Adow Of The Tomb Raider
Shadow of the Tomb Raider | |
---|---|
Developer(southward) | Eidos-Montréal[a] |
Publisher(southward) | Square Enix Europe |
Director(south) | Daniel Chayer |
Producer(southward) |
|
Designer(s) |
|
Programmer(s) | Frédéric Robichaud |
Creative person(s) | Martin Dubeau |
Writer(s) |
|
Composer(s) | Brian D'Oliveira |
Series | Tomb Raider |
Platform(s) |
|
Release | Microsoft Windows, PlayStation 4, Xbox Ane 14 September 2018 macOS, Linux 5 Nov 2019 Stadia 19 November 2019 |
Genre(s) | Activity-run a risk |
Fashion(south) | Unmarried-role player |
Shadow of the Tomb Raider is a 2018 action-take a chance video game developed by Eidos-Montréal and published past Foursquare Enix'south European subsidiary. It continues the narrative from the 2015 game Ascension of the Tomb Raider and is the twelfth mainline entry in the Tomb Raider serial, equally well as the third and final entry of the Survivor trilogy. The game was originally released worldwide for Microsoft Windows, PlayStation 4 and Xbox One. Versions for macOS and Linux, and Stadia, were released in November 2019. After release, the game was expanded upon with downloadable content in both a flavor pass and as standalone releases.
Set roughly a year subsequently the events of Ascent of the Tomb Raider, its story follows Lara Croft as she ventures through the tropical regions of the Americas to the legendary metropolis Paititi, contesting the paramilitary organization Trinity and racing to stop a Mayan apocalypse she has unleashed. Lara must traverse the environment and gainsay enemies with firearms and stealth equally she explores semi-open hubs. In these hubs she can raid challenge tombs to unlock new rewards, complete side missions, and scavenge for resources which can be used to craft useful materials.
Development began in 2015 following the completion of Ascension of the Tomb Raider, lasting until July 2018. Shadow of the Tomb Raider was designed to conclude Lara's journey begun in the 2013 reboot, with a central theme being descent both through the jungle surroundings and into her personality. The setting and narrative was based on Mayan and Aztec mythologies, with the team consulting historians to create the architecture and people of Paititi. The gameplay was adjusted based on both fan feedback and the wishes of Eidos Montréal, incorporating swimming and grappling while increasing difficulty tailoring. Camilla Luddington returned to provide voice and motion-capture work for Lara. The game cost an estimated US$110–135 meg to develop, making it one of the most expensive games ever made.[5]
Released every bit the concluding installment in Lara Croft's origin trilogy, Shadow of the Tomb Raider received by and large positive reviews from critics, with particular praise going to the game'due south accent on claiming tombs and puzzles, although some felt that the serial' gameplay had go stale and lacked innovation. While opening to irksome sales, the game eventually shipped over 8.nine million copies worldwide.[6]
Gameplay [edit]
Shadow of the Tomb Raider is an action-adventure game played from a third-person perspective; players take on the role of Lara Croft equally she explores environments beyond the continents of Central and South America. In addition to standalone areas, the game has a large hub in the Hidden City of Paititi. A new barter system allows players to trade and sell various resources gathered from the areas surrounding Paititi.[7] [8]
At that place are numerous adjustments made to gameplay, which is otherwise identical to Rise of the Tomb Raider. The controls for swimming have been revised, as Lara is able to hold her breath underwater for a longer period of time due to the introduction of air pockets. She has the ability to rappel downwardly a cliff using her climbing axe and rope. Stealth is important, as Lara can disengage from combat when she escapes from enemies' line of sight past camouflaging herself in mud, hiding in bushes or blending into densely vegetated surfaces.[9]
Like its predecessors, the game allows players to chase wild fauna, craft materials using resources collected, solve puzzles and seek out optional tombs and side quests. The game features larger tombs and more than complex puzzles compared to previous instalments in the reboot series.[9] Players have the option to tailor their gameplay experience as exploration, puzzles and combat have their own difficulty settings.[8] An Immersion Mode enables players to hear the background conversations of the locals in their native languages; when turned off the conversations are heard in the players' chosen voice over language.[10]
Plot [edit]
In 2015, months since the events of Ascent of the Tomb Raider,[11] Lara Croft (Camilla Luddington) and her friend Jonah Maiava (Earl Baylon) have defended themselves to stopping the activities of paramilitary organization Trinity. The two track a cell to Cozumel in Mexico, led by Pedro Dominguez (Carlos Leal), the head of Trinity's High Quango. At Trinity'due south excavation site, Lara discovers a temple containing the Dagger of Chak Chel and references to a hidden city. Murals adorning the walls allude to the Silver Box of Ix Chel and warn of "the Cleansing", a Mayan apocalypse culminating in a permanent solar eclipse. Lara ignores the warnings and takes the Dagger to prevent Trinity from acquiring information technology. Dominguez catches her and reveals that by taking the Dagger, Lara has triggered the Cleansing. He takes the Dagger, intending to unite it with the Box to stop the Cleansing and utilise the ability it grants him to remake the world in his image. Lara and Jonah escape a tsunami that destroys Cozumel and foreshadows the coming apocalypse.
Despite growing tensions between them over her actions, Lara and Jonah pursue Dominguez into the Amazon. Their plane crashes in the Peruvian jungle during the second cataclysm—a massive storm—and the ii notice their way to Paititi, the subconscious city shown in the murals. Exploring local tombs reveals that piercing the Box with the Dagger will grant the user the power of the god Kukulkan, which must be used to halt the Cleansing. When Lara saves a boy named Etzli (Kamran Lucas), she and Jonah are brought into Paititi past his mother Unuratu (Patricia Velásquez), queen of the city. Dominguez is revealed to be the leader of a cult dedicated to Kukulkan and Unuratu's brother-in-law Amaru, who was taken by Trinity every bit a child. Unuratu directs Lara to the Box, just Lara finds information technology is missing. Believing the cult already has the Box, Lara and Unuratu attempt to steal information technology, but Unuratu is captured. Lara besides encounters strange humanoid monsters identified every bit the Yaaxil, guardians of the Box, and their leader Carmine Burn.
Lara learns that the Box was taken centuries ago past Andres Lopez, a missionary sent by Trinity during the Spanish conquest of South America. She rescues Unuratu and realizes that Amaru does non fully understand the ritual; rather than merely imbuing Kukulkan's power, the ritual sacrifices it to stop the Cleansing. Unuratu is shot by Commander Rourke, Amaru'south second in control. Before she dies, Unuratu implores Lara to complete the ritual merely warns her not to let the Box influence her. Rourke attacks Lara and Jonah, who are separated as they leave Paititi. The two reunite at an oil refinery and decipher the Box's location, a nearby mission established past Lopez.
Lara and Jonah find a hush-hush catacomb below the mission leading to Lopez's tomb and the Box. Amaru intercepts them and forces Lara to give up the Box. He admits that he ordered her father's death to prevent him from finding Paititi and revealing it to the world. Lara tries to persuade Amaru to apply the ritual to benefit the world. He refuses, every bit the Cleansing will but bear upon Paititi. He leaves Lara and Jonah to escape the third calamity, a massive earthquake that causes a landslide.
Dorsum in Paititi, Lara and Jonah help the newly-crowned Etzli lead an assault on an undercover temple complex. They programme to disrupt Amaru's ceremony while avoiding the quaternary cataclysm, a volcanic eruption. Lara is forced to go on solitary. She encounters the Yaaxil and Crimson Fire, disarming them to help her end Amaru. Rourke and the Trinity High Quango are slaughtered past the Yaaxil while Lara makes her way to the temple summit. Amaru starts the ritual and absorbs Kukulkan's power equally the solar eclipse begins. Subsequently a lengthy battle, Lara overpowers Amaru and fatally stabs him. Accepting defeat, Amaru transfers Kukulkan'southward power to Lara as he dies. True to Unuratu's alarm, she is tempted to use the Box to revive her parents, but instead lets Ruddy Fire symbolically stab her, sacrificing Kukulkan'due south spirit and stopping the Cleansing.
In the aftermath, Unuratu is laid to rest, and Jonah decides to accept a holiday. Lara stays in Paititi to help Etzli restore the city to its former celebrity. A post-credits scene shows Lara planning her next adventure at Croft Manor, acknowledging that her role is non to solve the world'south mysteries, but to protect them.
Downloadable content [edit]
Shadow of the Tomb Raider released several chapters of downloadable content that expanded on the game's narrative. Each of these chapters run parallel to the main storyline and focus on an additional tomb. Lara uncovers the source of Mayan influence in Peru and solves the mystery of a missing oil worker; locates an artefact to bolster Unuratu'due south rebellion, just finds a secret that could threaten it; confronts her worst fears as she searches for a potent weapon; learns of a tragedy that shaped Amaru's decision to bring together Trinity; aids a splinter grouping of rebels taken past the Cult of Kukulkan; investigates a disturbance at a local temple that turns into a trap laid by Trinity; and learns the fate of the Yaaxil that survived the boxing with Trinity.
Evolution [edit]
Development of Shadow of the Tomb Raider began in 2015, shortly after the release of Ascent of the Tomb Raider.[12] Different the previous entries in the Tomb Raider reboot series which were primarily developed by Crystal Dynamics, Eidos-Montréal assumed major development duties for Shadow of the Tomb Raider while Crystal Dynamics provided additional development.[1] While the studio had acted in a support part on the previous entries in the rebooted Tomb Raider series, this fourth dimension Crystal Dynamics transferred into a support office.[12] Due to this transition, the staff at both Eidos-Montréal and Crystal Dynamics needed to adjust, with the Eidos Montréal undergoing "growing pains" while moving from a supporting to a leading development office.[13] Similar to their work on the Deus Ex series and Thief, Eidos-Montréal first gained a deep understanding of the series' basic elements, so prepare about building the game using both previous entries and their own design philosophies.[12]
Shadow of the Tomb Raider was built using the Foundation engine initially built past Crystal Dynamics. This is the same engine used to build Rise of the Tomb Raider, but was enhanced by Eidos Montreal.[14]
Eidos-Montréal estimated the game'southward development costs as between $75 and $100 1000000, with a split marketing and promotion budget of $35 million, becoming the studio's largest project at the time. Studio caput David Anfossi admitted the scale of the project in the modern gaming market and the demand to brand a profit. With the costs in mind, Eidos-Montréal sought to contain experimental elements within multiplayer options to give the game longevity using the emerging "games every bit a service" trend so the game could provide postal service-release income and foster a big customs.[12] Evolution was completed on 24 July 2018, with Eidos-Montréal confirming that the game was declared aureate (indicating that it was being prepared for duplication and release).[15]
Plot and gameplay [edit]
Shadow of the Tomb Raider was designed to evolve the narrative and gameplay elements of Lara Croft; in the 2013 reboot she was portrayed as a hunted survivor, Rise of the Tomb Raider revealed her beginning to pursue her own goals, and Shadow of the Tomb Raider was designed to prove her mastering the surround. The story closes off the rebooted origin story, with Lara becoming "the tomb raider she was always meant to exist."[17] Narrative managing director Jason Dozois defined this as being Lara'due south ultimate "tomb raider" persona within the reboot timeline rather than a return to the grapheme of Lara from games prior to 2013:[18]
"Nosotros regard Lara as a classic timeless character. It's not a catamenia piece. Information technology'due south ever set at present, so we have to employ the sensibilities of today. The reboot has been near bringing a more grounded version of Lara. Becoming the Tomb Raider is becoming this ultimate expression of this survivor timeline, and what that ways for us is becoming more responsible with the employ of archaeology, it'southward not just nearly possessing an object, going into a tomb, everything crumbles, so leaving. It's near learning that archaeology is also culture, and history, and language, and that involves people."[18]
The staff wanted to tackle the "political tension" and social impact of a rich white adult female hunting artefacts in foreign lands, with Lara coming to terms with her position in the story'south climax. The setting of Latin America was chosen to reflect this theme.[19] Lara'south obsession and darker personality traits played into this, with several scenes emphasising the sacrifices she was forced to make during her pursuit of Trinity. The destruction Lara releases when claiming a cardinal artefact earlier Trinity was designed equally an inversion of the traditional Tomb Raider approach, which used a like manner without consequences.[16] [20] Several unlike mail service-credit scenes were considered for the game. When first released, i of the scrapped scenes was included by mistake, with a post-release patch replacing information technology with the intended cutscene.[21]
British-American actress Camilla Luddington reprised her office from the previous two games, and was able to help Eidos-Montréal continue Lara'southward label consistent with the previous games.[xvi] As with Tomb Raider and Rising of the Tomb Raider, Luddington provided Lara's motion capture, calling Shadow of the Tomb Raider one of the most difficult emotional performances from her fourth dimension playing Lara.[22] The main antagonist was intended as Lara'south emotional foe, with the jungle existence her physical foe. Lara's relationship with Jonah evolved further; while in Tomb Raider they had been afar, in Rise he protected her out of loyalty to their lost friends, while in Shadow they share a strong bond which prompts Jonah to support her.[eleven] Due to their previous experience with cinematic storytelling, Eidos Montréal designed the narrative of Shadow of the Tomb Raider to have more cinematic moments.[16] The squad needed to consider the overall concept of the reboot trilogy, and narrative threads previously left unresolved in Rising including who killed Lara's male parent.[18] Earlier recording began, the cast read through the script and so the performances could be more disarming.[22]
The game's jungle setting was called to "complete" Lara's abilities, carrying over old skills while learning new ones to face new threats. Information technology acted as a visual contrast to the previous games.[18] [23] While the squad were restricted in story design by the overall plan, they were able to suit the gameplay remainder to bring a greater focus on puzzles compared to Rise.[eighteen] The aim was to have Lara undergo an evolution when faced with the jungle's harsh reality, with her early confrontation with jaguars being the catalyst which starts her transformation.[18] The stealth elements—including camouflaging and the use of fright tactics—drew inspiration from films such as Rambo and Predator.[xvi] Swimming was incorporated into the gameplay, though the team gave it a "survival-action" experience.[xx]
Managing director Daniel Chayer-Bisson described redesigning the established level design as "a nightmare", because they had to take into account player experimentation and potential sequence breaking when implementing new mechanics such equally climbing onto overhangs and using the grappling line.[11] During surveys of the fan base, the team heard wishes both for harder puzzles and the removal of visual climbing aids such equally white surfaces. Every bit removing them outright would have made the game intimidating for newcomers, they created the scaling difficulty settings as a compromise. Shadow of the Tomb Raider was fabricated inviting for newcomers every bit the opening department acted equally both a narrative introduction and a tutorial for Lara'due south abilities.[18] The overall verticality of environments and its touch on mechanics such as swimming and grappling reflected the game's theme of "descent".[16]
Art and music blueprint [edit]
The setting and narrative took inspiration from Mayan, Aztec and Incan mythology, including its recurring focus on sunday worship, sacrifice, and the ages of flesh.[23] The Mayan influence was called due to that culture's fixation on astronomy and dates.[24] During the initial blueprint pitch, the designers wanted Lara to discover a real lost tomb with people living effectually it, a concept previously express past the technology available at the fourth dimension. During their research, they chose the urban center of Paititi due to its celebrated precedent over purely fictional locations such as El Dorado.[11] The civilisation of Paititi was based on the supposition that elements Aztec and Maya of Mesoamerican cultures could accept migrated into Republic of peru.[24] The civilisation and people of Paititi were based on historic accounts of the Maya, Aztec and Inca peoples. The clothing of the people were based on historic examples and accounts.[19] [23] The squad consulted historians to ensure their cultural depictions were accurate and respectful.[20]
The music for Shadow of the Tomb Raider was composed by Brian D'Oliveira. While following the musical styles established since the 2013 reboot, the team added new esthetic elements, incorporating the local culture and the darker portrayal of both Lara and her mission. D'Oliveira was brought on due to his power with S American instruments, and during recording at his Montreal studios worked with native musicians to accomplish the correct audio for each location. Martin Stig Andersen worked equally Ambience Sound Designer, who focused on the sound transition for underwater segments. The team brought back "The Instrument", a specially-designed percussion instrument created for the 2013 reboot'due south soundtrack by Matt McConnell. "The Musical instrument" was used to help convey the primal aspects of Lara's character, in addition to referencing her chance on Yamatai in the 2013 game.[25]
Release [edit]
On 15 March 2018, Foursquare Enix confirmed that a sequel to Rising of the Tomb Raider was in development and scheduled to be released on 14 September 2018 for Microsoft Windows, PlayStation iv and Xbox I.[26] [27] [28] [29] The Windows version was developed by Nixxes Software, who had worked on several earlier Tomb Raider games for the platform.[two] On the aforementioned solar day, a teaser trailer was released showing Lara Croft in a mountainous surroundings. The game was revealed on 27 April 2018 with a trailer, screenshots, and a one-hour demo to members of the press.[xxx] The game was ported to macOS and Linux past Feral Interactive on 5 November 2019.[iv] It was released for Stadia on xix November every bit function of the platform's launch line-up alongside the 2013 reboot and Rise of the Tomb Raider.[31]
The PC and Stadia ports were created by Nixxes Software.[2] [three] A season pass was announced, which gives players access to seven "paths" of downloadable content (DLC) which include new narratives, missions, tombs, weapons, outfits and skills.[32] None of these would contain boosted story content, which was complete with the base release.[eighteen] A version bundling together the primary game and DLC, Shadow of the Tomb Raider: Definitive Edition, also released on November four.[33] The Feral Interactive ports and Stadia version were based on this release.[4] [33]
Reception [edit]
Upon release, Shadow of the Tomb Raider got off to a slow outset in sales, attributed by Foursquare Enix president Yosuke Matsuda to a lack of originality compared to other titles at the time. By the end of Dec 2018, the game shipped four.12 1000000 copies worldwide.[45] While it saw lower sales than many other titles of that year, Eidos-Montréal was very happy with its sales as well as its critical reception, prompting them to produce the DLC episodes.[46] As of December 2021, the game has sold 8.nine million copies.[47] Shadow of the Tomb Raider received "more often than not favorable" reviews, according to video game review aggregator Metacritic.[34] [35] [36]
Brett Makedonski of Destructoid compared the game'southward themes to Uncharted and Indiana Jones and the Temple of Doom, praised the graphics, platforming and challenge tombs, merely criticized the lack of gainsay sections from the previous games and the story narrative.[37] Electronic Gaming Monthly gave a positive review, and said that the game managed to separate itself from other like titles through the refined land of its mechanics and design.[38] Rachel Weber from GamesRadar also praised the game, calling information technology "the strongest entry in the rebooted trilogy" and saying that Shadow of the Tomb Raider stayed true to the character's strengths, and praised the implementation of challenge tombs.[40]
Lucy O'Brien of IGN said Shadow of the Tomb Raider offered a fitting conclusion to Lara Croft'south origin trilogy, stating that "With a story that manages to satisfactorily tread the line between high-concept fun and grounded character exploration, Shadow of the Tomb Raider meaningfully wraps upward the journeying Lara began in 2013 and convincingly leaves her in a identify resembling where she was when we were first introduced to her more than than twenty years agone".[42] Michael Leri of Game Revolution praised the game'south numerous challenge tombs and puzzles, praising the tombs as fun and challenging, and lauding the puzzles equally the game's best characteristic.[41] Andy Kelly from PC Gamer (US) called it one of the all-time Tomb Raider games to date, pointing out its improved stealth combat and tomb exploration.[43]
Chris Plante of Polygon praised the graphic symbol and gameplay progression throughout the trilogy, calling Shadow of the Tomb Raider "a refinement rather than revision" of the first ii reboot titles, adding that the game was to be praised as it was the best version of the mechanics demonstrated in the previous two entries.[48] Conversely, VideoGamer'due south Josh Wise disliked the main storyline equally being filled with padding and undermined by weak writing, though he praised the platforming and earth design.[44] Edmond Tran of GameSpot also gave a mixed review, criticizing the game's side quests and Lara's grapheme evolution while praising the story missions, graphics, environments and explorable tombs.[39]
Accolades [edit]
Year | Award | Category | Result | Ref |
---|---|---|---|---|
2018 | Game Critics Awards | Best Activeness/Adventure Game | Nominated | [49] |
Gamescom | Best Console Game (Xbox I) | Nominated | [fifty] | |
Best PC Game | Nominated | |||
Gold Joystick Awards | All-time Audio Design | Nominated | [51] [52] | |
The Game Awards | Best Action/Adventure | Nominated | [53] | |
Gamers' Choice Awards | Fan Favorite Grapheme of the Year (Lara Croft) | Nominated | [54] [55] | |
Fan Favorite Female person Phonation Actor (Camilla Luddington) | Won | |||
Titanium Awards | All-time Performance in Spanish (Danai Querol) | Nominated | [56] | |
All-time Adventure Game | Nominated | |||
2019 | Annie Awards | Character Animation in a Video Game | Nominated | [57] |
22nd Almanac D.I.C.E. Awards | Action Game of the Year | Nominated | [58] | |
National Academy of Video Game Trade Reviewers Awards | Art Direction, Contemporary | Nominated | [59] [lx] | |
Camera Management in a Game Engine | Nominated | |||
Costume Design | Nominated | |||
Lighting/Texturing | Nominated | |||
Original Dramatic Score, Franchise | Nominated | |||
Sound Effects | Nominated | |||
Use of Sound, Franchise | Won | |||
2019 M.A.Northward.G. Awards | Audio of the Year | Nominated | [61] [62] | |
Sound Pattern of the Year | Nominated | |||
Best Original Soundtrack Album | Won | |||
All-time Interactive Score | Won | |||
Best Cinematic Cutscene Audio | Nominated | |||
Best Game Audio Publication, Presentation, or Broadcast (Soundworks Collection Video: Shadow of the Tomb Raider) | Won | |||
Italian Video Game Awards | People'due south Choice | Nominated | [63] |
Animated sequel [edit]
In a joint co-product betwixt Netflix and Legendary Entertainment, it was appear that an anime-style series adaptation based on the video game reboot franchise was in the works, and that the series volition be primarily set later on the events of Shadow of the Tomb Raider.[64]
Notes [edit]
- ^ Boosted work by Crystal Dynamics.[1] Microsoft Windows and Stadia ports by Nixxes Software,[ii] [3] and porting to macOS and Linux by Feral Interactive.[four]
References [edit]
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External links [edit]
- Official website
Adow Of The Tomb Raider,
Source: https://en.wikipedia.org/wiki/Shadow_of_the_Tomb_Raider
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