Gallagher.
Adds Hughes: “The ability to get the geniuses making the hardware helping us make the software… is something that, in the end, shows itself in the product and its reception. My hope is that the fans at least understand that choice.”
With a global fanbase that practically worships the ground Lara walks on, desire for more of her adventures is as high as the Siberian peaks she’s scaling. Rise of the Tomb Raider looks ready to introduce us to a Lara who is more assured and more dangerous, yet no less human. As long as she doesn’t stumble along the way.