You can also choose to put exploding ammo boxes out there, so while you’re running around picking up ammo you have to be wary that one may be a hazard and blow you up. Taking that across to multiplayer, there’s a very real fun aspect to the likes of traps, things like putting up lightning rods that, if anybody gets close to them, we can use to blow them away with electrocution. ![]() You’re constantly aware of everywhere you go, whether or not you’re going to get strung upside-down and whether or not you have to shoot yourself free in the middle of combat. Traps are a big deal for us because when you play the game they’re part of the entire experience, since there’s a bit more guerilla warfare. The common landscapes create a really nice symmetry from single-player to multiplayer.Ĭan you talk about some of the environmental traps? You are very comfortable climbing, whereas now in multiplayer it needs to be really snappy, really punchy. ![]() Things like using the climbing axe is a great thing for verticality, but in the single-player game there’s no need for it to be too fast. The idea of taking locations from the game was very important. They afford players the chance to do cool things like go underneath the monastery or jump up on the side of a cliff, use the climbing axe to get to the very top and use it as this great sniper zone. There are certain places in the single player game that have very epic moments, and they are just great spaces to be able to show off the verticality of the multiplayer game. How did you draw from the single-player game for this experience? Right now we see it as something that partners very well, but absolutely does not detract from the single-player game. Hopefully, in the future when we develop more multiplayer, we will have that system and it will start to build up and hopefully get to the point where multiplayer becomes an equal facet of the Tomb Raider experience. For us it’s about successfully building that broader structure, because this is our first time doing it. This is our first time building multiplayer, so we focused on how to build modes that people feel comfortable being able to jump in on very quickly rather than trying to reimagine something and make it too complex. We looked at multiplayer and wanted to build a solid structure. It has to be able to stand up on its own. We brought them across - Jonah, Alex and Reyes - in an effort to make sure that it felt like a proper Tomb Raider multiplayer mode that simultaneously doesn’t detract from the single-player experience. It has to have the attributes that define the series and there are need to be characters that you get to meet and play alongside inside of the single player. ![]() It’s not just about putting Lara Croft in a multiplayer match and saying, “there you go ” It’s Tomb Raider multiplayer. Some of those things you can bring across into a multiplayer experience and some you can’t, but things like traversal, combat, and verticality in multiplayer matches were all things that we wanted to make sure felt like Tomb Raider. It was Lara Croft, it was a Tomb Raider experience and it had things like traversal and exploration and puzzle-solving. I n the very early stages when we were starting to develop Tomb Raider, we wanted to make sure that it felt like the pillars of the franchise were there. What were the challenges of creating a multiplayer mode that feels like a Tomb Raider experience?
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