Lara Croft Tomb Raider Game 2015
Ascent of the Tomb Raider | |
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Developer(s) | Crystal Dynamics |
Publisher(s) |
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Managing director(south) |
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Producer(s) | Rose Hunt |
Designer(s) |
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Programmer(s) |
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Artist(s) | Brenoch Adams |
Author(due south) | Rhianna Pratchett |
Composer(due south) | Bobby Tahouri |
Series | Tomb Raider |
Platform(southward) |
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Release | Nov x, 2015
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Genre(southward) | Action-hazard |
Mode(s) | Single-actor, multiplayer |
Ascent of the Tomb Raider is a 2015 action-gamble video game adult past Crystal Dynamics and published by Microsoft Studios and Square Enix'south European subsidiary. The game is the eleventh main entry in the Tomb Raider series, the sequel to the 2013's Tomb Raider, and is the 2d instalment in the Survivor trilogy. Its story follows Lara Croft equally she ventures into Siberia in search of the legendary city of Kitezh while contesting the paramilitary organization Trinity, which intends to uncover the city'due south promise of immortality. Lara must traverse the surround and gainsay enemies with firearms and stealth as she explores semi-open up hubs. In these hubs she tin raid claiming tombs to unlock new rewards, complete side missions, and scavenge for resources which tin can be used to craft useful materials.
Development of Rise of the Tomb Raider closely followed the conclusion of development of the 2013 reboot. Histrion feedback was considered during development, with the team reducing the number of quick time events and introducing more puzzles and challenge tombs. The team traveled to several locations in Turkey, including Cappadocia, Istanbul and Ephesus, to design Kitezh. Rhianna Pratchett returned every bit the game's writer while Bobby Tahouri replaced Jason Graves as the game's composer. Camilla Luddington returned to provide voice and motion-capture work for Lara. Powered by the Foundation engine, the game was also adult by Eidos-Montréal and Nixxes Software.
Rise of the Tomb Raider was appear at E3 2014 by Microsoft Studios. It was revealed every bit a timed exclusive for Xbox 360 and Xbox One at Gamescom 2014, which sparked criticism from the gaming press and community. The game received mostly positive reviews, with critics praising its graphics, gameplay, characterization, and abundance of content; however, some reviewers felt that the game did non take enough risks. As of November 2021, the game had sold around 11.8 million copies. Several downloadable story and content additions have been released for digital purchase. Square Enix released the game for Microsoft Windows and PlayStation 4 in 2016. A sequel, Shadow of the Tomb Raider, was released in September 2018.
Gameplay [edit]
Rise of the Tomb Raider is a third-person activeness-adventure game in which players command Lara Croft, who is on a quest to notice the legendary city of Kitezh. Combat is a major gameplay mechanic; Lara has a large diverseness of weapons at her disposal (including assault rifles, shotguns, and pistols), some of which have an alternate firing mode.[1] Players may also utilize stealth to progress through portions of the game, using bows and arrows to have out enemies, creating distractions to describe enemy attention away from Lara, or hiding in bushes to evade enemies. Lara tin utilize the environment to fight enemies, shooting explosive barrels, tearing down rope-wrapped structures with rope arrows, or ambushing enemies from high ground.[ii] She can also use her ice axe and combat knife to appoint in melee combat with enemies.[3] Completing objectives and side content and eliminating enemies give players experience points (XP). When players collect sufficient XP they level up, receiving a skill betoken, which can be spent on the game's three skill trees: Brawler, Hunter and Survivor.[1] Brawler enhances Lara's efficiency with weapons, giving her abilities such as retrieving arrows from corpses and a steady aim, every bit well equally boosting her resilience confronting attack and unlocks new gainsay skills, such as dodge kill. Hunter gives her an advantage when dealing with the environments and animals. Survivor covers a wide range of skills such as creating incendiary bombs and setting booby traps.[4] Lara learns new languages, enabling her to detect relics (such every bit coins) which can be traded for new equipment.[5]
The game has semi-open hubs for players to explore. In the hubs are items for Lara to collect, including crafting materials and survival caches. These items and collectibles such as relics and documents tin be revealed to players using Survival Instinct, a vision mode which highlights items of involvement.[i] By collecting the materials, players can craft items with the game'due south crafting menu; Lara can arts and crafts ammunition, poisoned arrows (using death-cap mushrooms), and Molotov cocktails and hand grenades from cans and bottles.[six] The open areas are filled with wildlife, which tin can be hunted to collect more resource.[1] Players tin can discover and explore claiming tombs for new skills and outfits. Lara'southward outfit, which affects her combat performance, can be changed at base camps.[ane] The camps permit Lara to modify her weapon loadouts,[one] and are fast travel points which allow players to explore a previously-searched area.[vii] The game has side missions and challenges which may give players new equipment,[8] [nine] and players navigate intricate environments to progress. Lara tin apply her ice axe to climb sure surfaces (such as cliffs and glaciers)[10] and her rope arrows to create ziplines[11] to access difficult-to-accomplish areas,[six] and can climb trees and swim.[12] Players solve puzzles during the game, in its main entrada and optional content. The puzzles, based on in-game physics,[13] often connect; players must solve connecting puzzles to solve a larger i.[12]
Different the 2013 Tomb Raider reboot, Rise of the Tomb Raider lacks a multiplayer mode. It introduces Expeditions, which allow players to replay the game with new constraints and requirements. The game has iv modes: Affiliate Replay, Affiliate Replay Aristocracy, Score Attack, and Remnant Resistance. Chapter Replay and Chapter Replay Aristocracy permit players to replay any level, and Elite allows them to bring already-acquired skills and weapons to the level. Score Attack introduces score combo chains to the game.[14] Remnant Resistance allows players to create custom scenarios, which tin can be shared with other players. By completing Expeditions, players earn credits which can then be used to buy digital collectible cards to change the gameplay.[half dozen] Mutual cards may exist used only once, and foil cards can be used repeatedly. The cards tin can also exist purchased in microtransactions.[15]
Plot [edit]
One yr later on the events of Tomb Raider, archaeologist Lara Croft is struggling to explicate her experience of the supernatural on Yamatai and is experiencing posttraumatic stress disorder. Looking for answers, she turns to her late father Lord Croft'southward research on the lost metropolis of Kitezh and the promise of immortality. Ana, Lord Croft'south partner, warns Lara that her father's obsession drove him to ruin and suicide. Lara ignores her and organizes an trek to the Forgotten Cities in northwestern Syria, hoping to uncover the tomb of the Prophet of Constantinople, a cardinal figure in the Kitezh legend. The tomb is empty, and Lara is interrupted by Trinity—an ancient club of knights turned paramilitary system investigating the supernatural—and their task strength leader, Konstantin. Every bit she flees, Lara discovers a symbol etched into the tomb, which she links to a book on Russian religious history in her father'south study at Croft Manor. She learns of an artifact chosen the Divine Source, said to be capable of granting immortality. After arguing with her friend Jonah Maiava regarding the artifact's existence, a Trinity assassinator infiltrates the estate and steals the book, prompting the two to go to Siberia.
In Siberia, Lara and Jonah are separated past an avalanche. Continuing lonely, Lara discovers that Trinity has made a Soviet-era installation a base in their search for Kitezh. She is caught trying to think the book and is imprisoned with Ana. Konstantin slowly strangles Ana in an try to forcefulness Lara into revealing what she knows. Upon realizing Lara does non know the whereabouts of the source, Ana reveals herself as a Trinity agent and that Konstantin is her brother. She asks Lara to bring together Trinity, but she refuses and is taken to the Gulag cells, where she meets a man named Jacob. Together they escape the Gulag with Trinity in pursuit. During the hunt, Lara is incapacitated and about drowns, but Jacob saves her, and she later agrees to assistance him and his people in repelling Trinity.
Upon reaching a valley of hot springs, Lara discovers that Jacob is the leader of its inhabitants, the Remnants, and that they are descendants of the Prophet's followers. Trinity repeatedly attacks the Remnant, justifying the slaughter as God'due south will. Nonetheless, Lara discovers that Ana suffers a terminal illness and is seeking the Divine Source to cure herself. Jacob warns Lara that the Divine Source is existent but not what she expects it to be. Lara remains undeterred and sets out to find the Atlas, an antiquity that shows the way to Kitezh. Sofia, Jacob's daughter, warns Lara of the Deathless Ones, the immortal guardians of Kitezh. Lara finds the Atlas located in the archives beneath the ruins of a Cathedral, and is afterward reunited with Jonah, who was constitute by the Remnant and brought to the valley. Subsequently Lara discovers the path to Kitezh, Trinity forces render to the valley, take the Atlas and capture Jonah. Lara returns to the Gulag to find Jonah, merely Konstantin mortally wounds him. Lara brings Jonah to Jacob, who heals him. Upon witnessing Jonah's rapid recovery, Lara realizes that Jacob is the Prophet, given immortality past the Divine Source.
With Trinity advancing on the glacier looming over Kitezh, Lara is forced to enter the urban center on a unsafe path. Reading journals written past a Trinity agent, Lara realizes the truth of Jacob'due south warning: the Divine Source bestows immortality at the cost of one'due south self. Trinity breaks through the ice and enters the chamber that houses the Divine Source. With aid from Sofia and the Remnant, Lara battles her way through Trinity towards the sleeping accommodation. Konstantin ambushes Lara, just she mortally wounds him. Before he dies, Konstantin reveals that Lara's father did not commit suicide merely was assassinated past Trinity. Lara enters the sleeping accommodation but Ana has already retrieved the Divine Source. Jacob and Lara try to reason with Ana to no avail. Equally the Deathless Ones close in, Ana activates the Divine Source simply is overwhelmed by its power, giving Lara a run a risk to pick information technology up and boom it to pieces, causing the Deathless Ones to perish. Jacob's immortality is lost, but he is happy his fourth dimension has finally come. He assures Lara she has made a departure and peacefully disintegrates.
Two weeks afterwards, at Croft Manor, Lara and Jonah overlook their next expedition. Lara vows to investigate more of the earth'south mysteries and thwart Trinity'southward plans. In a post-credits scene, two weeks earlier Lara and Jonah leave Siberia, Lara asks Ana if she killed her father. Ana denies it, admitting that Trinity gave her the order, but she couldn't kill him because she loved him. Earlier she can reveal anything else, she is killed past a sniper, who asks his unseen superior about killing Lara and is ordered to stand down for the time beingness.
If the actor reloads their save file afterward finishing the game, Lara is seen telling Sofia about Jacob's passing.
Baba Yaga: The Temple of the Witch [edit]
In the Baba Yaga downloadable content, Lara investigates a disturbance in the Soviet mine. Later on fighting off a Trinity patrol, she finds a young daughter, Nadia, hiding in a sawmill. Nadia confides in Lara almost her search for her grandfather, Ivan. Ivan disappeared while trying to enter the Wicked Vale, a valley reportedly haunted by Baba Yaga, a witch in Slavic sociology. Ivan blames the witch for the death of his wife and wants to impale her. Lara is skeptical near Baba Yaga's beingness but, since Nadia is injured, agrees to enter the Wicked Vale and find Ivan.
In the Vale, Lara is exposed to a rare pollen with stiff hallucinogenic properties. After stumbling through a forest where she is tormented past visions of her father's suicide, she meets Baba Yaga and a pack of demonic wolves. Lara narrowly escapes with her life and finds herself in a modest, Soviet-era outpost. She unearths prove of a secret Soviet biological-weapons project which attempted to harness the pollen, which abruptly concluded when the researchers—including Serafima, a biochemist imprisoned in a nearby gulag—succumbed to the hallucinations.
Lara deduces that Serafima weaponized the pollen, adult an antidote, and kept her inquiry hole-and-corner from the armed forces. With Nadia's help, Lara synthesizes a necessary antidote from Serafima'due south recipe and returns to the Wicked Vale. Resisting the effects of the pollen, Lara finds the injured Ivan at the archway to Baba Yaga's lair.
Unable to get out the Wicked Vale while Baba Yaga controls it, Lara battles the witch under the pollen'southward influence and destroys its source. Baba Yaga is revealed equally Serafima, who was led to believe that her husband, Ivan, and daughter were dead and used the pollen to become Baba Yaga and torment her captors. With Ivan, Serafima, and Nadia reunited, Lara leaves the Wicked Vale.
Cold Darkness Awakened [edit]
In the Cold Darkness Awakened content, Lara enters a decommissioned Soviet weapons bunker, which has been breached by a Trinity patrol. Trinity has inadvertently released an unstable pathogen into the air, which causes the people it infects to backslide to a zombie-similar state. Men are particularly vulnerable since the virus stimulates testosterone and adrenalin production. The pathogen was created to create an army of unstoppable super-soldiers by a Soviet researcher, all of whose experiments failed. He died in the facility after accidentally releasing the pathogen, proud that he had created a weapon to defend his homeland. With Sofia and Nadia providing support from a helicopter, Lara tries to find the source of the pathogen before an enormous cloud is released into the atmosphere and contaminates the Remnant valley.
The women plan to aqueduct the pathogen from three towers into the central tower, detonating it and burning off the toxin. Lara shuts downwards each tower, collecting equipment, rescuing female prisoners, and eliminating waves of the infected Trinity soldiers before entering the core belfry. While fighting off the infected soldiers, she triggers a catastrophic explosion and jumps from the tower to Nadia and Sofia'southward helicopter. Nadia and Lara lookout man the explosion every bit they fly to safety. Although the resulting fire burns the remaining pathogen, documents found in the facility indicate that the release was no accident; Trinity reactivated the facility to learn a sample of the pathogen, and an agent of Trinity escaped with it before the bunker was destroyed.
Blood Ties and Lara'south Nightmare [edit]
Blood Ties begins with Lara reading a note from her uncle, who says that since her mother disappeared, he is the rightful owner of the Croft estate. With copse working their way into the side of the firm and the roof caving in, Lara's babyhood home badly needs repair. She finds her father's prophylactic and searches the manor for its combination, hoping to detect his will and thus prove her buying. She finds artifacts from her past, and finally figures out the combination; notwithstanding, the safe contains no proof of her ownership. Lara finds her mother's tomb under the master staircase, and with both her parents proven dead, their holding passes to her, and she moves back in.
Lara's Nightmare is like to Blood Ties, with Lara'south uncle unwilling to give her the manor. She fights off hordes of zombies and skulls before finding the main cardinal. Lara kills a large skull in the main hallway, ending her nightmare.
Evolution [edit]
Rise of the Tomb Raider was developed by Crystal Dynamics, with Eidos-Montréal providing back up.[16] Development of the game began 2 weeks afterwards the team finished polishing the 2013 reboot.[17] Information technology was led by Noah Hughes and Brian Horton, the franchise'due south creative and game directors respectively.[18] Rhianna Pratchett returned as the game'due south writer,[19] and Camilla Luddington reprised her role as protagonist Lara Croft. Bobby Tahouri, known for his work on Game of Thrones, composed the soundtrack.[20] Development was completed on Oct 9, 2015, with Crystal Dynamics confirming that the game was alleged gold (indicating that it was being prepared for duplication and release).[21]
Story and gameplay [edit]
When we call up nigh what Lara's gone through, she's suffered through these traumatic events, seen friends die, and come up out of the situation forever changed ... What she needs is a way to reconcile the pain that she has suffered and as well the describe that she has, this compulsion, to discover more than of these things now that she's just glimpsed them on Yamatai.
—Game director Brian Horton on Lara's state later on the 2013 reboot
One of the game's intentions was to craft a more "personal" experience for players, and the team wanted to explore the journeying in which Lara becomes the tomb raider. She becomes determined to uncover more myths, and convinces the world that they are real at the end of the 2013 reboot; this became her major driving strength in the sequel.[22] [xviii] Although Lara must still struggle to survive, she is more confident and competent. The team tried to find a balance, making Lara more experienced and competent simply vulnerable in crunch and appealing to players.[23] They hoped that in the story, players could see Lara's character progression.[24] To indicate her hunger for knowledge, the team adjusted the collectibles; players would learn new languages including: Greek, Mongolian and Russian; unlocking new content and upgrades.[17] The new crafting system reflects Lara'due south resourcefulness, and her power to use the environment confronting her enemies highlights her intelligence.[25]
Rhianna Pratchett found Rising of the Tomb Raider more hard to write than the 2013 reboot, figuring out Lara's initial mental state and graphic symbol introduction. Its cast was significantly smaller than the reboot, so more screen fourth dimension could be given to each graphic symbol.[26] To aid establish the game's tone and visuals, Crystal Dynamics developed a "rippomatic" (a collection of movie scenes). Films included Rambo: First Blood Part II, which inspired the team about the game'southward stealth mechanic; Terminator 2: Judgment Twenty-four hour period, whose protagonist (Sarah Connor) and Lara Croft are "encumbered with a truth that no one believes". The Border and The Grey inspired game scenes in which Lara fought bears and wolves. Hanna and The Descent inspired the game's bows, arrows and pickaxe, and Aliens vs. Predator and The Day After Tomorrow helped the team excogitate the game's tundra setting.[27]
They worked on improving the story's pacing, which Horton idea as important equally the story itself. Several features with gameplay potential but not fitting its context, such every bit vehicles and an early scene in which Lara battled enemies in a jeep, were cut.[17] The team listened to player feedback about the original game and made gameplay adjustments, such as reducing the number of quick fourth dimension events, expanding the hunting system, and increasing the significance of traversing and stealth.[25] Cinematic moments and action scenes, designed by an internal squad known every bit OMS ("oh my shit"), were retained in the sequel.[22] The theme of survival remained the story's cadre, with the team modifying gameplay accordingly; the expanded crafting system required players to use the environments more.[24] Nevertheless, Crystal Dynamics avoided making it a survival game; the team felt that it would discourage player exploration.[28] Like its predecessor, Ascension of the Tomb Raider has a structure similar to metroidvania; the team wanted players to feel that Siberia is a living, dynamic world, and the game not merely a long sequence of events.[24] According to pattern director Michael Brinker, the squad decided to make the game less "grindy" than other titles; players would not be forced to complete any optional content. The skill-upgrades organisation was overhauled to include more than player options.[22]
After the developers listened to role player feedback, the game emphasized tomb-raiding more than its predecessors.[29] According to Hughes, the team analyzed some of the older Tomb Raider titles and distilled their best features while incorporating the reboot'due south physics-based puzzles. They intended to add more ancient tombs, making players feel like real discoverers and inspiring awe. The tombs were fabricated larger than the reboot, and water puzzles (featured in older Tomb Raider games) were included. The puzzles were often interconnected, with the team adopting a nested-puzzle arroyo.[12] Optional tombs were made more meaningful, giving players unique skills and items rather than just feel points.[17] The difficulty of each tomb slowly increases as players progress.[30]
Fine art and music [edit]
The game world was designed to reflect Lara's distorted mental land, and the team introduced the concept of "ominous beauty" to achieve this. The color scheme was vibrant, reflecting the game's large scale. The squad was inspired by other video games and fine fine art, including Russian realists.[17] They traveled to Yosemite National Park and several locations in Turkey, including Cappadocia, Istanbul and Ephesus, researching Byzantine culture and Greek architecture to design Syria and Kitezh.[31] The team took six months to create the game's snowfall technology (such as snow tracks and avalanches), which helped increase thespian immersion in the game. To add variety to its landscape, the team introduced the Oasis (with a dramatically-different look from Siberia).[23]
Bobby Tahouri's primary goal in composing the game's music was to back up its narrative. Tahouri spoke to Crystal Dynamics in 2012 and contracted to write the score in late 2013, delighted to have more composition time than previous projects. He listened to the earlier games' soundtracks to "immerse [himself] in the Tomb Raider globe". The soundtrack was recorded in Nashville by a 52-piece string-and-brass orchestra, including cello, woodwinds, dulcimer and a handpan developed by Saraz Musical Instruments. The Siberian music features an instrument similar to a gusli and low-pitched male singing. Dynamic Percussion System middleware creates music as the game is played.[32] Crystal Dynamics signed Karen O and guitarist David Pajo to produce the game'south theme song, "I Shall Ascension".[33]
The game features a Dolby Atmos soundtrack.[34]
Technology [edit]
Camilla Luddington voiced Lara and provided motion capture at a Los Angeles studio over a 2-yr period. According to the actress, one of the greatest challenges in voicing Lara was having to "yell over air current and snow".[35] Luddington trained for the part, with experts educational activity her how to hold the weapons.[36] The team wanted to ensure that Lara'south first game for the eighth generation of video game consoles looked proficient. Spraying Mova fluorescent pigment on Luddington's face, they obtained 7,000 points of reference.[37] The squad had difficulty developing Lara from move capture, finding Luddington'southward footage too realistic, and tried to give the young Lara "subtle" facial expressions. They focused on Lara's concrete details in cutscenes, where her muscles tensed as she climbed or her skin became blotchy from the cold. The studio used pose-based deformers to sculpt Lara's "exact shape" equally she moved. The team also used wrinkle maps, assuasive more natural, realistic motility for the graphic symbol.[25]
Ascension of the Tomb Raider was powered by the Foundation in-house game engine.[38] The team used global illumination and physics-based rendering to create light and shadows.[5] They used a Horizon WYSIWYG editor, editing text and graphics in a class closely resembling the finished product. The team adopted a "kit-bashing technique", quickly assembling a level with modules and rebuilding it until they were satisfied. To better the game's graphical fidelity, the squad partnered with Nixxes Software (which ported the Xbox 360 version).[22]
Release [edit]
On August 1, 2013, Square Enix Europe executive Phil Rogers appear that a new Tomb Raider game was in evolution for the 8th generation of video game consoles.[39] Microsoft announced the game during an E3 2014 press conference, with a scheduled late-2015 release.[40] At Gamescom 2014, the company said that Ascent of the Tomb Raider would exist an exclusive for its Xbox series of video-game platforms, including Xbox 360 and Xbox 1; according to Microsoft Studios executive Phil Spencer, information technology would be a timed exclusive like to Microsoft's deal with Capcom and Crytek on Dead Ascent iii and Ryse: Son of Rome (in which both were released for Microsoft Windows). This sparked histrion outrage from players, who blamed franchise owner Foursquare Enix for the decision.[41] Microsoft'southward calling the game "sectional on Xbox for holiday 2015" caused confusion among the gaming press and players.[42] Rogers explained in 2015 that the Microsoft timed exclusivity was primarily due to the company's potent back up for the 2013 reboot. Spencer also spoke on the exclusivity stating "I'm a big fan of Uncharted, and I wish we had an action adventure game of that ilk. We've started some, and nosotros've looked at them. But we don't have one today of that quality. This is an opportunity."[43] Crystal Dynamics caput Darrell Gallagher said that the partnership could help the squad "deliver the best game that [they] tin can".[44] Rogers called the arrangement a "natural" evolution and a "tough" decision.[45]
Rise of the Tomb Raider was released on November x, 2015,[46] and the Windows version was released on January 28, 2016.[47] Microsoft Studios was the game'due south publisher for Xbox 360 and Xbox 1.[48] An 18-consequence comic series, Tomb Raider, began publication in early on 2014. Produced by Nighttime Equus caballus Comics and written by Pratchett and Gail Simone, the comics bridged the gap between the 2013 reboot and Rise of the Tomb Raider and explained the absence of some secondary characters in the sequel.[49] Microsoft released a Rise of the Tomb Raider Xbox One bundle, including an Xbox One console, a code for Tomb Raider: Definitive Edition and the game.[50] A collector'southward edition included a 12-inch statue of Lara, a steelbook, a jade necklace and a replica of Lara'southward periodical.[51] A season pass included the base game, additional outfits, weapons and trek cards, and access to downloadable content.[52] GameStop preorders had exclusive access to the Holy Fire Carte du jour Pack, which tin exist used in the game'south expeditions fashion.[53] Microsoft live-streamed a Survival Billboard marketing event on Twitch. Eight contestants continuing in front of a Southwark Street billboard were subjected to different harsh weather weather condition, which were voted by Twitch'due south viewers. The contestant indelible the conditions longest received a "Tomb Raider-themed trip"[54] Players could earn in-game rewards by participating (and interacting with) Twitch live-streaming in expedition mode.[55]
The game was supported by downloadable content, and its start mail-launch update was released on December 4, 2015. It introduced an endurance mode, with elements of a survival game as Lara hunts and crafts items while facing hidden dangers and environmental hazards.[56] The first story addition, Baba Yaga: The Temple of the Witch, was released on January 26, 2016 for Xbox One.[57] Cold Darkness Awakened, the tertiary DLC, introduced a horde mode in which Lara fights waves of infected enemies.[58] A Rise of the Tomb Raider: 20 Twelvemonth Celebration edition was released for PlayStation 4 on October 11, 2016. The edition (developed by Nixxes Software and Crystal Dynamics) adds several new features, including a classic outfit inspired by Tomb Raider III;[59] cooperative gameplay for endurance mode; Blood Ties, a combat-free style in which Lara explores the Croft Manor; and Lara's Nightmare, in which players fight infected enemies in the manor.[60] The DLC was gratuitous of charge to season-pass holders. To promote the 20 Yr Celebration edition, the marketing team hung a jeep from the side of a building in Times Square.[61] Blood Ties supported PlayStation VR when 20 Year Commemoration was released, and Oculus Rift and HTC Vive were supported on December half dozen, 2017.[62] Feral Interactive released the game for macOS and Linux in April 2018.[63]
Reception [edit]
Critical reception [edit]
Rising of the Tomb Raider received "more often than not positive reviews" according to review aggregator Metacritic.
The game's graphics were praised by critics. Kimberly Wallace of Game Informer called them "stunning" and praised Crystal Dynamics for creating detailed environments for players to explore, although she noted several frame charge per unit problems. Spencer Campbell of Electronic Gaming Monthly agreed, describing the areas as "gorgeous" and noting that every location in the game looked unique.[68] Justin Towell of GamesRadar praised the game's presentation and appreciated its animation, noting that it was a AAA production. Steven Hansen of Destructoid chosen it one of the best-looking games on the market, although he considered some of the lighting unrealistic.[67]
Wallace praised the story for several memorable moments, although she thought it was predictable except for the ending scene. She liked the writers' decision to explore the relationship between Lara and her male parent and with Trinity, which she found interesting.[69] Campbell criticized the story for beingness uncomplicated and formulaic; it "took too many cues" from Raiders of the Lost Ark, and its characters were undeveloped and forgettable.[68] Mike Mahardy of GameSpot wrote that the story was emotional and the characters grounded and believable; its mysticism "makes sense within the world they occupy", and he called the story tragic but uplifting.[71] Towell praised the story for several surprising moments and was largely impressed by the vocalism acting, although he was disappointed that the story was so similar to the 2013 reboot.[72] Peter Paras of Game Revolution singled out Luddington'due south operation as Lara, saying that she "imbues the character with a sense of wonderment and determination".[70] Lucy O'Brien of IGN called Lara an "endearing" character driven by "complex ambitions", and described the game's villains every bit "stiff".[73]
Wallace found Rise of the Tomb Raider 's combat entertaining overall, and enjoyed the stealth section. She liked the upgrade trees (which accommodate different styles of play), just institute afterward gainsay sections repetitious.[69] Campbell chosen the stealth section satisfyingly challenging, and enjoyed the range of actor choices. He noted the gainsay's more-strategic nature, due to its larger arsenal.[68] Mahardy called the combat "superb", praising the game for giving players the freedom to experiment with gameplay mechanics. He constitute the resource-gathering deadening, but the crafting organization well-executed.[71] Towell liked the game'southward combat and stealth, comparing it to Metal Gear Solid V: The Phantom Hurting and noting that Lara oft felt similar a "cold-blooded killer" due to the abundance of gainsay. He felt that in that location were also many items to collect.[72] O'Brien found some gainsay sections uninspired, only the new crafting abilities fabricated them more enjoyable. She called the stealth component enjoyable but redundant.[73] Although Hansen liked the addition of stealth, he said that Rising did not address the issues with the 2013 reboot (in which Lara was as well fierce, causing narrative noise).[67]
Wallace praised the game'south abundant side content, finding it intriguing plenty to lure her away from the main story. She liked the Metroidvania world design, and the big hubs encouraged her to explore. Wallace enjoyed the expanded tombs and the puzzles, which were deeper and more intricate than those in the previous game.[69] Campbell praised its hunting mechanic, which enhanced the game world. He wrote that the narrative shortcomings were balanced by gameplay complication, particularly the optional tomb puzzles.[68] Mahardy praised the open hubs' "waterfall construction", where every actor activeness may unlock new possibilities;[71] however, Towell found the hubs filled with aimless, unappealing content.[72] O'Brien called the claiming tombs the game's highlight (paying homage to the older Tomb Raider games), despite its shortage of puzzles.[73] Hansen plant much of the content "open world busywork", which he compared to the Assassin's Creed game series.[67] Paras wrote that the expedition way was a "real treat";[70] Oli Welsh of Eurogamer criticized it, maxim that in that location was no reason for the mode to be other than to please YouTubers and generate revenue from microtransactions.[14]
Wallace called Ascent of the Tomb Raider "meliorate in every way" than the 2013 reboot, and said that the game had loftier replayability.[69] Campbell was disappointed past the story, only considered the game an overall improvement on its predecessor.[68] Towell chosen the game a "safe sequel" which took few risks, but had a successful formula;[72] O'Brien agreed that it succeeded in refining its predecessor's formula.[73] Hansen found much of the game'southward content swollen; although it was an improvement, he criticized it for not fixing many of the original'south shortcomings.[67] According to Paras, the Tomb Raider franchise surpassed gaming classics such as Resident Evil 4 and Uncharted 2: Amid Thieves after xx years with Ascent of the Tomb Raider.[70]
Sales [edit]
Some gaming journalists were concerned nearly Rise of the Tomb Raider 's sales, since it was released on the same solar day every bit Fallout iv (a highly anticipated game from Bethesda Game Studios, which besides had Microsoft equally its marketing partner). However, Microsoft believed that the games would not compete with i another.[74] It was the fourth-bestselling game in the UK and Ireland in its week of release, debuting at number four in the Britain retail software sales nautical chart (behind Fallout four, Call of Duty: Black Ops III and FIFA 16).[75] However, the game did non sell well enough in the calendar month later its release to appear on the NPD Group chart.[76] Co-ordinate to Square Enix, its initial commercial performance was "solid";[77] game director Brian Horton and Microsoft executive Aaron Greenberg said that Microsoft Studios and Foursquare Enix were satisfied with the game'southward sales.[78] Digitally, the Windows version sold 3 times better than the Xbox One version in the showtime month of release.[79] The game had sold over one million copies by the end of 2015,[80] and nearly 7 1000000 copies past Nov 2017.[81]
In honor of the 25th anniversary of Tomb Raider, Square Enix and Crystal Dynamics historic each game and spin-off of the franchise with community features, nostalgia, and unseen contents throughout 2021. On its defended month, it was revealed that Rise of the Tomb Raider had sold xi.8 million in November 2021.[82]
Awards [edit]
Year | Award | Category | Upshot | Ref |
---|---|---|---|---|
2015 | 33rd Golden Joystick Awards | About Wanted Game | Nominated | [83] |
The Game Awards | All-time Performance (Camilla Luddington) | Nominated | [84] | |
All-time Activity/Risk | Nominated | |||
2016 | NAVGTR awards | Blitheness, Artistic | Won | [85] |
Art Direction, Gimmicky | Won | |||
Graphics, Technical | Nominated | |||
Lighting/Texturing | Won | |||
Performance in a Drama, Lead (Luddington as Lara Croft) | Nominated | |||
Sound Effects | Nominated | |||
Use of Sound, Franchise | Nominated | |||
Game, Franchise Hazard | Won | |||
68th Writers Guild of America Awards | Outstanding Achievement in Videogame Writing | Won | [86] | |
19th Almanac D.I.C.E. Awards | Game of the Year | Nominated | [87] | |
Adventure Game of the Year | Nominated | |||
Outstanding Achievement in Game Direction | Nominated | |||
Outstanding Accomplishment in Animation | Nominated | |||
Outstanding Achievement in Art Management | Nominated | |||
Outstanding Achievement in Character (Lara Croft) | Won | |||
Outstanding Achievement in Audio Design | Nominated | |||
Outstanding Achievement in Story | Nominated | |||
Outstanding Technical Achievement | Nominated | |||
Satellite Awards | Outstanding Action/Adventure Game | Won | [88] | |
SXSW Gaming Awards | Excellence in Blitheness | Won | [89] | |
Excellence in Visual Achievement | Nominated | |||
Excellence in SFX | Nominated | |||
Most Indelible Character (Lara Croft) | Won |
In other media [edit]
Some plot elements from Rise of the Tomb Raider were incorporated into the 2018 motion picture adaptation of Tomb Raider.[90] An appear sequel for that motion picture, which has been delayed due to COVID-19, may accommodate Rise.[91]
Sequel [edit]
On March xv, 2018, Shadow of the Tomb Raider was confirmed by Square Enix. Information technology is the 3rd game in the rebooted origin story. Eidos-Montréal replaced Crystal Dynamics as the game'due south lead developer. It was released worldwide on PlayStation 4, Xbox Ane, and Microsoft Windows on September fourteen, 2018.[92]
Notes [edit]
- ^ Feral Interactive published the game's Linux and Mac versions.
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External links [edit]
- Official website
Source: https://en.wikipedia.org/wiki/Rise_of_the_Tomb_Raider
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