How was your work from this point of view? Since 1996 Lara has been a real sex symbol in the videogame panorama. From the point of view of level design, we made sure that everyone could enjoy the same single player experience, now you need to be more careful to move, but there are several optional paths to move forward. The development was also a challenge for the game mechanics, such as the race: we tried to make something that felt natural, since the title is a celebration of Lara's abilities. What we focused on in Shadow of the Tomb Raider, therefore, it was to create a sense of familiarity, while still adding new elements. However, the difficulties arise in the moment in which you have to find the balance between what is new and what is old, since if too many new features are introduced, the players will find themselves disoriented and will not identify themselves with the title on the contrary, in the absence of noteworthy innovations, they will feel that they are always dealing with the same game that never changes. We already have Lara, of whom, for example, you already know how quick her jump is in general we end up with already established game mechanics, and that is the easy part of the job. On the one hand we have a reboot, which brings with it the same themes as the original story. In this trilogy, in fact, Lara learns only when the situation requires it, she reacts much more promptly than in the past, but in the early stages of the game we see how she is more prepared from a physical point of view, now stronger and more resistant.ĭoes developing a game on Lara Croft make the job easier, or is it a difficult legacy to manage? For that reason we took a look at the old chapters, so that we could see which abilities were present there, but not in the most recent episodes. Heath Smith: From the point of view of game mechanics, however, we have now reached the third chapter, and we want to show that the protagonist is becoming the real "Tomb Raider". Lara, in fact, makes mistakes and tries to remedy it, so the biggest challenge in this sense was precisely to make her more aware of the world around her. What we want to teach is that insisting is not always the best way to react to a situation. His aim is to chase the Trinity and get hold of an artifact: he will do whatever it takes to get it, driven by the belief that it is the right thing to do. This attitude of hers, in fact, will soon lead her into trouble. However, the path has not yet come to an end, as Lara has to learn to be more moderate. Jason Dozois: From the narrative point of view, the character undergoes a considerable maturation, going towards an almost obsessive proactivity. Previous chapters featured a still inexperienced Lara. The interview focused in particular on the evolution that Lara's character and, more generally, the brand went through. Koch Media, in addition to a proven Shadow of the Tomb Raider, allowed us to interact directly with two key members of the development team, Jason Dozois and Heath Smith, respectively Narrative Director and Lead Game Designer.