Rise of the Tomb Raider
Rise of the Tomb Raider | |
---|---|
Release | |
Genre(s) | Action-adventure |
Mode(s) | Single-player, multiplayer |
Rise of the Tomb Raider is a 2015
Development of Rise of the Tomb Raider closely followed the conclusion of development of the 2013 reboot. Player 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 as 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 developed by Eidos-Montréal and Nixxes Software.
Rise of the Tomb Raider was announced at E3 2014 by Microsoft Studios. The game was revealed to be a timed exclusive for Xbox 360 and Xbox One at Gamescom the same year, which sparked criticism from the gaming press and community. It was released for Xbox 360 and Xbox One in November 2015. A Windows version was released in January 2016, and a PlayStation 4 version in October. Rise of the Tomb Raider received acclaim from critics, who praised its graphics, gameplay, characterization, and abundance of content, but some felt that the game did not take enough risks. It had sold 11.8 million units by November 2021. A sequel, Shadow of the Tomb Raider, was released in September 2018.
Gameplay
Rise of the Tomb Raider is a
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
Unlike 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 four modes: Chapter Replay, Chapter Replay Elite, Score Attack, and Remnant Resistance. Chapter Replay and Chapter Replay Elite allow players to replay any level, and Elite allows them to bring already-acquired skills and weapons to the level. Score Attack introduces score
Plot
A year after the events of Tomb Raider,
In Siberia, Lara and Jonah are separated by an avalanche. Continuing alone, Lara discovers that Trinity has made a Soviet-era installation a base of operations in their search for Kitezh. She is caught trying to retrieve the book and is imprisoned with Ana. Konstantin slowly strangles Ana in an attempt to force Lara into revealing what she knows. Upon realizing Lara does not know the whereabouts of the source, Ana reveals herself as a Trinity agent and that Konstantin is her brother. She asks Lara to join 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 chase, Lara is incapacitated and nearly drowns, but Jacob saves her, and she later agrees to aid 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's will. However, 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 real but not what she expects it to be. Lara remains undeterred and sets out to find the Atlas, an artifact 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 later reunited with Jonah, who was found by the Remnant and brought to the valley. After Lara discovers the path to Kitezh, Trinity forces return to the valley, take the Atlas and capture Jonah. Lara returns to the Gulag to find Jonah, but 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 by the Divine Source.
With Trinity advancing on the glacier looming over Kitezh, Lara is forced to enter the city on a dangerous path. Reading journals written by a Trinity agent, Lara realizes the truth of Jacob's warning: the Divine Source bestows immortality to any who look upon it at the cost of their soul, which is stored in the Source to prevent their death. 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 chamber. Konstantin ambushes Lara, but she mortally wounds him. Before he dies, Konstantin reveals that Lara's father did not commit suicide but was assassinated by Trinity. Lara enters the chamber but Ana has already retrieved the Divine Source. Jacob and Lara try to reason with Ana to no avail. As the Deathless Ones close in, Ana activates the Divine Source but is overwhelmed by its power, giving Lara a chance to pick it up and smash it to pieces, causing the Deathless Ones to perish. Jacob's immortality is lost, but he is happy his time has finally come. He assures Lara she has made a difference and peacefully disintegrates.
Two weeks later, at Croft Manor, Lara and Jonah overlook their next expedition. Lara vows to investigate more of the world's mysteries and thwart Trinity's plans. In a post-credits scene, two weeks before 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. Before she can reveal anything else, she is killed by a sniper, who asks his unseen superior about killing Lara and is ordered to stand down for the time being.
If the player reloads their save file after finishing the game, Lara is seen telling Sofia about Jacob's passing.
Baba Yaga: The Temple of the Witch
In the Baba Yaga downloadable content, Lara investigates a disturbance in the Soviet mine. After fighting off a Trinity patrol, she finds a young girl, Nadia, hiding in a sawmill. Nadia confides in Lara about 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 folklore. Ivan blames the witch for the death of his wife and wants to kill her. Lara is skeptical about Baba Yaga's existence 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 potent hallucinogenic properties. After stumbling through a forest where she is tormented by 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 small, Soviet-era outpost. She unearths evidence of a secret Soviet biological-weapons project which attempted to harness the pollen, which abruptly ended when the researchers—including Serafima, a biochemist imprisoned in a nearby gulag—succumbed to the hallucinations.
Lara deduces that Serafima weaponized the pollen, developed an antidote, and kept her research secret from the military. With Nadia's help, Lara synthesizes a necessary antidote from Serafima's recipe and returns to the Wicked Vale. Resisting the effects of the pollen, Lara finds the injured Ivan at the entrance to Baba Yaga's lair.
Unable to leave the Wicked Vale while Baba Yaga controls it, Lara battles the witch under the pollen's influence and destroys its source. Baba Yaga is revealed as 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
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 regress to a zombie-like 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 channel the pathogen from three towers into the central tower, detonating it and burning off the toxin. Lara shuts down each tower, collecting equipment, rescuing female prisoners, and eliminating waves of the infected Trinity soldiers before entering the core tower. While fighting off the infected soldiers, she triggers a catastrophic explosion and jumps from the tower to Nadia and Sofia's helicopter. Nadia and Lara watch the explosion as 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 acquire a sample of the pathogen, and an agent of Trinity escaped with it before the bunker was destroyed.
Blood Ties and Lara's Nightmare
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 trees working their way into the side of the house and the roof caving in, Lara's childhood home desperately needs repair. She finds her father's safe and searches the manor for its combination, hoping to find his will and thus prove her ownership. She finds artifacts from her past, and finally figures out the combination; however, the safe contains no proof of her ownership. Lara finds her mother's tomb under the main staircase, and with both her parents proven dead, their property passes to her, and she moves back in.
Lara's Nightmare is similar to Blood Ties, with Lara's uncle unwilling to give her the manor. She fights off hordes of zombies and skulls before finding the master key. Lara kills a large skull in the main hallway, ending her nightmare.
Development
Rise of the Tomb Raider was developed by Crystal Dynamics, with Eidos-Montréal providing support.[16] Development of the game began two weeks after the team finished polishing the 2013 reboot.[17] It was led by Noah Hughes and Brian Horton, the franchise's creative and game directors respectively.[18] Rhianna Pratchett returned as the game's 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 October 9, 2015, with Crystal Dynamics confirming that the game was declared gold (indicating that it was being prepared for duplication and release).[21]
Story and gameplay
When we think about what Lara's gone through, she's suffered through these traumatic events, seen friends die, and come out of the situation forever changed ... What she needs is a way to reconcile the pain that she has suffered and also the draw that she has, this compulsion, to discover more of these things now that she's just glimpsed them on Yamatai.
—Game director Brian Horton on Lara's state after 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 journey 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 force in the sequel.[22][18] 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 but vulnerable in crisis 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's resourcefulness, and her ability to use the environment against her enemies highlights her intelligence.[25]
Rhianna Pratchett found Rise of the Tomb Raider more difficult to write than the 2013 reboot, figuring out Lara's initial mental state and character introduction. Its cast was significantly smaller than the reboot, so more screen time could be given to each character.[26] To help 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's stealth mechanic; Terminator 2: Judgment Day, whose protagonist (Sarah Connor) and Lara Croft are "burdened with a truth that no one believes". The Edge 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: Requiem and The Day After Tomorrow helped the team conceive the game's tundra setting.[27]
They worked on improving the story's pacing, which Horton thought as important as the story itself. Several features with gameplay potential but not fitting its context, such as vehicles and an early scene in which Lara battled enemies in a
After the developers listened to 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's physics-based puzzles. They intended to add more ancient tombs, making players feel like real discoverers and inspiring awe. The tombs were made 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 approach.[12] Optional tombs were made more meaningful, giving players unique skills and items rather than just experience points.[17] The difficulty of each tomb slowly increases as players progress.[30]
Art and music
The game world was designed to reflect Lara's distorted mental state, and the team introduced the concept of "ominous beauty" to achieve this. The color scheme was vibrant, reflecting the game's large scale. The team was inspired by other video games and
The game features a Dolby Atmos soundtrack.[34]
Technology
Rise 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 form 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 improve the game's graphical fidelity, the team partnered with Nixxes Software (which ported the Xbox 360 version).[22]
Release
Rise of the Tomb Raider was released on November 10, 2015,
The game was supported by downloadable content, and its first post-launch update was released on December 4, a month after the game's initial release. 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 add-on, Baba Yaga: The Temple of the Witch, was released on January 26, 2016 for Xbox One.[57] Cold Darkness Awakened, the third DLC, introduced a horde mode in which Lara fights waves of infected enemies.[58] A Rise of the Tomb Raider: 20 Year 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 mode in which Lara explores the Croft Manor; and Lara's Nightmare, in which players fight infected enemies in the manor.[60] The DLC was free of charge to season-pass holders. To promote the 20 Year 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 Celebration was released, and Oculus Rift and HTC Vive were supported on December 6, 2017.[62] Feral Interactive released the game for macOS and Linux in April 2018.[63]
Reception
Critical reception
Aggregator | Score |
---|---|
Metacritic | XONE: 86/100[64] PC: 86/100[65] PS4: 88/100[66] |
Publication | Score |
---|---|
Destructoid | 7.5/10[67] |
Electronic Gaming Monthly | 8/10[68] |
Game Informer | 9.5/10[69] |
GameRevolution | [70] |
GameSpot | 9/10[71] |
GamesRadar+ | [72] |
IGN | 9.3/10[73] |
Rise of the Tomb Raider received critical acclaim.[c] According to review aggregator website Metacritic, it garnered "generally favorable reviews".[81]
The game's graphics were praised by critics. Kimberly Wallace of
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 father and with Trinity, which she found interesting.
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), but found later combat sections repetitious.[69] Campbell called the stealth section satisfyingly challenging, and enjoyed the range of player choices. He noted the combat'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 found the resource-gathering tedious, but the crafting system well-executed.[71] Towell liked the game's combat and stealth, comparing it to Metal Gear Solid V: The Phantom Pain and noting that Lara often felt like a "cold-blooded killer" due to the abundance of combat. He felt that there were too many items to collect.[72] O'Brien found some combat sections uninspired, but the new crafting abilities made them more enjoyable. She called the stealth component enjoyable but redundant.[73] Although Hansen liked the addition of stealth, he said that Rise did not address the problems with the 2013 reboot (in which Lara was too violent, causing narrative dissonance).[67]
Wallace praised the game's abundant side content, finding it intriguing enough to lure her away from the main story. She liked the Metroidvania world design, and the large 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.
Wallace called Rise of the Tomb Raider "better in every way" than the 2013 reboot, and said that the game had high replayability.[69] Campbell was disappointed by the story, but considered the game an overall improvement on its predecessor.[68] Towell called 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's content bloated; although it was an improvement, he criticized it for not fixing many of the original's shortcomings.[67] According to Paras, the Tomb Raider franchise surpassed gaming classics such as Resident Evil 4 and Uncharted 2: Among Thieves after 20 years with Rise of the Tomb Raider.[70]
Sales
Some gaming journalists were concerned about Rise of the Tomb Raider's sales, since it was released on the same day as
Rise of the Tomb Raider had sold over one million units by the end of 2015.[88] The game had sold nearly seven million units by November 2017.[89] It had sold 11.8 million units by November 2021.[90]
Awards
In 2015,
Year | Award | Category | Result | Ref. |
---|---|---|---|---|
2015 | 33rd Golden Joystick Awards | Most Wanted Game | Nominated | [97] |
The Game Awards | Best Performance (Camilla Luddington) | Nominated | [98] | |
Best Action/Adventure | Nominated | |||
2016 | NAVGTR awards | Animation, Artistic | Won | [99] |
Art Direction, Contemporary | 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 Adventure | Won | |||
68th Writers Guild of America Awards
|
Outstanding Achievement in Videogame Writing | Won | [100] | |
19th Annual D.I.C.E. Awards | Game of the Year | Nominated | [101] | |
Adventure Game of the Year | Nominated | |||
Outstanding Achievement in Game Direction | Nominated | |||
Outstanding Achievement in Animation | Nominated | |||
Outstanding Achievement in Art Direction | Nominated | |||
Outstanding Achievement in Character (Lara Croft) | Won | |||
Outstanding Achievement in Sound Design | Nominated | |||
Outstanding Achievement in Story | Nominated | |||
Outstanding Technical Achievement | Nominated | |||
Satellite Awards | Outstanding Action/Adventure Game | Won | [102] | |
SXSW Gaming Awards | Excellence in Animation | Won | [103] | |
Excellence in Visual Achievement | Nominated | |||
Excellence in SFX | Nominated | |||
Most Enduring Character (Lara Croft) | Won |
In other media
Some plot elements from Rise of the Tomb Raider were incorporated into
Sequel
Shadow of the Tomb Raider was confirmed by Square Enix. It is the third game in the rebooted origin story.
Notes
References
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