In total, the DLCs added nearly 10 hours of gameplay, and probably even longer with a very interesting level of replayability that co-op and our Score Attack and Time Attack modes delivered. Michel Leduc St-Arnaud (Lead Game Designer): The main updates came in the form of our seven DLCs, that each added a new narrative side mission, a new challenge tomb, additional outfits, weapons, and co-op play functionality. And you can add several more months of development for the seven post-launch DLC releases.ĭP: Since its release in 2018, what did you update? It took approximately three years from the start to the release of “Shadow of the Tomb Raider”.
Both creative teams at Crystal Dynamics and EidosMontreal started brainstorming on what we could bring to the game and how to end this origin story. The conception of “Shadow of the Tomb Raider” started before the end of production of “Rise of the Tomb Raider”. That love of games translated well into the story, its realization and gameplay.ĭP: With the incredible amount of assets, styles, FX and characters: How long did you work on that?įédéric Chappart (Art Technical Director): The origin story was always planned as a trilogy, so we knew that a third game was going to be made after “Rise of the Tomb Raider”. When we’re able to actually play and try out a new feature for the first time, see the first storyboard of an intense cinematic moment, or see Païtiti running on the artist’s computer for the first time it always makes us proud and motivated to continue to do better. Everyone on the team is very passionate about their work (I mean, making video games, living the dream) and the Tomb Raider franchise. The fun comes more in the day-to-day, I think. We knew we couldn’t mess it up, so we took it very seriously and tried to make the best game we could. We were given the mandate of completing the origin trilogy of one of the most recognizable protagonists/franchises in the industry. Jonathan Dahan (Producer): It was more of a humbling experience I’d say, like a dream come true that also comes with homework. The technical finesse is, even 18 months after its release, still the yardstick to measure all others by.ĭP: Obviously the first question: How much fun is it to work on one of the major icons of gaming history: Lara Croft? The reboot has been doing very well – so say critics and gamers. What is the first video game hero(ine) that comes to mind when you hear adventure? For us it is Lara Croft. The following interview was originally published in our print issue DP 06 : 2019.