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Driber
2nd Feb 2015, 21:06
Welcome to our twentieth monthly* official TR forums exclusive developer Questions & Answers session!

We're holding one of these Q&A sessions every month* on this forum, where you guys can direct your burning questions to the dev team. During each session, the 5 best questions will be picked out by Meagan and answered by a CrystalD crew member. Just a few conditions:

- Maximum 2 questions per member per Q&A session.

- Read all already answered questions in our official FAQ threads (http://forums.eu.square-enix.com/tags.php?tag=official+tr+faq+thread) before posting. We don't want questions which are already answered!

- No off topic in this thread. Only posts containing questions for the devs. For everything else, use the Humble Abode thread (http://forums.eidosgames.com/showthread.php?t=87700).

- Post only intelligent, well thought-out questions which are articulate, clear and to the point.

Example...

Good:

I really loved the music in the Turning Point trailer. Will it be the Main Theme of the game?

Bad:

omg omg omg this is awesome thank u guys for doing this im so stoked!!!!!!!!!!!!!! k my question is about the trailer! I really liked the music in it and its sumthing i listen to often because i play violin and stuff lol so i know u guys maybe dont wanna give too much info away already but i guess what else is the point of this thread, rite? lmao. so pleasssssssssseeeeeee tell me if the music is gonna be the main theme in the game. i sooooooo much loved it and i wanna hear it for all the time when im on the title screen lolololololololol

====================

This session will end on February 17, 2015


=== Forum Q&A session history ===

Session #1 - December 2011 (http://driber.net/os/forumforward?t=123819)
Session #2 - February 2012 (http://driber.net/os/forumforward?t=124779)
Session #3 - April 2012 (http://driber.net/os/forumforward?t=125410)
Session #4 - May 2012 (http://driber.net/os/forumforward?t=125819)
Session #5 - June 2012 (special E3 ambassador edition) (http://driber.net/os/forumforward?t=126153)
Session #6 - July 2012 (http://driber.net/os/forumforward?t=126907)
Session #7 - August/September 2012 (http://driber.net/os/forumforward?t=127536)
Session #8 - October 2012 (http://driber.net/os/forumforward?t=129281)
Session #9 - November 2012 (http://driber.net/os/forumforward?t=129882)
Session #10 - December 2012 (http://driber.net/os/forumforward?t=131221)
Session #11 - January 2013 (http://driber.net/os/forumforward?t=132316)
Session #12 - May 2013 (http://driber.net/os/forumforward?t=137192)
Session #13 - June 2013 (http://driber.net/os/forumforward?t=137813)
Session #14 - June/July/August 2013 (http://driber.net/os/forumforward?t=138502)
Session #15 - September 2013 (http://driber.net/os/forumforward?t=139208)
Session #16 - November 2013 (http://driber.net/os/forumforward?t=139780)
Session #17 - Dec 2013/Jan 2014 (http://driber.net/os/forumforward?t=140486)
Session #18 - Feb 2014 (http://driber.net/os/forumforward?t=141233)
Session #19 - Oct 2014 (http://driber.net/os/forumforward?t=154570)
Session #20 - Feb 2015 (http://forums.eu.square-enix.com/showthread.php?t=151693)

*Schedules permitting. For example, around Christmas and summer holidays, we may skip a month or span a session across multiple months.

a_big_house
2nd Feb 2015, 21:47
Yessss :D

#1 - At the current stage of development (whatever that may be), are there any noticeable differences between the two generations Rise will be released on? (360 vs One) If so, what are they?

Error96_
3rd Feb 2015, 01:09
1. Do you believe the exclusivity deal is a massive 'slap in the face' to all of the PS and PC TR fans who have supported the series incredibly strongly over the years?

2. How do you expect the fans to get hyped and help you promote ROTTR when for the majority of us you are not being clear about if the game will ever come to our platforms or not?



I know CD may not answer questions about the deal and apologies for being so direct but it's something that means a huge ammount to me and many other fans so that is where I want to ask my questions

Metalrocks
3rd Feb 2015, 02:00
1. will we have any playable flashbacks of lara and sam? to explain their friendship, like how they have met and what they have done?

2. will the main music theme stay the same or will a total different theme being used?

Blacktron
3rd Feb 2015, 02:52
1. It sounds like TR10 is gonna be a very ambitious game. I'm seeing Darrell Gallagher calling it 'something truly special', and 'the most ambitious Tomb Raider game ever built'.

In what way, I wonder? Can you tell anything about what is so ambitious about this game? It's length or graphics? Or surprising new gameplay features that no TR game has had before?

AlexWeiss
3rd Feb 2015, 03:14
1. Of course, I must ask about Lara. In the past, her complexity of elegance, intelligence, and confidence (as well as feminity as spoken of in the "Lara's Looks" thread) has been a major contributing factor to Tomb Raider's previous success (even in the lowest selling times). How far will Lara go to become similar to that respect in ROTTR?

2. What unique mechanics/general aspects of ROTTR do you think will keep the game not only grounded to what the franchise is at its core, but also successfully compete in the adventure genre of modern gaming?

Tihocan
3rd Feb 2015, 03:22
1. Will RotTR have multiplayer (that will actually be innovative... *cough*)?

2. You've created an amazing, fun, brutal shooter game in what was Tomb Raider 2013. How are you going to contend with the expectation from many players who were on board for that aspect when Rise of the Tomb Raider will be a lot more "adventurous"?

Chocolate_shake
3rd Feb 2015, 03:31
1. Reiterating Blacktron's question- What makes Rise of the Tomb Raider the 'most ambitious Tomb Raider' game ?

2 . Will there be references to the events/characters of the comics and the novel in the game ?

Murphdawg1
3rd Feb 2015, 05:35
1. When can we expect news on this game coming to other platforms?

2. Considering how much money game development can cost, why was the decision made to use resources to develop for the older consoles, instead of fully embracing the 8th gen platforms along with PC?

Chaugmar
3rd Feb 2015, 10:37
1. I think it is fair to say there has been a big backlash towards CD role with the exclusivity deal and I want to ask how do the CD team feel about so many fans being angry or upset over the issue?

2. Recently there has been a lot of chat on the forums about fans wanting to see more 'elegant femininity' from Lara especially in regard to wanting to see Lara back in an evening dress (like in Legend or Chronicles) and I ask if we will see this in ROTTR or a future title.

kaasia
3rd Feb 2015, 10:39
1. Will the game include more stealth elements than the last one?

2. Can we expect to see footage from the X360 version before the release?

Rai
3rd Feb 2015, 11:01
With Lara [apparently] globe-trotting in RotTR, will the campsite/fast travel work in the same way as it did in TR'13, so...

1, Will Lara be able to fast travel country to country, or will it be limited to localised travel, only fast travelling within whatever country she is in currently?

2, Will the hubs be better utilized within the story path, allowing for a slower pace rather than the 'Go Go Go' urgency of before?

Example: In TR'13 if Lara needed a new tool, IE: the shotgun, she'd conveniently find it right in front of her and/or in a cutscene. Earlier in the game, Lara searched the hub for 'parts' for the axe so that she could use it on the gate mechanism. I was expecting more of this searching the area for the tools, so it would be great if this was the case in Rise. :)

Steel_Wing
3rd Feb 2015, 12:02
1. TR 2013 had the choice of more practical outfits which appealed to many fans whereas LCTOO has more styled-up traditional TR outfits which appealed to many different fans and I wanted to know if ROTTR will include both types?

2. Considering that the success of TR on PS and PC was what built up TR into a major gaming brand and both have very large TR fanbases do you feel it is right to treat players on those consoles as second class?

Driber
3rd Feb 2015, 19:51
Just so you guys know - if anyone wants to change their questions based on the new game details and contents (http://forums.eu.square-enix.com/showthread.php?t=151737) before February 16, that would be fine :)

a_big_house
3rd Feb 2015, 23:06
Just so you guys know - if anyone wants to change their questions based on the new game details and contents (http://forums.eu.square-enix.com/showthread.php?t=151737) before February 16, that would be fine :)

Done :cool:

#2 - Obviously Rise will include human enemies, since there's no sacrificial plot (afaik), does this mean that there will be female enemies this time around?

Scion_Light
4th Feb 2015, 18:39
1. Do you feel that the vision of TR future that Darrel has set out is one which will not include us playstation gamers?

2. Would you say that the primary effect of the exclusivity deal is to screw over most of the TR fanbase?

Gemma_Darkmoon_
4th Feb 2015, 19:59
1. The PS/PC players have shown such immense passion for TR especially recently but does the closer collaboration with MS mean you guys have lost your passion for those fans who don't play on xbox?

2. Will the cloth and herb system mentioned be an addition to health regen or move healing back to a 'medi pack' style system?

TranceTrouble
4th Feb 2015, 21:28
1. How did the dev-team come up with some of the new area's in the next TR game, did they find inspiration from locations over the world by previous visits, or did the development team plan some expeditions to feel the vibe of some areas?

2. In the last TR(2013) water and sand had a lot of influence on Lara her appearance and we also seen some sort of day/night cycling. IMO it would be great to see this expanded in the next TR game with more Day/Night and weather cycling. Can you tell us some more if this will be expanded in the next game and if this will have any influences on Lara, the environment or mission-events?

Blacktron
5th Feb 2015, 02:17
I feel my original question has already been answered by the recent news. I'll discard it in favour of these:

1. The legend of Kitezh appears to be a rather obscure story, how did the writing team come into contact with it?

2. Will TR10 take a different approach to the music as 9 did?

Tony1111
5th Feb 2015, 04:59
The games present gameplay in a very cinematic setting and this lends itself very well to the medium of film, with the success of the game and the film rights being held by MGM and four years after the initial reported film, is there still an intention to make a film based on Lara's adventures?

NSW_pride
5th Feb 2015, 08:33
Will Lara be any more agile in RotTR?

WinterSoldierLTE
5th Feb 2015, 11:45
1. What are the chances of getting a copy of 'L.C.T.o.O.' on the disc so we can have a physical copy?

2. When it comes to newer systems, what are the biggest differences as far as what you're able to do with an X-Box 1 that you couldn't do with a 360, and how steep is the learning curve (if any) when developing for the newer consoles?

Yansazonov
5th Feb 2015, 13:10
Will Lara talk or /learn Russian?
What kind of a research team did in order to bring cohesive,Russian enviroment?

Icetea555
5th Feb 2015, 17:20
Will Lara Croft have her dual pistils back?
Will Lara Croft have a mansion?

Larafan1996
6th Feb 2015, 10:49
1) Your friends at Microsoft seem only interested in Tomb Raider when they can take it away from the majority of us. You say they have been a very strong supporter of the franchise however Xbox didn't even exist when TR began. Following the Underworld exclusive dlc and this timed exclusive do you think that trend will continue into worse situations for those of us on PC & PS?

2) The reboot was very combat heavy, I assume this was to widen the audience of available players. Now that your audience is 1/3 of what it was before will platforming, exploration and puzzles become the series main focus again?

Charlie_T_Raider
7th Feb 2015, 10:04
1. How do you call a company your 'friends' whose deal is actively ruining the ROTTR experience for your fans?

2. What more do us fans have to do to stop you signing any more exclusivity deals that I am sure you have seen the fanbase absolutley do not want?

Ninja_garden
7th Feb 2015, 12:42
1. In a previous Q and A CD said they wanted feedback on if fans wanted Croft Manor back and with the result (see link) being so much 'yes' will CD be bringing it back?

http://forums.eu.square-enix.com/showthread.php?t=140044

2. Is there a part of ROTTR where we get to see Lara wear a evening gown?

Tecstar70
7th Feb 2015, 13:19
Seeing as there are so many questions here that clearly are not going to be answered I thought I would ask a couple that might! :D


1: How difficult is it to acknowledge and/or reflect the legacy of Tomb Raider while at the same time following your vision for the reboot?

2: To what extent has the work on Tomb Raider 2013 been built on during the development of RotTR and can you share any examples?

MagnaBass18
8th Feb 2015, 05:34
1: How long has ROTTR been in development for?
2: Will Cutscenes look any better when compared to the in-game graphics?

Shaikh
11th Feb 2015, 13:54
Question 1: Will there be health bar this time and can Lara use med-pack like the classic games to heal herself?

Question 2: How do you guys decided to increase Lara's age? Will she be 23 years old in Rise?



:)

_Ninja_
11th Feb 2015, 21:34
1. It has been mentioned that we can craft different bows. Can we craft different arrows too?

2. Will the game still have QTE boss fights?

RobinHuey
12th Feb 2015, 00:36
Thank you for the questions everyone!

Reminder that if you haven’t submitted yours yet or would like to change them, please do so before February 16th - next Monday.

We have a little less than a week to go!

I’d also like to mention that I have read over the questions posted so far and though we cannot publicly answer all the questions posted, we will try our best to answer what we can. We really appreciate you all taking time to write your questions to us!

RobinHuey
13th Feb 2015, 18:52
Hey everyone,

New end date of this Q&A session is TUESDAY, February 17th.


It's President's Day holiday on Monday so we're giving everyone an extra day to submit your questions. :)

Barrier_Maiden
17th Feb 2015, 02:02
1. Is ROTTR going to come out for PS4 and PC eventually?

2. Does it matter to you guys at all that you bummed out so many longtime Tomb Raider fans?

Bridgetkfisher
17th Feb 2015, 03:43
will there be an audio slider for dialog separate from effects this time?

Will there be an option to disable the shaky camera?

IvanaKC
17th Feb 2015, 14:16
Are there going to be effects like wet camera again?

RobinHuey
17th Feb 2015, 18:47
Thanks for submitting all your questions. :)

I'm closing this thread now. We'll post answers soon!

RobinHuey
20th Feb 2015, 21:39
Here are your answers! Thanks everyone for participating. :)



Noah Hughes (Franchise Creative Director): This story picks up at the point of Lara’s life just following those events of the comics and novel. While it follows naturally on those events, there’s not a lot of references directly back to it in the main story of Rise of the Tomb Raider. As people dig into the secondary narrative, they may find some fun crossover but it is important to us that people who may just be joining us in the second game of the franchise don’t feel lost or confused by things that they may not have read in the comics or the books. We may try to look for some smaller references or Easter eggs, though. [From official forum Q&A session #20 (February 2015)]



Noah Hughes (Franchise Creative Director): When we start with the pre-production of the game, we research a lot of myths. We read books and we search on the web and sift through any myths we can get our hands on. Generally, we’re looking for things that sound exciting to discover. In this case, we knew we wanted Lara to go on a major Tomb Raiding expedition, and having something as important as the secret of immortality hidden in a city lost in time seemed like a good promise.

We were also thinking in terms of what locations she would be traveling to. As we had mentioned, there’s at least 2 locations. One of them being the wilds of Siberia was exciting to us and it caters well to our survival themes. But also there’s something else – the first TR opens with Lara in a snowy environment. There’s something nostalgic and classic about going into the mountains and the snow and it helps deliver on that sense of hard journeys to far flown locations looking for lost secrets.
[From official forum Q&A session #20 (February 2015)]



Noah Hughes (Franchise Creative Director): Lara isn’t just a survivor; she’s a scholar and archaeologist. She brings with her a rich understanding of the culture, anthropology and the language of the locations that she studies. She does have an understanding and awareness and some familiarity with the Russian language. That’s still an important part of what makes her able to unlock the secrets of this place – not just being able to survive the harsh climates but being able to take that culture and language understanding and use it to decipher the mysteries of the past that maybe other people couldn’t. It’s part of showcasing her character that this background of the culture and language exists.

Languages is a system in the game and she becomes more proficient, not necessarily in speaking fluently, but in deciphering the texts in that language.
[From official forum Q&A session #20 (February 2015)]



Noah Hughes (Franchise Creative Director): The day/night cycle will work similar to the last game in that it will click through primary times of day based on story progression and then during re-traversal, you can revisit places in new times of day and a different weather state. You may return to a previously explored location, and find that it’s a time of day or weather state that you haven’t seen yet in that area. The change generally works similarly to how we handled it in Tomb Raider 2013.

Having said that, we’re trying to push some of its effects on the world. So some things that affect gameplay might be what missions are available in a region or what animals – we have rare animals. You might have something like the alpha wolf that only comes out at night. We also have enemy AI responsive to the weather. They might be out patrolling if the weather’s good or clustered inside if the weather is bad. We have various instances in which time of day and weather affect the ecosystems and what missions are available in the space.
[From official forum Q&A session #20 (February 2015)]



Noah Hughes (Franchise Creative Director): One of the things that’s exciting about focusing in on the tomb raiding promise and having Lara’s main mission be about discovering these ancient secrets is that, as a franchise, we own that space. It’s as core to the franchise as anything gets. For me, it is exciting that this time around, tomb raiding really takes some of these new flavors we introduced in 2013, like the bow and the climbing axe, and overlays them back onto some of the more unique aspects of this franchise like our ancient spaces and puzzle solving, and all of the great things we get out of tombs. Also, placing those tombs in a world that caters to player exploration is an exciting step forward for the franchise by allowing players to explore the world, discover things on their own, and gain access to things through gear that they’ve earned. I think that some of that non-linear structure, some of those open hub spaces, our enemy and animal populations, and those type of things that bring those spaces to life, all create a great setting for the tombs and essentially create a more modern adventure game structure and present within that our crown jewel – the tomb raiding experience. [From official forum Q&A session #20 (February 2015)]



Noah Hughes (Franchise Creative Director): We talked about a lot of ways that things like hunting and gathering resources would play into real gameplay systems. Weapons are one of the systems that we had supported prior and now there are more things that feed into that. Crafting can be used for custom grenades like the Molotov, and for healing.

To the specific point about arrows, they are one of the new craft-able additions that I am most excited about – being able to craft custom arrows such as the poison arrow.

Without listing all the ones we’re doing, it’s worth saying that we are bringing back some old favorites and adding some new additions that we are not sharing yet.
[From official forum Q&A session #20 (February 2015)]



Noah Hughes (Franchise Creative Director): There are more combat situations that give players the opportunity to initiate combat on their own terms. We give players more tools to use to both distract and take advantage of enemy awareness. Enemy awareness systems themselves have gotten more robust to cater to more sneaking and “cat and mouse” style gameplay. We have put a focus on supporting stealth and making stealth more interesting. Having said that, there is plenty of combat that can’t be avoided. Your stealth opportunities are to pick how you want to initiate combat rather than to avoid it entirely. [From official forum Q&A session #20 (February 2015)]



Noah Hughes (Franchise Creative Director): It is different. It isn’t a classic system with a health bar, but you may often find yourself in moment-to-moment situations where the healing system will become important. We’ll announce more info on the health system at a later date. [From official forum Q&A session #20 (February 2015)]

MeaganMarie
20th Feb 2015, 21:54
Really great questions everyone! Start mulling over what you'd like to ask next month! :D

Metalrocks
21st Feb 2015, 10:27
a lot of combat? was hoping for less and being avoidable. interesting read never the less.

Error96_
21st Feb 2015, 13:51
Really good answers and great to see CD are thinking so much about these details. With the HUGE exception of the exclusivity deal, CD seem on a very good track with ROTTR.

Blacktron
21st Feb 2015, 14:08
As we had mentioned, there’s at least 2 locations. One of them being the wilds of Siberia Ah, I guess that means that the picture of Lara in the desert with the helicopter is in that second location and not the 'oasis'. Sounds good :)

dark7angel
21st Feb 2015, 14:15
Really liking everything I'm hearing so far! Specially the increased focus on actual Tomb Raiding! :thumb:

Rai
21st Feb 2015, 16:10
a lot of combat? was hoping for less and being avoidable. interesting read never the less.

I'm liking a lot of what I'm seeing and reading. But yeah, I'm still worried about the combat. It does seem like there's going to be as much as last time. I get the impression though that there may be less forced ambush by hordes of men situations, that there will be more player control over how some encounters are handled.

AlexWeiss
21st Feb 2015, 18:44
a lot of combat? was hoping for less and being avoidable. interesting read never the less.
I'm fine with a ton of combat as long as it balances out with a ton of exploration of the environment and tombs and such. It was a great Q&A imo

AdeleDazeem
21st Feb 2015, 19:10
I'm fine with a ton of combat as long as it balances out with a ton of exploration of the environment and tombs and such.

I thought TR9 was varied enough too. But some people seem to disagree on that?

Great Q&D btw.:thumb:

dark7angel
21st Feb 2015, 20:57
I'm liking a lot of what I'm seeing and reading. But yeah, I'm still worried about the combat. It does seem like there's going to be as much as last time. I get the impression though that there may be less forced ambush by hordes of men situations, that there will be more player control over how some encounters are handled.

I'm getting that impression as well, which I think is great. Giving the player the option to start combat on their own terms is always better than forced ambushes in my opinion! That way, each player can experience combat the way he prefers - going in guns blazing or sneaking around, stealthy killing - and it also adds replay value since you can go back and choose to engage combat in a different way.

And I agree with AlexWeiss, I don't think the problem is too much combat, but rather the balance between combat and exploration/puzzle solving. I do think TR9 suffered a bit of an imbalance, but I'm optimistic about ROTTR.

Murphdawg1
21st Feb 2015, 21:59
Of course they avoid the elephant in the room and duck the hard questions.

Driber
21st Feb 2015, 22:01
a lot of combat? was hoping for less and being avoidable. interesting read never the less.

Why did you hope for less? There wasn't too much combat in TR9, just too little puzzle elements. We gotta get more puzzle elements to balance things out, not get less combat.


It does seem like there's going to be as much as last time.

Which I don't consider a bad thing :)


I'm fine with a ton of combat as long as it balances out with a ton of exploration of the environment and tombs and such. It was a great Q&A imo

Yup, this :thumb:

Murphdawg1
21st Feb 2015, 22:07
[QUOTE=Driber;2107101]Why did you hope for less? There wasn't too much combat in TR9, just too little puzzle elements. We gotta get more puzzle elements to balance things out, not get less combat.


I think people were hoping Lara would be going somewhere that's less populated especially with armed men.

Rai
22nd Feb 2015, 01:05
Why did you hope for less? There wasn't too much combat in TR9, just too little puzzle elements. We gotta get more puzzle elements to balance things out, not get less combat.



Which I don't consider a bad thing :)





Well I do. For me, it was sheer numbers in human enemies. Those ambushes in places like Shanty Town, the Bunker or the Palace (Throne room?) were just overwhelming, for me. I was hoping that the next game would involve areas less populated, as Murphdawg says. Especially really for this adventure which is apparently set in more than one country/location. If Lara really is visiting long lost cities/tombs, then I will expect peace and quiet, IE: isolation through much of it. I would love to walk into one of those areas and get a real sense that Lara is discovering this place untouched for centuries. Now if Lara happens across a Trinity base, then sure, it's gonna be heavily manned. I just hope those kind of large, will-this-ever-end battles seen in TR'13 don't rear their ugly heads. Or, if they do, then they offer up more choice than jsut which weapons to use and more versatility in how I get through them...rather than a feeling of panic/surrounded feeling I felt in TR'13 :p.

Sure, there definitely needs a better mix of 'pillars' as CD call them, with more exploration and puzzle based game play.

Error96_
22nd Feb 2015, 02:04
Why did you hope for less? There wasn't too much combat in TR9, just too little puzzle elements. We gotta get more puzzle elements to balance things out, not get less combat.

I am with Rai on this one in that there was too much combat in TR9 and that replacing some of the combat with more puzzles is what will bring balance to ROTTR. In sections like Shanty town and Solarii fortress from the last game it was like playing a shooter instead of a TR game and really there is only so many enemies one person can kill in a horde or overall. What I read in the game informer article though looks like more animal enemies so that may alter the combat style to bring more variation than just armed guys and the bigger puzzles could reduce the proportion of the playthrough time on combat which I would see as positive.

Chocolate_shake
22nd Feb 2015, 02:59
Yep , I too felt that there was too much combat in Shanty town and the palace , but I also think the combat mechanics were so good that those battles were fun and intense (for me atleast ) . There were also places like Summit Forest , Geothermal Caverns and Base approach where you could finish everyone off without being spotted

I think they are going for more summit forest style encounters with a more methodical approach to combat , which suits TR more than just the standard third person cover shooting .

And its not like the Siberian wasteland is a Trinity hotspot . They are also coming here at the same time as lara as opposed to Lara going right into the belly of the beast in TR9 . It would be more like Rutland's men following lara in every location ( in TR Legend )

WinterSoldierLTE
22nd Feb 2015, 03:47
I gotta admit I'm not too fond of the "Certain animals will only be available to hunt at specific times" bit. I remember there were a few animals like that in 'Red Dead Redemption' (again so you could use the pelts for outfits and/or accomplishment) and figuring out which times and where to be was not fun at all. 'Final Fantasy 12' was a heavy offender in that as well, which again was not fun.

Actually 'FF12' was a pain in the arse with that schtick.

Metalrocks
22nd Feb 2015, 10:54
what the others said.

Blacktron
22nd Feb 2015, 11:22
And I'm gonna be the contrarian here by saying that I liked the amount of combat in TR9. Although I do agree TR9 could have used more puzzles, so if there are more of that in TR10 and the percentage of game time spend in combat would thus go down I am fine with that. But in absolute terms the actual time spend shooting and the number of enemies does not have to go down for me. I think the shooting combat in TR9 is the finest of any third person game I have ever played, so having less of it does not make the game better to me.

And please keep the animal enemies to a minimum, like in TR9. I find it hard to take the game seriously when wolves and bears want you dead as much as the alien in Metalrocks' picture there ^ . Nathan Drake is never under attack by the local zoo population.

But you know: I think players choice is the answer there too: in addition to optional challenge tombs there could be optional combat areas as well. And those areas can then also be used as multiplayer maps.

Chriss_02
22nd Feb 2015, 13:01
Will there be any more outfits than the two you have shown us?

Metalrocks
22nd Feb 2015, 14:41
no, the alien is just looking for you. we play hide and seek. only im very mean and make sure it doesnt find me at all and if it does, im am extra mean then and use the flamethrower to it cant touch me. :D

WinterSoldierLTE
22nd Feb 2015, 15:12
only im very mean and make sure it doesnt find me at all and if it does, im am extra mean then and use the flamethrower to it cant touch me. :D

I like putting a human or two in between myself and it the watching what happens next. ;)

Metalrocks
22nd Feb 2015, 15:29
I like putting a human or two in between myself and it the watching what happens next. ;)

lol. like this one woman who was just sitting there. poor girl. shame i led it to her. but i also had to make sure its far away for me to get out of the locker and proceed to the new unlocked area.

Driber
22nd Feb 2015, 17:02
Well I do. For me, it was sheer numbers in human enemies. Those ambushes in places like Shanty Town, the Bunker or the Palace (Throne room?) were just overwhelming, for me.

Even on the lowest difficulty setting?


I was hoping that the next game would involve areas less populated, as Murphdawg says.

There were also less populated areas in TR9. For example the forest near the beginning which was only inhabited by animals. Or for example the beach.


Especially really for this adventure which is apparently set in more than one country/location.

So we do know if all locations of TR10 are heavily populated?


If Lara really is visiting long lost cities/tombs, then I will expect peace and quiet, IE: isolation through much of it.

Wasn't there peace and quiet in the tombs in TR9?


I would love to walk into one of those areas and get a real sense that Lara is discovering this place untouched for centuries.

How would you feel if there were large areas like this in a future TR game, which Lara then has to revisit later in the game, and only then the place would be crawling with baddies that she has to defeat?


Now if Lara happens across a Trinity base, then sure, it's gonna be heavily manned. I just hope those kind of large, will-this-ever-end battles seen in TR'13 don't rear their ugly heads.

I do hope we'll see more of those. As Blacktron said, they were fun.


Or, if they do, then they offer up more choice than jsut which weapons to use and more versatility in how I get through them...rather than a feeling of panic/surrounded feeling I felt in TR'13 :p.

Such as? :)


I am with Rai on this one in that there was too much combat in TR9 and that replacing some of the combat with more puzzles is what will bring balance to ROTTR.

But why even exchange one thing with another, and why not simply add in more of the other? If there will be as much puzzle elements as combat elements in TR10, there will be balance.


In sections like Shanty town and Solarii fortress from the last game it was like playing a shooter instead of a TR game

How is that "un-TR-like"? Previous TR games involved heavy combat areas, too. Hell, GoL was one giant shooter!


and really there is only so many enemies one person can kill in a horde or overall.

I'm sure Lara can kill unlimited. Well, at least until the controller battery dies :D


Yep , I too felt that there was too much combat in Shanty town and the palace , but I also think the combat mechanics were so good that those battles were fun and intense

They really were :thumb:


There were also places like Summit Forest , Geothermal Caverns and Base approach where you could finish everyone off without being spotted

Indeed, which I would argue makes those heavy combat areas all the more fun, because it gives the player variation throughout the game.

I think a good TR game should have all of the following ingredients:

- Heavy combat areas.
- Stealth areas.
- Puzzle areas.
- Solitude areas.

what the others said.

Ah so that includes "I also think the combat mechanics were so good that those battles were fun and intense" :p :D


And I'm gonna be the contrarian

I don't think you are :)


I liked the amount of combat in TR9. Although I do agree TR9 could have used more puzzles, so if there are more of that in TR10 and the percentage of game time spend in combat would thus go down I am fine with that. But in absolute terms the actual time spend shooting and the number of enemies does not have to go down for me. I think the shooting combat in TR9 is the finest of any third person game I have ever played, so having less of it does not make the game better to me.

I agree 100%


And please keep the animal enemies to a minimum, like in TR9. I find it hard to take the game seriously when wolves and bears want you dead as much as the alien in Metalrocks' picture there ^ .

Well TR isn't meant to be taken seriously. It's not a flight sim.


Nathan Drake is never under attack by the local zoo population.

So? That's a different game.

And anything that sets TR apart from UC is probably a good thing :D

dark7angel
22nd Feb 2015, 18:11
^Not to mention that animal enemies are part of the TR history - after all, the very first enemy we face in TR1 are wolves! :D

Driber
22nd Feb 2015, 22:21
^Not to mention that animal enemies are part of the TR history - after all, the very first enemy we face in TR1 are wolves! :D

Exactly! :D

Tihocan
22nd Feb 2015, 22:26
^Not to mention that animal enemies are part of the TR history - after all, the very first enemy we face in TR1 are wolves! :D

Truth. Indeed, there are only animal enemies up to the point you find Larson.

Blacktron
23rd Feb 2015, 00:01
^Not to mention that animal enemies are part of the TR history - after all, the very first enemy we face in TR1 are wolves! :D

Guess what? I still don't want them in TR10 :p

Metalrocks
23rd Feb 2015, 00:49
@drober
lol, nice try but you know exactly to who im referring too.

Rai
23rd Feb 2015, 01:32
Uhho! Driber power quoter strikes again! :p *Lara voice* You can do this, Rai*/*


Even on the lowest difficulty setting?

Yep. I admit, I'm a lightweight gamer, I only really play Tomb Raider, so this shooty style was new to me.


There were also less populated areas in TR9. For example the forest near the beginning which was only inhabited by animals. Or for example the beach.

Yes, there were. I'm not disputing there were less populated areas. I'm just saying, I was hoping Rise would be even less populated than this lost island that somehow happened to have hundreds of inhabitants. In the areas that had a lot of Solarii, I felt it was too much and overwhelming at times.


So we do know if all locations of TR10 are heavily populated?

Of course we don't. I'm just hoping for more areas that feel isolated. I never claimed to know that Rise will be heavily populated. I expect some areas to be heavily manned by Trinity, I just hope there won't be any of those horrid ambush moments. Or less of them.


Wasn't there peace and quiet in the tombs in TR9?

IIRC, there were two main story tombs in TR'13: Himiko's Tomb, where Lara barely had enough time to gag over Himiko's remains and quickly decipher the murals on the wall before Solarii jumped in, and the General's last resting place, which looked as if the Solarii had already been there and Lara had just enough time to take in his story before, once again, combat ensues. Sure, the non story secret 'tombs'/caves were peaceful, but you're hardly in there long. And even then most appeared to have been found and used by Solarii, complete with modern equipment, barrels, weapon supplies, so the whole feeling of undiscovered isolation is kinda lost anyhoo. IMO.


How would you feel if there were large areas like this in a future TR game, which Lara then has to revisit later in the game, and only then the place would be crawling with baddies that she has to defeat?Then I'd be mad that that beautiful untouched place was being defiled by that scum and whop their arses! In all seriousness though, that isn't quite so bad as baddies being there from the get go.


I do hope we'll see more of those. As Blacktron said, they were fun.

Well then good for you and Blacktron :p. But spare a though for those of us struggling, won't you?


Such as? :)

Well, let's say Lara wonders into enemy territory, like a Siberian factory that Trinity have taken over and she's ambushed (complete with aggravating enemy intro cutscene :rolleyes:). Lara ducks for cover and offs the first few *phew*. You/Lara then finds a new hiding place and uses tools/gear to distract another bunch before stealthily offing the look out and offing others from a distance. For me, situations like the first fight after the helicopter scene were overwhelming due to sheer numbers and you pretty much had to see it through, same with other areas such as the Palace/throne room. If Rise dishes out these ambush scenarios while offering a bit of variety in how you deal with them, then I may feel better about them. Edit: I thought of an alternative to my example. Let's say Lara stealthily enters the factory, knocking out a couple of guards first to do so. She's sneaking her way through only to get spotted by one extra observant merc. Lara has to act quickly to off the back up that arrives. She then finds another hiding place and the factory is now on alert to her presence. Lara can use diversions to temporarily evade (or completely) small groups or be forced/engage into direct combat. She can continue to use stealth where possible. This allows for more variety and a chance to avoid overwhelming numbers.


How is that "un-TR-like"? Previous TR games involved heavy combat areas, too. Hell, GoL was one giant shooter!

All TR games had combat. But not one had as many enemies as TR'13 did. At least they didn't feel that human enemy heavy. Even in Legend or TR2 which were both fairly heavy in combat, I never once felt overwhelmed by sheer numbers in one combat situation. GoL isn't TR, but even so, I was still put off by sheer numbers [/phrase of the day]. This wasn't aimed at me, but I wanted to address it anyhoo.


They really were :thumb:


I may not have liked the amount of combat, but I admit I enjoyed the mechanics. I loved the cover and the bow and using the surroundings more. Much better than going in guns blazing performing acrobatics to avoid being hit. Although the slo-mo head shot in TRL was pretty cool :cool:.



Indeed, which I would argue makes those heavy combat areas all the more fun, because it gives the player variation throughout the game.

I enjoyed Summit Forest and Geothermal Caverns for precisely those reasons given. Summit Forest in particular was tense, scary and felt very TR to me. (I can't remember Base Approach :o).


*and breathe.Takes a cup of tea and jaffa cakes* @drober, omg :lol:

Error96_
23rd Feb 2015, 04:01
There were also less populated areas in TR9. For example the forest near the beginning which was only inhabited by animals. Or for example the beach.

That variation made these my favourite sections of the game so this further justifies a less combat idea for me.

The shanty town was the section of the game I liked least for this overkill and the constant cutscenes that ruined the fear and surprise of the ambushes. I remember in the classics how scary it was to enter a new area and the wolves from the first section were a great reflection of that for their speed in coming out of nowhere towards you. It's a shame it went form sections like the wolves and the fun stealthy forests to almost endless horde attacks by armed guys in parts. I find the heavy combat only fun up to a point and would rather have less and more varied enemies.


But why even exchange one thing with another, and why not simply add in more of the other? If there will be as much puzzle elements as combat elements in TR10, there will be balance.

How is that "un-TR-like"? Previous TR games involved heavy combat areas, too. Hell, GoL was one giant shooter!

If you add more puzzles then the other components have to drop as a proportion of the gameplay. Gol is a LC series game rather than TR. There are large sections of all the classics without combat and very rarely back to back ambushes without a puzzle, boulder chase or jump set inbetween.


Indeed, which I would argue makes those heavy combat areas all the more fun, because it gives the player variation throughout the game.

I think a good TR game should have all of the following ingredients:

- Heavy combat areas.
- Stealth areas.
- Puzzle areas.
- Solitude areas.

I buy into the three pillar system of TR - that is the three components are

-Platforming/exploration
-Puzzles/ traps
-Combat

Each of the 3 should be about equal measure as per the TR1-8 recipe that makes TR unique. Heavy combat and light combat I put under the same thing but having an area of combat then a puzzle or big section to climb up is real variation. Any current zombie killer can have 70% combat and I would like to see the other 2 pillars shine out more.

Driber
24th Feb 2015, 13:45
@drober

:lol:


Uhho! Driber power quoter strikes again! :p *Lara voice* You can do this, Rai*/*

:D


Yep. I admit, I'm a lightweight gamer, I only really play Tomb Raider, so this shooty style was new to me.

Yes, there were. I'm not disputing there were less populated areas. I'm just saying, I was hoping Rise would be even less populated than this lost island that somehow happened to have hundreds of inhabitants. In the areas that had a lot of Solarii, I felt it was too much and overwhelming at times.

Fair enough :)


Of course we don't. I'm just hoping for more areas that feel isolated. I never claimed to know that Rise will be heavily populated. I expect some areas to be heavily manned by Trinity, I just hope there won't be any of those horrid ambush moments. Or less of them.

I'm curious, what if the lowest difficulty setting came with 50% or even 25% of the amount of baddies in those ambushes? Would that work for you?


IIRC, there were two main story tombs in TR'13: Himiko's Tomb, where Lara barely had enough time to gag over Himiko's remains and quickly decipher the murals on the wall before Solarii jumped in, and the General's last resting place, which looked as if the Solarii had already been there and Lara had just enough time to take in his story before, once again, combat ensues. Sure, the non story secret 'tombs'/caves were peaceful, but you're hardly in there long. And even then most appeared to have been found and used by Solarii, complete with modern equipment, barrels, weapon supplies, so the whole feeling of undiscovered isolation is kinda lost anyhoo. IMO.


So let's say that in TR10 there are these completely isolated non-story tombs. How many of them would there have to be or how big would they have to be in order for you to feel satisfied? Again, just being curious here how you picture it :)

Also, I think I remember seeing a wish in the official wishlist about isolation. Did you vote for it?


Then I'd be mad that that beautiful untouched place was being defiled by that scum and whop their arses!

:D


In all seriousness though, that isn't quite so bad as baddies being there from the get go.

Cool. Maybe worth putting in a suggestion in the official wishlist then?


Well then good for you and Blacktron :p. But spare a though for those of us struggling, won't you?

Oh of course. I'm a big supporter of tailoring difficulty to the player's experience / preference. I would love to see an ultra-hard mode that brings hordes of enemies, scarse ammo, disabled hints, etc, and a rookie mode on the other far side of the spectrum with easy battles, plentiful ammo, etc.


Well, let's say Lara wonders into enemy territory, like a Siberian factory that Trinity have taken over and she's ambushed (complete with aggravating enemy intro cutscene :rolleyes:). Lara ducks for cover and offs the first few *phew*. You/Lara then finds a new hiding place and uses tools/gear to distract another bunch before stealthily offing the look out and offing others from a distance. For me, situations like the first fight after the helicopter scene were overwhelming due to sheer numbers and you pretty much had to see it through, same with other areas such as the Palace/throne room. If Rise dishes out these ambush scenarios while offering a bit of variety in how you deal with them, then I may feel better about them.

Heh, I know what you mean, the fight in shanty town after the helicopter was a real doozy for me, too. I did play on the hardest setting, though, so I'm not sure if had the exact same experience. But if you say that you really had to struggle there, even on the lowest difficulty setting, then I guess the difficulty levels weren't configured all that well.


Edit: I thought of an alternative to my example. Let's say Lara stealthily enters the factory, knocking out a couple of guards first to do so. She's sneaking her way through only to get spotted by one extra observant merc. Lara has to act quickly to off the back up that arrives. She then finds another hiding place and the factory is now on alert to her presence. Lara can use diversions to temporarily evade (or completely) small groups or be forced/engage into direct combat. She can continue to use stealth where possible. This allows for more variety and a chance to avoid overwhelming numbers.

I love this. But weren't there already scenarios like these in TR9? Or are you saying that every battle should be stealthable and that the game should have no ambush moments at all?

If so, then I disagree, and would more advocate for a better configuration of the difficulty levels. To use the shanty town example, on the lowest setting there could be 25% of the baddies, which I think should make it doable even for those who don't consider shooters as their cup of tea.


I may not have liked the amount of combat, but I admit I enjoyed the mechanics. I loved the cover and the bow and using the surroundings more. Much better than going in guns blazing performing acrobatics to avoid being hit. Although the slo-mo head shot in TRL was pretty cool :cool:.

The slo-mo shot in TRL was awesome. It felt very satisfying taking out dinos and gorillas with that move.

Similarly, I loved the dodge-and-counter move in TR9. It also had a bit of a slo-mo effect IIRC.


*and breathe.Takes a cup of tea and jaffa cakes*

You made it!

http://driber.net/os/hugh_laurie_blackadder_huzzah.jpg

:D


That variation made these my favourite sections of the game so this further justifies a less combat idea for me.

But how much less?

50/50 heavy combat / less populated places like the forest and beach? 25/75? 10/90?



waits for someone to reply "0/100" :p


The shanty town was the section of the game I liked least for this overkill and the constant cutscenes that ruined the fear and surprise of the ambushes. I remember in the classics how scary it was to enter a new area and the wolves from the first section were a great reflection of that for their speed in coming out of nowhere towards you. It's a shame it went form sections like the wolves and the fun stealthy forests to almost endless horde attacks by armed guys in parts. I find the heavy combat only fun up to a point and would rather have less and more varied enemies.

...but then you'll get people complaining that there are too many ferocious wolves and bears and how unrealistic that is *shucks*


If you add more puzzles then the other components have to drop as a proportion of the gameplay.

Percentage wise, sure. But you said "replacing some of the combat with more puzzles is what will bring balance to ROTTR" which means you want to take out combat, not just add more puzzles to balance things out.


There are large sections of all the classics without combat and very rarely back to back ambushes without a puzzle, boulder chase or jump set inbetween.

Well, the heavy battle scenes in TR9 were not exactly "back to back", either. They, too, were broken up with puzzles (albeit not enough), cinematics, stealth areas, low population areas, exploration, chases & QTE's, etc.


I buy into the three pillar system of TR - that is the three components are

-Platforming/exploration
-Puzzles/ traps
-Combat

Each of the 3 should be about equal measure as per the TR1-8 recipe that makes TR unique. Heavy combat and light combat I put under the same thing but having an area of combat then a puzzle or big section to climb up is real variation. Any current zombie killer can have 70% combat and I would like to see the other 2 pillars shine out more.

Fair enough :)

Phasetastic
24th Feb 2015, 14:29
The shanty town was very combat heavy but the rest of the game already did balanced in gameplay styles.

Driber
30th Mar 2015, 14:36
Just posting these here as well, for reference.


*** Additional answers from this Q&A session in podcast #28 ***


Q: “To what extent has the work on Tomb Raider 2013 been built upon during the development of Rise of the Tomb Raider? And can you share any examples?”

A: (Brian Horton) For Rise, we wanted to build on the foundation we established on for Tomb Raider 2013 so what we did was take a lot of the things we liked and use it as a foundation especially as we were doing early prototypes. Everything was the same foundation of the game. From there, we started thinking what are the things we can grow and build on? That’s where we started thinking about survivalist systems, to think about the living world and how to make hubs more engaging, to build that survival sandbox and really double down on some things we introduced in our desperate combat in the last game. Now that Lara’s more confident and aware of her surroundings, we’re starting to introduce more mechanics on how she can have this guerilla style in her combat. A lot of what we were trying to do was build on the foundation of 2013 and bring something new so as her as a character has evolved, so have the abilities.



Q: “Will the hubs be utilized within the story path allowing for a slower pace rather than the ‘go go go’ urgency of before?”

A: (Brian Horton) We always give the player an option to explore hubs. We introduce them in places where it’s a natural place to take a break and really exploit them. But there are those players out there that want to continue along the main story line and we don’t prevent the player from doing that. So it’s always one of those things where we want to give the player a feeling like they can take a break from the main story and really explore and find some challenge tombs or do some hunting or pick up some collectibles. But, I think we allow for a pacing that keeps the story motivating but gives an opportunity to use the hubs.


Q: “How difficult is it to acknowledge and/or reflect on the legacy of Tomb Raider while at the same time follow your vision for the reboot?”

A: (Brian Horton) We’re always respectful of the past. We always reflect on what came before us. But, as we’ve said in past interviews, this is a reimagining of Tomb Raider and Lara Croft as a character so she will never quite evolve into the classic, Core vision of what Lara was but we will always try to make sure she’s maintaining the spirit and the franchise maintains the spirit of what its always been through our modern lens. So what we try to do is think about how would Lara evolve from where she was in the last experience that she did and what challenges would we want to embrace her with that would make her continue her legacy? I mean, this is Rise of the Tomb Raider – it is the continuing journey of her finding her destiny.


Q: "Is archaeology still at the heart of Lara’s experience with tomb raiding because she tends to leave quite a bit of damage behind her sometimes."

A: (Brian Horton) The idea of being a Tomb Raider isn’t purely an archaeologist. She has the soul of an archaeologist. She has the desire to find these ancient relics and societies and the mysteries of the world but often she’s presented these life and death situations and when you’re in a situation like that, she’s going to take a route that’s going to allow her to survive. Oftentimes, that’s going to leave a bit of damage on the backend of it. She’s not there to do anything other than, hopefully, seek out the truth and, in doing so, you know, she’s putting her life on the line and she does have a reverence for ancient cultures and societies and artifacts and relics. Obviously we exploit that in the relic system too and you know, there’s a lot of reverence for the things she finds. But, at the same time, it is a survival action game and there is going to be a little bit of collateral damage.

Q: “Darrell called Rise of the Tomb Raider something truly special and the most ambitious Tomb Raider ever built…”

A: (Brian Horton) We’ve had a fantastic opportunity on the sequel to utilize the generation switch. To bring another level of fidelity and performance into Lara and the supporting cast members so that’s a huge thing for us – to continue to make Lara the most believable character in video games. The other thing is the scope and the breadth of the game – we’ve often talked of our hubs being larger than the last game but we’ve really tried to make them something larger and we’ve talked about them being three times the size. Not only is it larger, it’s more dense. We’ve put a lot more work into the systems of the game, not only to make these hubs larger but to make these hubs even more immersive and interactive. Every single system in our pillar, every aspect of the game, we’ve built on the last. So, yes, we would definitely say it’s the most ambitious game we’ve made.


Q: "What are the challenges we’re going to see Lara encounter and how will she rise to the occasion?"

A: (Brian Horton) I can tell you that stakes are always an important part to being a Tomb Raider. The idea that Lara is going after some of these secret truths in the most distant and hostile places in the world mean that she’s going to have to up her game. We see in the Game Informer article that she’s coming prepared and you know, she’s not going in there unaware of the danger that she’s going to face. But even going prepared, there’s things that she will discover and encounter that she’ll have to learn to take on and overcome. So, trying not to be specific because I don’t want to give spoilers, just know that the challenges that we present Lara and the player are building up on the same patterns of you introduced to something that’s extremely overwhelming, you learn, you grow, evolve and eventually, hopefully master.


Q: "What’s your process for doing renders?

A: (Brian Horton) So, I was very fortunate to learn some photography in the past few years. I’ve always been a painter but, my fine art has brought me to photography. I’ve been doing it now for about 6 years and when we did the cover for Tomb Raider 2013, we worked for an amazing agency and I was along for the ride and I was like, “Wow, this is a great way to get some high resolution promotional images.” So the goal is always – what is the image? What is the content that we’re trying to create? And Bren (Brenoch Adams - Art Director) is really the guy that drives what that content is. We’ll have discussions about it but he tends to come up with the images and iconography and then once we agree on that iconography through concept, then we bring a model in, we do wardrobe, make-up if needed and we do pose explorations. I set up my studio lights, which I generally have two of those, and I have a Canon 63D and I try to get the highest resolutions I can, either for me or for Bren, for us to work render images into from the model that Kam Yu (Principal Artist) so we’re using all of our game assets this time, blended with photography to create some of those cover images that you see on Game Informer or our international press.