Messofanego
Banned
Really smart and on point stuff about the latest Tomb Raider from friend of GB and resident GAFer Cara Ellison:
http://caraellison.tumblr.com/post/94915454500/completed-the-latest-tomb-raider-for-the-third-time
Please give the whole writeup a read.
Look, Crystal Dynamics clearly wanted a bigger audience after the last Tomb Raider games. They looked at Uncharted and found a model of least resistance in game design that was accessible for everyone. No one ever gets stuck in Uncharted like you would in an early Tomb Raider game. People like even more combat and action taking a majority of the game. Platforming, people aren't fans of 3D platformers anymore. So why bring back skill when the trend was for a more automated experience? They were very smart and fit right into the risk-averse trends, and look they got 6 million copies sold. But the original Tomb Raider (1996) sold 7 million copies (video), think about that in context to today. They can afford to get more old-school players back.
Now that they have that bigger audience who've finally played a Tomb Raider game for the first time and enjoyed the tits out of it, they can bring in some of the challenge and pacing of the earlier games so that new players don't get a "1.5" feeling sequel and can see the improvements (when really it's just them going back to the roots). The original Tomb Raider felt like it had survival horror at its design, the reboot Tomb Raider just had that as an aesthetic (remember, the original vision of the reboot was more horror-oriented). They will adjust but appreciate if the game is harder than the first game (reboot) that they played. It could have an even more vast level of scope and scale with a slower pacing that accommodates, to get that next gen feel you get from God of War games. Get Gavin Rummery back on level design. Taking photographs fits right into that. It did with Beyond Good and Evil such as capturing pictures of exotic animals in the distance. People love their Team Ico games, Journey evoked that recently, the Souls games have been excellent at this, and Rime will hopefully too. Even the Uncharted games do some of that where they just want you to marvel at an environment, no dialogue, you just navigating a space and being alone with the main character's thoughts. If you add too much combat, it becomes predictable and you lose that buildup of tension that a level with just one tiger or a bear had in the previous games.
If I were to do it, this is how Id do it.
1. Invest in environment artists and level design primarily, and get narrative designers in at the start. Plan to have large, gloomy, labyrinthine levels that intimidate the player, that scare the player. Use the Silent Hill method: theres not usually any kind of enemy over the horizon most of the time, but you think there is and so youre ready all the time.
2. Lara Croft is a tomb raider. She probably works alone. So keep her alone. The original painted her as a bachelorette. Theres no way she gives two shits about coming home to a man or a woman. This is a person who fucks and leaves. Shes rich: shes the Bruce Wayne model. And there is nothing well-adjusted about Bruce Wayne or Lara Croft.
3. Understand that Lara Croft doesnt even need to speak to have her be an interesting person, and so I would make her terse, so that she only speaks when she has to. She raids tombs because she likes the silence. Have her personality come through in the choices available to her. Steve Gaynor used to talk about this: what if a certain action were available to the player that demonstrated what sort of player you wanted to be, choices that change no variables in the game, but that tell you what kind of feeling you should have about it. Steves example was you could press a button at certain points to pray, but Larad probably take photographs. Shed probably document stuff. Shed probably cover her tracks for people trying to pursue her. Maybe shed lay traps for the next tomb raiders. Maybe she would decide not to kill anything in the tombs - shes an archaeologist. Why would she want to eliminate the things she finds on sight?
If you want to introduce other characters, have them be dead on spikes in tombs, and have her recognise them, Alien-style. Or have Lara try to lure her enemies into being dead on spikes in tombs.
4. Man what would I give to have Randy Smith make a Tomb Raider level.
5. Do not start a reboot. Lara Croft has been young and in pigtails a number of times already. We can accept who she is because we have known who she is for a number of years. In many ways she is as ubiquitous as Mario, even outside of video games, and I couldnt give a fuck how or why a plumber started rescuing a princess from a giant green whatever Bowser is.
6. Make her older. Make her fucked off. Make her weary. Make her bad. Make her the Indiana Jones you see after he thinks Marions dead. Make her really quite aware of what shes doing. Make her the Godfather of games. She knows shes stealing history and you still admire her. Laras not young any more. Why are we treating her like she is? For some dumb idea of female attractiveness? Fuck that shit. Laras probably had spikes through every part of her body and I bet she has metal pins holding her limbs together. Shes sturdier than Ripley. You know who I think is a hero? A woman who doesnt care who thinks she is fuckable. She lives in the dark. Whos gonna look at her? A mummy?
7. Make the puzzles absolute bastards. And make Lara traverse scary places to solve them.
8. Give her fluid, satisfying hand-to-hand combat. Lara has long legs. She is a rich girl with access to as many trainers as you like. She is built for krav maga. Give her a shotgun and a pistol so that she has them if she needs them. Make ammo scarce. Try not to give her a machine gun unless theres some sort of implausible set piece at the end of the game. She is a tomb raider. It is implausible that she would be responsible for a large scale massacre, because she would literally rather run away with the goods than stick around to get shot.
In other words, make her an actual Tomb Raider with strength and independence. Rhianna Pratchett is probably aching to make her the kind of character that Toby Gard would give props to. Heck, get him in as the consultant that he already is right now. Toby Gard and Rhianna Pratchett could make a better Lara Croft, they would have very similar goals. Make him a Kojima/Suda 51 level of creative director/producer that makes the hardcore fans follow if the new game has the franchise creator's eyes over it. Could even put his name or "original creator of Tomb Raider returns" in the headlines or the marketing of trailers. She can write the character the way she wants and Toby can make the game design fit that rather than end up like the ludonarrative dissonance of the reboot where it's obvious the writer and designers were in different rooms (young girl surviving the harshness, shudders at the thought of killing a deer or the first human and yet goes on a breezy multihundred rampage with a bit of torture porn on the side).
She is aware of that problem with the reboot, and would now with help be able to implement the character better along with the design:
Kill Screen: A lot of games that build suspense around the first kill. But then five minutes later, youre mowing down bad guys like a champ. I did notice that Lara remained unseated throughout the entire experience when I was playing Tomb Raider.
Rhianna Pratchett: Its about balancing the needs of gameplay with the needs of narrative. The needs of narrative dont always trump the needs of gameplay. In fact, its usually the other way around. And so Id say from a narrative perspective, we would have liked the ramp-up to be a bit slower. But, you know, there are other factors to be considered! When players get a gun, they generally want to use the gun. We were brave in going such a long time without giving players a gun in a game where you end up doing a lot of shooting. We tried to innovate a little bit, but narrative cant always win. Ideally if you can find a sweet spot, thats great. But sometimes combat, or gameplay or whatever, has to win out.
Ease up on the combat pacing. Previous games had combat against human baddies but they were paced like big encounters, not run-of-the-mill shooting galleries. Have more animals and creatures attack Lara Croft. That wolf from the bushes attack in the reboot, great, more of that! It didn't even have QTEs! Have more of the disempowered sections that you still have in many modern action-adventure games where some weapons are taken away like the bloody assault rifles in the gif above.
I'm not even a big Tomb Raider guy. I played the first two games, loved them, really liked Legend (2007), didn't play the others, but was very disappointed with the reboot. I still appreciate what the older games can teach to modern games. The sequel could have more agile combat against humans like Legend shows. Have the platforming tied with the combat and level design to have a more natural flow than having divorced sections. The samurai assault battle near the end of the reboot has this (even if it became a one-woman army), and I wanted more of that kind.
Players are ready for a tougher, bigger, and better sequel. I don't want to end up a cynic towards a franchise's direction. Reboots don't get as much leeway from risk-averse design, but sequels do and there is expectation to. I think new fans would also like Tomb Raider to be a bit differentiated from Uncharted or "Uncharted but better" in the design. I think fans would be receptive to that.
Even Tricky I Shadow
Square Enix wants "Tomb Raider to be the best game of the generation", I'm sure such a sequel could raise that Metacritic score a bit higher
What I basically want is old Tomb Raider design philosophy to reign over some of the new Tomb Raider. We just had that with Wolfenstein: The New Order recently. We can have the best of both worlds in a sequel.