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Rise Of The Tomb Raider Multiplayer

2015 video game

2015 video game

Ascent of the Tomb Raider
Rise of the Tomb Raider.jpg

Embrace fine art featuring protagonist Lara Croft

Developer(s) Crystal Dynamics
Publisher(s)
  • Microsoft Studios (Xbox)
  • Square Enix Europe[a]
Managing director(s)
  • Noah Hughes
  • Brian Horton
  • Daniel Neuburger
Producer(s) Rose Hunt
Designer(s)
  • Jason Botta
  • Michael Brinker
Developer(s)
  • Scott Krotz
  • Steve Austin
Artist(due south) Brenoch Adams
Writer(s) Rhianna Pratchett
Composer(due south) Bobby Tahouri
Serial Tomb Raider
Platform(s)
  • Xbox 360
  • Xbox One
  • Microsoft Windows
  • PlayStation 4
  • macOS
  • Linux
  • Stadia
Release

November 10, 2015

  • Xbox 360, Xbox One
    • NA: November ten, 2015
    • AU: November 10, 2015
    • EU: November thirteen, 2015
    Microsoft Windows
    • WW: January 28, 2016
    PlayStation four
    • WW: October 11, 2016
    macOS
    • WW: April 12, 2018
    Linux
    • WW: April 19, 2018
    Stadia
    • WW: November 19, 2019
Genre(s) Activity-take chances
Manner(s) Unmarried-histrion, multiplayer

Rising of the Tomb Raider is a 2015 action-gamble video game developed past Crystal Dynamics and published by Microsoft Studios and Square Enix'southward European subsidiary. The game is the eleventh main entry in the Tomb Raider serial, the sequel to the 2013's Tomb Raider, and is the second instalment in the Survivor trilogy. Its story follows Lara Croft every bit she ventures into Siberia in search of the legendary urban center of Kitezh while battling the paramilitary organisation Trinity, which intends to uncover the city's promise of immortality. Lara must traverse the environs and combat enemies with firearms and stealth every bit 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.

Evolution 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 claiming tombs. The squad traveled to several locations in Turkey, including Cappadocia, Istanbul and Ephesus, to design Kitezh. Rhianna Pratchett returned as the game'southward writer while Bobby Tahouri replaced Jason Graves as the game's composer. Camilla Luddington returned to provide vocalisation and motility-capture work for Lara. Powered by the Foundation engine, the game was too developed by Eidos-Montréal and Nixxes Software.

Rising of the Tomb Raider was announced at E3 2014 past Microsoft Studios. It was revealed as a timed exclusive for Xbox 360 and Xbox One at Gamescom 2014, which sparked criticism from the gaming press and community. The game received generally positive reviews, with critics praising its graphics, gameplay, label, and abundance of content; yet, some reviewers felt that the game did not take plenty risks. As of November 2021, the game had sold effectually 11.8 million copies. Several downloadable story and content additions have been released for digital purchase. Square Enix released the game for Microsoft Windows and PlayStation 4 in 2016. A sequel, Shadow of the Tomb Raider, was released in September 2018.

Gameplay [edit]

Rise of the Tomb Raider is a third-person action-adventure game in which players control Lara Croft, who is on a quest to notice the legendary metropolis of Kitezh. Combat is a major gameplay mechanic; Lara has a big variety of weapons at her disposal (including assault rifles, shotguns, and pistols), some of which have an alternate firing style.[ane] Players may also employ stealth to progress through portions of the game, using bows and arrows to take out enemies, creating distractions to draw enemy attention away from Lara, or hiding in bushes to evade enemies. Lara can use the environment to fight enemies, shooting explosive barrels, vehement down rope-wrapped structures with rope arrows, or ambushing enemies from high footing.[two] She tin can also use her water ice axe and combat knife to appoint in melee combat with enemies.[3] Completing objectives and side content and eliminating enemies give players experience points (XP). When players collect sufficient XP they level upward, receiving a skill point, which can be spent on the game's three skill trees: Brawler, Hunter and Survivor.[ane] Brawler enhances Lara'south efficiency with weapons, giving her abilities such as retrieving arrows from corpses and a steady aim, likewise as boosting her resilience against assail and unlocks new combat skills, such equally dodge kill. Hunter gives her an advantage when dealing with the environments and animals. Survivor covers a wide range of skills such as creating incendiary bombs and setting booby traps.[4] Lara learns new languages, enabling her to discover relics (such as coins) which tin be traded for new equipment.[v]

Screenshot from the game

Lara Croft explores one of the game's challenge tombs, which contains an ice ship

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 collectibles such as relics and documents tin can be revealed to players using Survival Instinct, a vision mode which highlights items of interest.[one] By collecting the materials, players can craft items with the game's crafting menu; Lara tin can craft ammunition, poisoned arrows (using death-cap mushrooms), and Molotov cocktails and hand grenades from cans and bottles.[half-dozen] The open areas are filled with wildlife, which tin can be hunted to collect more resources.[1] Players tin can discover and explore challenge tombs for new skills and outfits. Lara's outfit, which affects her combat functioning, can be inverse at base camps.[1] The camps permit Lara to change her weapon loadouts,[one] and are fast travel points which allow players to explore a previously-searched area.[7] The game has side missions and challenges which may give players new equipment,[8] [9] and players navigate intricate environments to progress. Lara can utilise her ice axe to climb certain surfaces (such as cliffs and glaciers)[ten] and her rope arrows to create ziplines[11] to access difficult-to-reach areas,[six] and can climb trees and swim.[12] Players solve puzzles during the game, in its principal campaign and optional content. The puzzles, based on in-game physics,[xiii] oftentimes connect; players must solve connecting puzzles to solve a larger one.[12]

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, Affiliate Replay Elite, Score Assault, and Remnant Resistance. Chapter Replay and Chapter Replay Elite allow players to replay whatever level, and Elite allows them to bring already-caused skills and weapons to the level. Score Attack introduces score combo bondage to the game.[fourteen] Remnant Resistance allows players to create custom scenarios, which tin can be shared with other players. By completing Expeditions, players earn credits which can so exist used to buy digital collectible cards to change the gameplay.[6] Common cards may be used but once, and foil cards can be used repeatedly. The cards can also be purchased in microtransactions.[xv]

Plot [edit]

Camilla Luddington at an awards ceremony

Camilla Luddington provided the voice and motility capture for Lara Croft in Rise of the Tomb Raider.

One yr after the events of Tomb Raider, archaeologist Lara Croft is struggling to explicate her experience of the supernatural on Yamatai and is experiencing posttraumatic stress disorder. Looking for answers, she turns to her late father Lord Croft's research on the lost urban center of Kitezh and the hope of immortality. Ana, Lord Croft'south partner, warns Lara that her male parent's obsession drove him to ruin and suicide. Lara ignores her and organizes an expedition to the Forgotten Cities in northwestern Syrian arab republic, hoping to uncover the tomb of the Prophet of Constantinople, a key figure in the Kitezh fable. The tomb is empty, and Lara is interrupted by Trinity—an ancient order of knights turned paramilitary system investigating the supernatural—and their task force leader, Konstantin. Equally she flees, Lara discovers a symbol etched into the tomb, which she links to a book on Russian religious history in her father'due south study at Croft Manor. She learns of an artifact called the Divine Source, said to be capable of granting immortality. Later arguing with her friend Jonah Maiava regarding the artifact's being, a Trinity assassin infiltrates the manor and steals the book, prompting the ii to become to Siberia.

In Siberia, Lara and Jonah are separated past an avalanche. Continuing alone, Lara discovers that Trinity has made a Soviet-era installation a base of operations of operations in their search for Kitezh. She is caught trying to call back the book and is imprisoned with Ana. Konstantin slowly strangles Ana in an attempt to forcefulness 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 blood brother. She asks Lara to join Trinity, only she refuses and is taken to the Gulag cells, where she meets a human named Jacob. Together they escape the Gulag with Trinity in pursuit. During the chase, Lara is incapacitated and almost drowns, but Jacob saves her, and she later agrees to assist 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. Still, 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 only not what she expects it to exist. Lara remains undeterred and sets out to find the Atlas, an artifact that shows the way to Kitezh. Sofia, Jacob's girl, 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 afterwards 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, have 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 unsafe path. Reading journals written past a Trinity agent, Lara realizes the truth of Jacob's warning: the Divine Source bestows immortality at the cost of i's cocky. Trinity breaks through the ice and enters the bedchamber that houses the Divine Source. With aid from Sofia and the Remnant, Lara battles her style through Trinity towards the sleeping room. Konstantin ambushes Lara, simply she mortally wounds him. Earlier he dies, Konstantin reveals that Lara's father did not commit suicide but was assassinated by Trinity. Lara enters the bedroom just Ana has already retrieved the Divine Source. Jacob and Lara try to reason with Ana to no avail. As the Deathless Ones shut in, Ana activates the Divine Source but is overwhelmed by its power, giving Lara a gamble to pick it up and smash it to pieces, causing the Deathless Ones to perish. Jacob's immortality is lost, only he is happy his time has finally come. He assures Lara she has fabricated a difference and peacefully disintegrates.

Two weeks later on, at Croft Manor, Lara and Jonah overlook their next trek. Lara vows to investigate more than of the globe's mysteries and thwart Trinity'southward plans. In a mail service-credits scene, two weeks before Lara and Jonah leave Siberia, Lara asks Ana if she killed her father. Ana denies information technology, albeit that Trinity gave her the lodge, 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 virtually killing Lara and is ordered to stand up downwards for the time being.

If the player reloads their salvage file afterward finishing the game, Lara is seen telling Sofia about Jacob'south passing.

Baba Yaga: The Temple of the Witch [edit]

In the Baba Yaga downloadable content, Lara investigates a disturbance in the Soviet mine. After fighting off a Trinity patrol, she finds a immature girl, Nadia, hiding in a sawmill. Nadia confides in Lara well-nigh her search for her grandfather, Ivan. Ivan disappeared while trying to enter the Wicked Vale, a valley reportedly haunted past Baba Yaga, a witch in Slavic folklore. Ivan blames the witch for the decease of his wife and wants to kill her. Lara is skeptical about Baba Yaga's existence just, 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. Later on stumbling through a forest where she is tormented past visions of her begetter's suicide, she meets Baba Yaga and a pack of demonic wolves. Lara narrowly escapes with her life and finds herself in a small-scale, Soviet-era outpost. She unearths evidence of a secret Soviet biological-weapons project which attempted to harness the pollen, which abruptly concluded 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 clandestine from the military. With Nadia's assist, Lara synthesizes a necessary antitoxin 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'due south 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 [edit]

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 information technology infects to regress to a zombie-like state. Men are peculiarly 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 afterward 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 earlier an enormous deject is released into the atmosphere and contaminates the Remnant valley.

The women programme to channel the pathogen from 3 towers into the central tower, detonating it and called-for off the toxin. Lara shuts downward each tower, collecting equipment, rescuing female prisoners, and eliminating waves of the infected Trinity soldiers before inbound the cadre tower. While fighting off the infected soldiers, she triggers a catastrophic explosion and jumps from the tower to Nadia and Sofia'southward helicopter. Nadia and Lara watch the explosion every bit they fly to safety. Although the resulting burn burns the remaining pathogen, documents constitute in the facility indicate that the release was no blow; 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'southward Nightmare [edit]

Claret 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 copse working their way into the side of the business firm and the roof caving in, Lara's childhood home desperately needs repair. She finds her begetter's safe and searches the manor for its combination, hoping to observe his volition 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'southward tomb under the chief staircase, and with both her parents proven dead, their belongings passes to her, and she moves back in.

Lara's Nightmare is like to Blood Ties, with Lara's uncle unwilling to give her the manor. She fights off hordes of zombies and skulls earlier finding the master key. Lara kills a large skull in the main hallway, ending her nightmare.

Development [edit]

Ascension 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 artistic and game directors respectively.[18] Rhianna Pratchett returned as the game'south writer,[19] and Camilla Luddington reprised her function 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 gilded (indicating that it was beingness prepared for duplication and release).[21]

Story and gameplay [edit]

When we think near what Lara's gone through, she'due south suffered through these traumatic events, seen friends die, and come out of the state of affairs forever changed ... What she needs is a way to reconcile the hurting that she has suffered and also the draw that she has, this compulsion, to discover more of these things at present that she'south just glimpsed them on Yamatai.

—Game director Brian Horton on Lara's country 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 globe that they are real at the end of the 2013 reboot; this became her major driving forcefulness in the sequel.[22] [18] Although Lara must still struggle to survive, she is more than confident and competent. The squad tried to find a residue, making Lara more than experienced and competent only vulnerable in crunch and appealing to players.[23] They hoped that in the story, players could see Lara'southward character progression.[24] To indicate her hunger for knowledge, the squad 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 apply the environs against her enemies highlights her intelligence.[25]

Rhianna Pratchett found Ascent of the Tomb Raider more difficult to write than the 2013 reboot, figuring out Lara's initial mental country and grapheme introduction. Its bandage was significantly smaller than the reboot, and then more than screen fourth dimension could be given to each character.[26] To help establish the game's tone and visuals, Crystal Dynamics developed a "rippomatic" (a collection of film scenes). Films included Rambo: Commencement Blood Office 2, which inspired the team about the game's stealth mechanic; Terminator 2: Judgment Mean solar 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'due south bows, arrows and pickaxe, and Aliens vs. Predator and The Day After Tomorrow helped the squad conceive the game'due south tundra setting.[27]

They worked on improving the story'southward pacing, which Horton idea as of import as the story itself. Several features with gameplay potential simply not plumbing fixtures its context, such as vehicles and an early scene in which Lara battled enemies in a jeep, were cut.[17] The squad listened to player feedback about the original game and fabricated gameplay adjustments, such as reducing the number of quick time events, expanding the hunting system, and increasing the significance of traversing and stealth.[25] Cinematic moments and action scenes, designed by an internal squad known every bit OMS ("oh my shit"), were retained in the sequel.[22] The theme of survival remained the story's cadre, with the team modifying gameplay accordingly; the expanded crafting system required players to use the environments more than.[24] Withal, Crystal Dynamics avoided making it a survival game; the team felt that it would discourage thespian exploration.[28] Like its predecessor, Rising of the Tomb Raider has a structure similar to metroidvania; the team wanted players to feel that Siberia is a living, dynamic world, and the game not simply a long sequence of events.[24] According to pattern director Michael Brinker, the team decided to brand the game less "grindy" than other titles; players would not exist forced to complete whatsoever optional content. The skill-upgrades system was overhauled to include more player options.[22]

After the developers listened to actor 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 together more ancient tombs, making players feel like existent 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 frequently interconnected, with the team adopting a nested-puzzle arroyo.[12] Optional tombs were fabricated more meaningful, giving players unique skills and items rather than only experience points.[17] The difficulty of each tomb slowly increases as players progress.[30]

Art and music [edit]

Stone facade, with columns and statues

The game world was designed to reflect Lara'southward distorted mental land, and the team introduced the concept of "ominous dazzler" to achieve this. The color scheme was vibrant, reflecting the game's large scale. The team was inspired by other video games and fine art, including Russian realists.[17] They traveled to Yosemite National Park and several locations in Turkey, including Cappadocia, Istanbul and Ephesus, researching Byzantine civilisation and Greek compages to pattern Syria and Kitezh.[31] The team took six months to create the game's snow applied science (such as snow tracks and avalanches), which helped increase player immersion in the game. To add multifariousness to its landscape, the team introduced the Oasis (with a dramatically-unlike look from Siberia).[23]

Bobby Tahouri'due south primary goal in composing the game's music was to support its narrative. Tahouri spoke to Crystal Dynamics in 2012 and contracted to write the score in late 2013, delighted to have more than limerick fourth dimension than previous projects. He listened to the earlier games' soundtracks to "immerse [himself] in the Tomb Raider world". The soundtrack was recorded in Nashville by a 52-piece string-and-brass orchestra, including cello, woodwinds, dulcimer and a handpan developed by Saraz Musical Instruments. The Siberian music features an musical instrument similar to a gusli and depression-pitched male singing. Dynamic Percussion System middleware creates music as the game is played.[32] Crystal Dynamics signed Karen O and guitarist David Pajo to produce the game's theme vocal, "I Shall Rise".[33]

The game features a Dolby Atmos soundtrack.[34]

Engineering science [edit]

Camilla Luddington voiced Lara and provided movement capture at a Los Angeles studio over a two-year menses. According to the actress, one of the greatest challenges in voicing Lara was having to "yell over wind and snow".[35] Luddington trained for the role, with experts teaching her how to concur the weapons.[36] The team wanted to ensure that Lara's outset game for the 8th generation of video game consoles looked practiced. Spraying Mova fluorescent pigment on Luddington's face, they obtained 7,000 points of reference.[37] The team had difficulty developing Lara from motion capture, finding Luddington's footage too realistic, and tried to give the young Lara "subtle" facial expressions. They focused on Lara's physical details in cutscenes, where her muscles tensed equally she climbed or her skin became blotchy from the cold. The studio used pose-based deformers to sculpt Lara'southward "verbal shape" as she moved. The team also used contraction maps, assuasive more natural, realistic movement for the character.[25]

Rise of the Tomb Raider was powered by the Foundation in-house game engine.[38] The squad used global illumination and physics-based rendering to create calorie-free and shadows.[5] They used a Horizon WYSIWYG editor, editing text and graphics in a form closely resembling the finished production. The team adopted a "kit-bashing technique", quickly assembling a level with modules and rebuilding it until they were satisfied. To improve the game'south graphical fidelity, the team partnered with Nixxes Software (which ported the Xbox 360 version).[22]

Release [edit]

On August one, 2013, Square Enix Europe executive Phil Rogers announced that a new Tomb Raider game was in development for the eighth generation of video game consoles.[39] Microsoft announced the game during an E3 2014 printing conference, with a scheduled tardily-2015 release.[40] At Gamescom 2014, the company said that Rise of the Tomb Raider would be an exclusive for its Xbox series of video-game platforms, including Xbox 360 and Xbox I; according to Microsoft Studios executive Phil Spencer, information technology would be a timed sectional like to Microsoft'south bargain with Capcom and Crytek on Dead Ascent three and Ryse: Son of Rome (in which both were released for Microsoft Windows). This sparked actor outrage from players, who blamed franchise owner Square Enix for the decision.[41] Microsoft's calling the game "exclusive on Xbox for holiday 2015" caused defoliation amid the gaming printing and players.[42] Rogers explained in 2015 that the Microsoft timed exclusivity was primarily due to the company's potent support for the 2013 reboot. Spencer also spoke on the exclusivity stating "I'chiliad a big fan of Uncharted, and I wish we had an action adventure game of that ilk. Nosotros've started some, and we've looked at them. Just we don't have one today of that quality. This is an opportunity."[43] Crystal Dynamics caput Darrell Gallagher said that the partnership could assistance the team "deliver the best game that [they] can".[44] Rogers called the arrangement a "natural" evolution and a "tough" decision.[45]

Rise of the Tomb Raider was released on November 10, 2015,[46] and the Windows version was released on Jan 28, 2016.[47] Microsoft Studios was the game's publisher for Xbox 360 and Xbox One.[48] An xviii-issue comic series, Tomb Raider, began publication in early 2014. Produced past Dark Horse Comics and written past Pratchett and Gail Simone, the comics bridged the gap between the 2013 reboot and Rising of the Tomb Raider and explained the absence of some secondary characters in the sequel.[49] Microsoft released a Ascent of the Tomb Raider Xbox 1 bundle, including an Xbox 1 console, a lawmaking for Tomb Raider: Definitive Edition and the game.[l] A collector's edition included a 12-inch statue of Lara, a steelbook, a jade necklace and a replica of Lara's journal.[51] A season pass included the base of operations game, boosted outfits, weapons and expedition cards, and access to downloadable content.[52] GameStop preorders had exclusive access to the Holy Burn down Card Pack, which can be used in the game's expeditions mode.[53] Microsoft alive-streamed a Survival Billboard marketing event on Twitch. Eight contestants standing in front of a Southwark Street billboard were subjected to dissimilar harsh weather weather, which were voted by Twitch's viewers. The contestant enduring the atmospheric condition longest received a "Tomb Raider-themed trip"[54] Players could earn in-game rewards by participating (and interacting with) Twitch live-streaming in expedition mode.[55]

The game was supported past downloadable content, and its first mail service-launch update was released on December 4, 2015. 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 offset story improver, Baba Yaga: The Temple of the Witch, was released on January 26, 2016 for Xbox One.[57] Cold Darkness Awakened, the 3rd DLC, introduced a horde style in which Lara fights waves of infected enemies.[58] A Ascension of the Tomb Raider: 20 Year Commemoration edition was released for PlayStation iv on Oct 11, 2016. The edition (adult past 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-gratuitous mode in which Lara explores the Croft Manor; and Lara'south Nightmare, in which players fight infected enemies in the estate.[60] The DLC was free of charge to season-pass holders. To promote the 20 Twelvemonth Celebration edition, the marketing squad hung a jeep from the side of a building in Times Square.[61] Blood Ties supported PlayStation VR when 20 Yr Commemoration was released, and Oculus Rift and HTC Vive were supported on December half dozen, 2017.[62] Feral Interactive released the game for macOS and Linux in April 2018.[63]

Reception [edit]

Critical reception [edit]

Rise of the Tomb Raider received "mostly positive reviews" according to review aggregator Metacritic.

The game'southward graphics were praised by critics. Kimberly Wallace of Game Informer chosen them "stunning" and praised Crystal Dynamics for creating detailed environments for players to explore, although she noted several frame rate issues. Spencer Campbell of Electronic Gaming Monthly agreed, describing the areas as "gorgeous" and noting that every location in the game looked unique.[68] Justin Towell of GamesRadar praised the game'due south presentation and appreciated its blitheness, noting that information technology was a AAA production. Steven Hansen of Destructoid called it i of the best-looking games on the market place, although he considered some of the lighting unrealistic.[67]

Wallace praised the story for several memorable moments, although she thought it was predictable except for the ending scene. She liked the writers' conclusion to explore the human relationship between Lara and her begetter and with Trinity, which she plant interesting.[69] Campbell criticized the story for being simple and formulaic; it "took as well many cues" from Raiders of the Lost Ark, and its characters were undeveloped and forgettable.[68] Mike Mahardy of GameSpot wrote that the story was emotional and the characters grounded and believable; its mysticism "makes sense within the earth they occupy", and he called the story tragic just uplifting.[71] Towell praised the story for several surprising moments and was largely impressed by the voice acting, although he was disappointed that the story was and so similar to the 2013 reboot.[72] Peter Paras of Game Revolution singled out Luddington's performance as Lara, maxim that she "imbues the graphic symbol with a sense of wonderment and determination".[seventy] Lucy O'Brien of IGN chosen Lara an "endearing" character driven past "complex ambitions", and described the game'southward villains as "strong".[73]

Wallace plant Rise of the Tomb Raider 'due south 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 than-strategic nature, due to its larger armory.[68] Mahardy called the combat "superb", praising the game for giving players the freedom to experiment with gameplay mechanics. He institute the resource-gathering tedious, just the crafting organization well-executed.[71] Towell liked the game's combat and stealth, comparison it to Metallic Gear Solid Five: 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 gainsay 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 arable side content, finding it intriguing enough to lure her away from the primary story. She liked the Metroidvania world blueprint, and the big 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.[69] Campbell praised its hunting mechanic, which enhanced the game world. He wrote that the narrative shortcomings were counterbalanced by gameplay complexity, particularly the optional tomb puzzles.[68] Mahardy praised the open hubs' "waterfall structure", where every role player action may unlock new possibilities;[71] however, Towell found the hubs filled with aimless, unappealing content.[72] O'Brien called the challenge tombs the game's highlight (paying homage to the older Tomb Raider games), despite its shortage of puzzles.[73] Hansen found much of the content "open world busywork", which he compared to the Assassin's Creed game series.[67] Paras wrote that the expedition mode was a "existent treat";[70] Oli Welsh of Eurogamer criticized it, saying that there was no reason for the mode to exist other than to please YouTubers and generate revenue from microtransactions.[14]

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 "condom 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 constitute much of the game'southward content bloated; although information technology was an comeback, he criticized it for not fixing many of the original'southward shortcomings.[67] According to Paras, the Tomb Raider franchise surpassed gaming classics such as Resident Evil 4 and Uncharted 2: Among Thieves after twenty years with Rise of the Tomb Raider.[70]

Sales [edit]

Some gaming journalists were concerned about Ascension of the Tomb Raider 'southward sales, since it was released on the same 24-hour interval as Fallout 4 (a highly anticipated game from Bethesda Game Studios, which also had Microsoft as its marketing partner). However, Microsoft believed that the games would not compete with one some other.[74] It was the fourth-bestselling game in the UK and Republic of ireland in its week of release, debuting at number four in the Great britain retail software sales chart (backside Fallout 4, Call of Duty: Black Ops Iii and FIFA sixteen).[75] However, the game did not sell well enough in the month afterwards its release to appear on the NPD Group nautical chart.[76] According to Square Enix, its initial commercial performance was "solid";[77] game manager Brian Horton and Microsoft executive Aaron Greenberg said that Microsoft Studios and Square Enix were satisfied with the game's sales.[78] Digitally, the Windows version sold three times better than the Xbox One version in the first month of release.[79] The game had sold over one million copies by the end of 2015,[fourscore] and nearly seven million copies by November 2017.[81]

In honor of the 25th anniversary of Tomb Raider, Square Enix and Crystal Dynamics celebrated each game and spin-off of the franchise with community features, nostalgia, and unseen contents throughout 2021. On its defended month, information technology was revealed that Ascent of the Tomb Raider had sold 11.8 million in November 2021.[82]

Awards [edit]

Year Honor Category Issue Ref
2015 33rd Golden Joystick Awards Most Wanted Game Nominated [83]
The Game Awards Best Performance (Camilla Luddington) Nominated [84]
Best Action/Chance Nominated
2016 NAVGTR awards Animation, Artistic Won [85]
Art Direction, Contemporary Won
Graphics, Technical Nominated
Lighting/Texturing Won
Functioning in a Drama, Lead (Luddington as Lara Croft) Nominated
Sound Effects Nominated
Employ of Sound, Franchise Nominated
Game, Franchise Adventure Won
68th Writers Order of America Awards Outstanding Achievement in Videogame Writing Won [86]
19th Annual D.I.C.Due east. Awards Game of the Year Nominated [87]
Adventure Game of the Year Nominated
Outstanding Achievement in Game Direction Nominated
Outstanding Achievement in Animation Nominated
Outstanding Achievement in Art Management Nominated
Outstanding Accomplishment in Character (Lara Croft) Won
Outstanding Accomplishment in Sound Design Nominated
Outstanding Achievement in Story Nominated
Outstanding Technical Achievement Nominated
Satellite Awards Outstanding Action/Adventure Game Won [88]
SXSW Gaming Awards Excellence in Blitheness Won [89]
Excellence in Visual Achievement Nominated
Excellence in SFX Nominated
Most Indelible Character (Lara Croft) Won

In other media [edit]

Some plot elements from Ascension of the Tomb Raider were incorporated into the 2018 moving-picture show adaptation of Tomb Raider.[90] An announced sequel for that film, which has been delayed due to COVID-xix, may adapt Rise.[91]

Sequel [edit]

On March 15, 2018, Shadow of the Tomb Raider was confirmed past Square Enix. It is the tertiary game in the rebooted origin story. Eidos-Montréal replaced Crystal Dynamics as the game's lead programmer. It was released worldwide on PlayStation 4, Xbox One, and Microsoft Windows on September 14, 2018.[92]

Notes [edit]

  1. ^ Feral Interactive published the game's Linux and Mac versions.

References [edit]

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External links [edit]

  • Official website

Source: https://en.wikipedia.org/wiki/Rise_of_the_Tomb_Raider

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