[ad_1]
<div _ngcontent-c15 = "" innerhtml = "
Shadow of the Tomb Raider, released earlier this month, is the long-awaited sequel to Rise of the Tomb Raider 2015. The new game promises an even richer and more rewarding experience for Lara Croft, an experience that apparently makes fun of the nature of adventure games in general and which challenges Lara's motivations as a character.
We spoke with Jason Dozois, the director of the game of Eidos Montreal, to find out more.
Much has been said about Lara's growth as a Shadow of the Tomb Raider character. Could you explain to me how the narrative team designed this more mature version of Lara? What thorny or contradictory aspects of his character will be presented to players we have not seen in previous Tomb Raider games?
Shadow of the Tomb Raider is born from the momentum of character choices made by Lara in Tomb Raider and Rise of the Tomb Raider. At the end of this story, we wanted to add more layers of drama and conflict and more emotional challenges to overcome. We still have external conflicts, such as surviving horrible weather events, but we have added more interpersonal conflicts and internal conflicts to the mix.
Lara is very motivated in this game, proactive until obsession. At the beginning of the story, Lara inadvertently triggers a series of catastrophic events by taking an artifact that Trinity was looking for. Lara will have to learn moderation, taking a strategic rather than a tactical approach to solving problems and working with people to fix her mistake and eventually become the Tomb Raider.
We saw some examples in movie trailers and playable content. For example, while Lara's earlier version may not have thought twice about looting or desecrating a grave, this version of Lara faces the consequences of her actions when an artefact causes a natural disaster. . I want to know why you thought that it was important to explore this idea?
Becoming the Tomb Raider, it is for us a more mature vision of archeology. Which means more emphasis on culture and history, as well as artifacts. People, being surrounded by them, are the main differentiator of Shadow of the Tomb Raider. Lara is not naturally comfortable with people, but with the help of her friend Jonah and other characters that she meets during this adventure, she will grow up and grow as a person. Responsibility and learning the consequences of his actions are at the heart of the story of Shadow the Tomb Raider, so it was important for us to use an element and an emotion that video games can do very well: guilt. We have our hands on the controller while we play video games and the actions we take while playing have a greater impact than just watching the events on the screen.
From there, do you believe that games are responsible for reviewing and commenting on current political and societal issues? I think a lot of blockbuster games often hint at this during the preview phases (when you try to spark interest in the game), but when the games finally arrive. It is obvious that there is very little analysis or comment.
Shadow of the Tomb Raider aspires to tell a universal story about maturity and responsibility. At the beginning of the game, Lara does something that has disastrous consequences for herself and for many innocent people. The story of Shadow of the Tomb Raider revolves around her trying to fix this mistake. In this journey, she learns from other characters and grows up as a person.
I think that one of the most questionable things, for me personally, has been violence. More specifically, the way Lara does not seem to have a problem with the violence and the brutality of things. As a character supposed to undergo a little more personal reflection than the previous games, how do you plan to balance these two aspects of Lara's character so that the characterization and growth of the character do not seem cheap?
All the violence in this game is contextualized. It sometimes seems more brutal because of the context. Lara becomes one with the jungle and must use it to gain an advantage, as it is often outnumbered and driven out by a highly skilled paramilitary force; she is often in a situation of killing or being killed. The growth of his character is directly related to his conduct, his sometimes obsessive behavior and the consequences that other people may have. It must learn to work with others and to have all the context and information before taking action that can have consequences.
Can you tell me a little about the "immersion mode" in the game – what is it, how does it work and why did you choose to include it?
Players will have the opportunity to switch between the localized NPC civilian language and their own native language (Spanish and Maya, depending on the region). We did it to increase immersion in central areas. We chose to include it to give the choice to the players. Although many people like it, some prefer to hear conversations and perform parallel missions in their own language.
What does this add to the game, do you think? (With regard to both the player's experience, but also the higher goals of the game.)
This added immersion simply. When you enter areas of the game where there are many people, you get an immersive experience full of what immersion mode can bring.
">
Shadow of the Tomb Raider, released earlier this month, is the long-awaited sequel to Rise of the Tomb Raider 2015. The new game promises an even richer and more rewarding experience for Lara Croft, an experience that apparently makes fun of the nature of adventure games in general and which challenges Lara's motivations as a character.
We spoke with Jason Dozois, the director of the game of Eidos Montreal, to find out more.
Much has been said about Lara's growth as a Shadow of the Tomb Raider character. Could you explain to me how the narrative team designed this more mature version of Lara? What thorny or contradictory aspects of his character will be presented to players we have not seen in previous Tomb Raider games?
Shadow of the Tomb Raider is born from the momentum of character choices made by Lara in Tomb Raider and Rise of the Tomb Raider. At the end of this story, we wanted to add more layers of drama and conflict and more emotional challenges to overcome. We still have external conflicts, such as surviving horrible weather events, but we have added more interpersonal conflicts and internal conflicts to the mix.
Lara is very motivated in this game, proactive until obsession. At the beginning of the story, Lara inadvertently triggers a series of catastrophic events by taking an artifact that Trinity was looking for. Lara will have to learn moderation, taking a strategic rather than a tactical approach to solving problems and working with people to fix her mistake and eventually become the Tomb Raider.
We saw some examples in movie trailers and playable content. For example, while Lara's earlier version may not have thought twice about looting or desecrating a grave, this version of Lara faces the consequences of her actions when an artefact causes a natural disaster. . I want to know why you thought that it was important to explore this idea?
Becoming the Tomb Raider for us takes a more mature view of archeology. Which means more emphasis on culture and history, as well as artifacts. People, being surrounded by them, are the main differentiator of Shadow of the Tomb Raider. Lara is not naturally comfortable with people, but with the help of her friend Jonah and other characters that she meets during this adventure, she will grow up and grow as a person. Responsibility and learning the consequences of his actions are at the heart of the story of Shadow the Tomb Raider, so it was important for us to use an element and an emotion that video games can do very well: guilt. We have our hands on the controller while we play video games and the actions we take while playing have a greater impact than just watching the events on the screen.
From there, do you believe that games are responsible for reviewing and commenting on current political and societal issues? I have the impression that many successful games often refer to this in the preview phases (to try to spark the game's interest), but when the games finally arrive It is evident that very few analyzes or comments are in progress.
Shadow of the Tomb Raider aspires to tell a universal story about maturity and responsibility. At the beginning of the game, Lara does something that has disastrous consequences for herself and for many innocent people. The story of Shadow of the Tomb Raider revolves around her trying to fix this mistake. In this journey, she learns from other characters and grows up as a person.
I think that one of the most questionable things, for me personally, has been violence. More specifically, the way Lara does not seem to have a problem with the violence and the brutality of things. As a character supposed to undergo a little more personal reflection than the previous games, how do you plan to balance these two aspects of Lara's character so that the characterization and growth of the character do not seem cheap?
All the violence in this game is contextualized. It sometimes seems more brutal because of the context. Lara becomes one with the jungle and must use it to gain an advantage, as it is often outnumbered and driven out by a highly skilled paramilitary force; she is often in a situation of killing or being killed. The growth of his character is directly related to his conduct, his sometimes obsessive behavior and the consequences that other people may have. It must learn to work with others and to have all the context and information before taking action that can have consequences.
Can you tell me a little about the "immersion mode" in the game – what is it, how does it work and why did you choose to include it?
Players will have the opportunity to switch between the localized NPC civilian language or their own native language (Spanish and Maya depending on the region). We did this to increase immersion in the central areas. We chose to include it to give the choice to the players. Although many people like it, some prefer to hear conversations and perform parallel missions in their own language.
What does this add to the game, do you think? (With regard to both the player's experience, but also the higher goals of the game.)
This added immersion simply. When you enter areas of the game where there are many people, you get an immersive experience full of what immersion mode can bring.