Tomb Raider was 'losing relevance' before reboot
Tomb Raider global brand manager Karl Stewart discusses the character and plot motivations behind the gritty reboot of Lara Croft.
The upcoming gritty Tomb Raider reboot was borne out of necessity, as the character had become less relevant to modern gamers, according to global brand manager Karl Stewart. In an interview with Rock Paper Shotgun, Stewart explained some of the thinking behind this more realistic (and injury-prone) take on Lara.
"We felt [Lara] was losing some relevance in the gaming world, that she was a little too hard and removed," said Stewart. "We wanted to make her more approachable and relatable. I think this was a perfect time for us to reimagine the franchise, taking Lara back to her roots. I think it's growing to be a great way for players to learn to reknow who Lara is, retell her story."
He said part of this was removing her usual skill set, so she wasn't "perfect." The modern gamer can relate more to a "complex hero." Part of the reboot, though, came from a storytelling standstill. "We'd taken her to a great place, to somewhere she had some closure," Stewart said. "There weren't really many more stories we could have told. So we feel like with this new place we have fertile ground and there's a lot of places we can go to."
On the gameplay front, Stewart also addressed the quicktime scenes -- which looked heavy during the game's E3 presentation. "What we're trying to do with quicktime events is make some parity between what you see, so we're trying to use the analog stick as much as possible," he said. "We're in tutorial-heavy areas, so across the whole game it'll feel a lot less."
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Steve Watts posted a new article, Tomb Raider was 'losing relevance'.
Tomb Raider global brand manager Karl Stewart discusses the character and plot motivations behind the gritty reboot of Lara Croft.-
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I said it before, and I'll say it again: Tomb Raider: Other M.
I don't know if this is the way to rejuvenate a franchise, to retroactively reboot it while removing some of the defining characteristics of the character. Metroid: Other M wasn't a resounding success, and alienated some fans of the franchise, judging from reviews and commentary from last late August.
It's a brand, and so I understand the tenacity to revitalize it, but as a gamer who never played the game, but watched the franchise evolve and wind down, it seems like a potential "last hurrah" kind of thing. Makes me fear for Devil May Cry: Other M DmC (uggghhh...another franchise I never got into, but... uuggghh...).-
I'm not sure about that. Other M's problem wasn't that it tried to change the character or the franchise. I mean, yes, the mentality of the changes was all wrong, but it would've been terrible even if it hadn't been a Metroid game. Whereas so far this looks like a pretty well-considered modernisation of the brand.
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Also people arn't nearly as protective about lara as a character as they are with samus. People arn't creaming themselves for an old fashioned style Tombraider game, in fact people weren't really paying attention at all. These changes have got peoples attention.
Other M was really just a bizarre mis step that totally ignored what the gaming public were actually craving.
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Quicktime Events are bullshit, and I don't much like the answer he gives about them.
If we want to come up with a very customised experience, sometimes a quicktime event is a great way to do that.
Wrong. Quicktime events are a great way to suddenly ruin immersion and remind you that you're sitting behind a screen pushing buttons. This is fucking stupid. -
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