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@stellatombraider
Happy Birthday Lara! 🍫🐀
The Last Revelation
It's time for some nostalgia again!
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This game. 🤣
“I only play for sport.”
Six Months at Riot Games
I’ve been up all night after reading Kotaku’s article on the company culture of Riot, and its effect on women in particular. Cecilia contacted me as a potential source, but I didn’t commit to providing my experience on the record because I was worried about the ramifications of speaking out. The discourse around this conversation and the reticence to believe the women who came forward has stunned me. I’ve been carrying around a heavy weight on my shoulders since 2014, and I feel it is finally time to let it go. I only lasted six months at Riot before resigning.
In 2014, I left a job I loved and colleagues I adored to take up a post at Riot Games in Dublin. One of their recruiters had reached out to me nearly a year prior, and while I was immensely happy at my current place of work, I had always wanted to work abroad at least once in my life. I was becoming addicted to League of Legends, Riot had a history of great community-centric initiatives, and I felt that if I turned down the opportunity, I would always ask myself, “What if?”
I was initially apprehensive, as I had been told firsthand that Riot could have a “bro” culture at times. So I did my research. I asked the recruiter directly about the mysterious “culture” of Riot, and why conforming to it was so important. I even messaged a handful of women ex-Rioters to ask about their experiences. They all confirmed that Riot could have a “frat party” type atmosphere at times, but didn’t relay stories of overt sexism or harassment.
I took the job in early 2014. I sold my car, packed up all my belongings in a shipping container, committed to a long-distance relationship with my partner, and sent my cats off for the mandatory 30 days of quarantine. I fully committed, expecting to work there for several years at the minimum.
Before I detail some of what I experienced at Riot, first, let me state the obvious. The behavior below is NOT indicative of all Riot employees. The large majority of Riot employees I’ve met have been lovely, and as evidenced above, there are many people who weren’t subject to sexist behavior and harassment. That being said, from my own experiences and that of many others speaking out this week, an unacceptable number of people – primarily, but not exclusively women – have been subject to inappropriate behavior at Riot for years. It is systemic to the company’s culture and needs to be addressed as such.
I’ve outlined some of the most notable negative encounters with Riot staff below. These don’t account for the daily microaggressions and condescending remarks that are too numerous to detail. For transparency, being four years removed from Riot has not degraded my recollection of these events. I am drawing them directly from the eight-page resignation letter I sent to Riot in August of 2014.
Content-Warning: Sexist, racist, homophobic, and transphobic language, as well as mentions of sexual assault.
At Riot, employees are encouraged to play League before/after work, or during lunch. My very first week at the Dublin office, I heard shouting from individuals playing together, calling each other “f*ggots” repeatedly. I was unnerved, but it was my first week and I didn’t know if this was a common occurrence. I didn’t say anything at that time. Eventually, the language would escalate to “n*gger”. No one flinched, and I realized it was considered the norm. Nearly the same thing happened my first day of meetings at the Riot LA office, where two men were loudly calling each other “c*cksuckers” right outside the office of the CEOs.
Soon I began to notice gendered language regularly being used among male Rioters to insult each other. Guys would tell each other “not to be such a girl” and call one another “p*ssies” quite regularly. They would casually refer to women as “b*tches” and say that “all women were crazy.” I also overheard a group discussing how a female professional made it far in the industry, suggesting she “sucked c*ck to get to the top.
My first month at Riot we had an opportunity to talk with one of the CEOs for an office-wide AMA. We were encouraged to submit questions anonymously. I submitted something that had bothered me for some time as a League player. I wondered why – other than the child characters and Yordles – nearly all the female champions had the exact same body type. The male champions were young, old, skinny, athletic, obese, handsome, monstrous, and more – they were unique and diverse. The most prevalent characteristic of female champions at the time was sex appeal. I wanted something more. I wanted to know when we would get a female equivalent of Gragas.
The senior staff liked the question so much that they requested I ask it live, rather than anonymously. I was apprehensive at first because I was so new, but I also understood that this was an important opportunity to directly challenge someone in a position of power who could make a change. Unfortunately, the response boiled down to “giving the players what they want”, to which I rebutted that Riot was big enough to influence player perception of what characters are cool or fun to play. I was very disappointed by the response, which felt dismissive of the issue. (As a side note, I was happy to see Riot’s efforts to diversify their female champions these past few years.)
After the meeting, I realized I had put a target on my back with some of the men in the office. I didn’t even make it to my desk before a male colleague came up and told me that “women don’t want to play unattractive champions. They want to feel beautiful.” I was stunned. A woman behind us audibly laughed at the fact that he was informing us of our gender’s gaming preferences. A few male coworkers also asked why I would like to see an “unattractive” female champion, or a plus size female champion, because “no one wants to look at that.” These were several of dozens of conversations I would have on the matter.
Things only got worse the longer I stayed at Riot. I didn’t go out with colleagues after events because strip clubs seemed to be a common destination. Asking me what age I lost my virginity at was deemed appropriate conversation during a team dinner, and employees I didn’t know prodded into how my sex life worked in a long-distance relationship.
I felt out of place in my direct team as well. Our Jira sprints were named things like “thong.” I was the only woman on that particular team, and so a senior staff member named us the “Bros and Ho”. I immediately tried to shut that down, but it was used for weeks regardless.
Rape became a punchline to jokes quite frequently, including one instance where an employee went on for several hours about how he was going to rape his male colleague, who was his hotel roommate. He was graphic in exactly how he was going to rape his roommate, who was a new hire, and it was obvious that the individual in question was extremely uncomfortable.
While on a team outing, the same senior staff member messaged a new employee’s girlfriend on Facebook asking if she was “DTF” - shorthand for “down to f*ck”. He thought it was a funny joke. The new staffer didn’t feel comfortable challenging him, even though his girlfriend was very uncomfortable and called to ask why she was being harassed by his boss.
Then came the final straw. At a work dinner, it came up that I thought I’d been paired in a hotel room with a male Rioter. It turned out to be a typo in the name, and, as was standard, I was paired with another woman. A senior staff member proceeded to repeatedly call me sexist for not being willing to room with a man I’d never met before. At first, I thought he was kidding, but he continued to make arguments to his point. I explained why I would be more comfortable sharing a room with another woman, and told him I wasn’t enjoying the conversation and would leave if I was continued to be called sexist. The conversation continued, with him eventually saying that my unwillingness to room with a man was the same as not hiring a woman due to her gender. I left the table in the middle of dinner, unwilling to take any more after six months of such behavior. I submitted my resignation shortly after.
My biggest concern with Riot – putting my own experiences behind me – is the inappropriate and sometimes predatory behavior that some staff exhibited towards fans. I frequently pushed back against comments and scenarios like these but found I was one of the few that would speak up. Rioters are often seen as celebrities with dedicated fans, and it is easy to abuse that power.
I regularly witnessed lewd comments about women passing by at events, discussing their level of attractiveness, whether someone would sleep with them, and guessing if they were the age of consent.
Several times I heard male employees bragging and sharing intimate details about hooking up with players at events, including a cosplayer we worked with in an official capacity. Several male colleagues even asked me to “hook them up” with cosplayers.
When I brought up the inappropriateness of a young League cosplayer having silly-string unexpectedly sprayed across her chest during a video piece by a third party – the gag being that he had ejaculated on her – I was told I was the “comedy police”.
I overheard at least a dozen employees comment on how cosplayers only make costumes for attention and ask “is this even considered a costume?” when a very famous cosplayer recreated a scantily-clad female champion. I showed them that she was one-to-one with the splash art. They begrudgingly conceded that it was an official outfit. This is obviously highly hypocritical.
At least three times Riot Dublin employees made inappropriate comments via work email about a female cosplayer’s breasts (one they regularly worked with).
While in LA, I had a week of very successful meetings with Rioters to help get a new cosplay initiative off the ground. In a recap meeting, I expressed how happy I was that we were creating such great programming for cosplayers. The senior most staff member responded with “Who wouldn’t want to work with cosplayers? Because Boobs.”
During one event, a first-time cosplayer came to our booth crying because someone had commented negatively on her weight in relation to the character. Another coworker and I consoled her for nearly 30 minutes, and she left, feeling much better. After she left, a fellow Rioter called her a “fatass” and asked why she would try to cosplay the character she chose. I was in shock but told him how inappropriate that was to say about our fans, especially those passionate enough to make and wear costumes. Cosplayers have also been called “tr*nnies” and “attention whores” by Riot employees at events.
In meetings, I was told that we shouldn’t put cosplayers on stage to play League live, because they are mostly women, and therefore not very good at the game.
Further examples of disrespect include when I argued that we shouldn’t let a cosplayer in blackface on our stage for a parade, keeping in mind that Riot is a global company. I was repeatedly called racist by my colleagues, who tried to convince me that it was an acceptable practice and I was overreacting.
This is not a comprehensive list. These were only the very specific examples I could draw from when I drafted my resignation letter at Riot. After word got out that I quit, I was contacted by several other women from the office, asking to meet. I was told more horror stories, discovering that some of them had been physically touched, cornered in shared vehicles, and faced professional retaliation for turning down advances. They asked for advice. I told them that they needed to speak up too.
The reason I didn’t share any of this before is because I felt trapped. I am not proud of myself for staying silent. After I quit, I was stranded in Ireland with my entire life in an apartment, no job, no car, and not even a cell phone, as it was immediately taken away from me once I resigned. I needed to get back to the United States somehow. Riot was my best bet, and I worried that if I didn’t agree to their mandates or went public with anything that I’d ruin my chance of getting home. After six months of near-daily misery, I was exhausted. I signed their agreements. I needed to get out. I recognize that I put myself at legal risk by disclosing my experience now. After years of regret and the thought that these practices could still be going on today, affecting countless others who also feel alone and outgunned by a company they were once excited to be a part of, I am willing to take that risk. I want to work towards a better and more inclusive industry and show solidarity with the other women who have come forward.
I left Riot feeling like a failure. I felt like I wasn’t tough enough to stick it out or make a positive change at the company. I had been very public about my new adventure in Ireland, and all I could post about the return home was an agreed upon “culture fit issues’ statement to my social channels. Friends and followers could tell that something was wrong, but I couldn’t expand further.
To be clear, not everything from my time at Riot was negative. I became good friends with several of my co-workers and loved interacting with fans. Riot is a massive company that employs thousands of people. There are going to be women at the company who’ve never experienced sexism or harassment from their colleagues. I am very happy that they have found a safe working space with their particular branches or teams. That being said, these harassment-free experiences don’t invalidate the experiences of women like myself, and the dozens of others I personally met while working at Riot, who struggled with fair and respectful treatment on a daily basis.
The in-depth article on Kotaku and outpouring of other stories from both current and ex-Rioters finally gave me the courage to speak up, despite my concerns about professional or legal ramifications. I should have done this four years ago. I tried to facilitate change while working at Riot and after my departure. I’m hoping the groundswell of voices will now finally cause real, meaningful change within one of the most influential gaming companies in the world.
Two final notes:
To the many good eggs at Riot: I’ve seen many of your posts. I understand your frustration if you have not been witness to this type of behavior, or experienced it yourself. That being said, you can support your company and the individuals who have come forward. Your anger shouldn’t be directed at the subjects of this abuse and maltreatment, but rather the individuals who perpetuated these acts in the first place. Please keep an eye out for your peers, and hold others accountable for their actions.
To young women hoping to work in gaming: Gaming can be a tough industry, but please don’t let conversations like this drive you away from pursuing your passion. The more we dissect and discuss these situations in a public forum, the more steps we take to making the industry a more inclusive place. As tough as gaming can be, it is equally welcoming and rewarding.
Transcript of an Interview with Daniel Bisson
Yesterday members of the Official Fan Site Program were given the opportunity to speak with Daniel Bisson, Game Director for Shadow of the Tomb Raider. Find the transcript attached.
(We will be extracting information from this interview for an upcoming article that will combine all the impressions collected from bits and pieces shown during E3 and at the Reveal Event - in our case in London. So watch this blog.)
Transcript
All right, so what is the most challenging innovation you have introduced to the incoming Tomb Raider?
There’s a lot of things that we did, there’s technological things that we did. For example, the lighting, we completely reworked the lighting system to have something that feels much more natural. The lighting now can pierce through vegetation and things like that, and also the reflection inside of water, so we can have this beautiful water. It was very important for us because it is a very different take on the art of this Tomb Raider, because it’s more colorful, because it’s the jungle, it’s much more alive.
The second thing in terms of technology, with the interaction of the character, was the vegetation. Everything moves. Every single thing, leaves and everything, moves with whatever, it’s the animals moving into the world, or the player, or the AI, or anything, the vegetation actually moves on that.
For the gameplay aspect of it, if you’ve seen it in the trailer, because we introduce the rappel and the way to explore the world. One of the things for us was to rethink how to do the environment, the world. So one of the challenges we had when we build out was all about climbing, was never going down. So it was always like you had to drop down, or you had to climb and just walk yourself down. So one of the things that was very important for us, that we want to have much more experience and make sure Lara, so going down what we have to have a tool that was giving her a lot of control. So it was important to go down with that, and the way we are thinking about the level design was more into the verticality.
One of the big, big things that we did also is to create what we call the living world. That was very, very, very difficult for us because the engine at the time didn’t support as much characters on screen in the size of the hub that we built, so it was very important for us that we push that limit. I would say it’s 1.5 bigger than the biggest hub in Rise and with the verticality, with going onto water and above it, it’s even bigger than that. So it was very, very challenging doing this so that we have this social aspect of it.
So there was a question about the camp. Do we get to have any camps?
Of course we’re going to keep the camps, they’re a part of the origin story franchise, they’re a part of the core gameplay. But we are pushing it to the next level. We call them the social camps, so we have people now sharing some of the camps with you. Because having Lara having conversation with people is very important in this game so we can know a lot more about what’s happening inside Lara, what she thinks and how she feels about things.
So is the system returning, of course it is. One of the things that was important for us, is because this game like we said this game will be a bit different in their approach. The difficulty in the exploration, we want the player to be a lot more free to explore and not to follow too much the yellow brick road that we establish. Right now what we wanted to do is that now by default the camp at normal difficulty will not be light up. Some of them will, but most of them will not. You will have to light it up. You don’t need resources to do that, but you will need to light it up. So you can actually see your path that you built as you explore. You know which side that you already explored, so it is very helping in terms of knowing where you already went. So, that was the thing.
Of course at the hardest difficulty it will be very similar, you will have to use a resource. So this is for us, when we think about the camp, it is still though about upgrading your skills and crafting some of the weapons, and things like that. It’s still about that in our traversal.
So is there any balance between possible action, is it focused more action on gameplay?
This is something we were hearing the fans loud and clear. In 2013 it was the first time we actually had that type of combat in the game, so we were pushing a lot on that side. On Rise was bringing back the tombs. This game is about more balance. It’s more balance between the puzzles, the combat, and the traversal. This is very important for us, because that’s the trajectory. This is where we needed to be ending at the end of this game.
So when we did what we called the blueprint, when we thinking about the game in conception, we actually give ourselves this rule, it has to be a minimum a third, a third, a third.
We heard that Shadow of the Tomb Raider would be the most difficult Tomb Raider game, can you explain in what way?
That was me saying that. It is very important, when we were thinking about this game, we said we need to be much more challenging in terms of how you explore the world. So we have now a difficulty option in the game, and it’s not just about combat now. It’s about puzzles, it’s about combat, and it’s about exploration. So if you’re playing at easy mode on exploration for example, remember the white paint in Rise of the Tomb Raider? We had white paint, that will be on easy mode. On normal mode, the white paint will be disappearing in environment, so it will be blending way better. At hard mode, no white paint.
So we wanted to bring more of the puzzle-aspect to traversal. So you can imagine playing in-game, can I rappel down here, can I do this? This is crazy. Same thing with underwater. Finding your way.
You remember on Rise, Lara was telling you “Oh, I should be doing that during puzzles.” If you play on normal, she was just saying “Oh wow, I need to solve this.” Easy will be closer to what we did on Rise, she will tell you exactly what to do. If you do instincts mode, on easy the next thing you need to do to solve the puzzle will be blue, the rest will be golden like in your normal survival instinct. If you are playing normal the general thing in golden. But on hard, she will not say anything, and nothing will be highlighted. You will have to figure it out yourself. Yes, it is harder combat at normal, because now you have to craft a lot more of your ammo, and you will not find as plenty. So it’s very important for us that you can build the Tomb Raider experience that you want. If you don’t like combat, you can put it easy, if you want harder puzzles, you can put puzzles. So you can do that as much as you want so you can build your own experience.
Okay so the question, how much of the groundwork has been laid by Crystal Dynamics before it was Montreal took the lead.
I was game director on Tomb Raider 2013, I’ve been on the franchise for eight years now, I was at Crystal Dynamic at the time, and mid-production of Rise, moved back in Montreal because my wife loved the cold.
It was important for us that Crystal was still my team when we started Shadow. I had worked a lot with Noah Hughes, my partner for 2013. He took the lead on Rise, and I took the lead on Shadow.
So at the beginning of Shadow we were the lead because we wanted to bring something different also, even though it feels like a real Tomb Raider game. But there’s something different about this one, like the social hub experience, because that’s important! We need to showcase and watch more a human Lara.
But also it was very important for us also to keep the moment where she’s alone and just absorb what she’s doing. That was also very important. So yes Crystal was very important.
Will there be any reference to previous games to the plot?
That’s a very good question. I would say that yes, for those who played it. There is some reference but it’s very important to say first is that this game could be played without playing the two previous ones. That is important for us that you could just jump in and say I wanna play that. That version of Lara, and not going actually going through the two previous games.
But one thing that was for the fans or people actually playing the two previous games, they will have moments in there where Lara will talk with Jonah about things happening in the previous games and for those who played them will feel more … they will have a smile and say oh my God, they mentioned that. Very important, yes, but it’s not core to the plot.
According to the description of the collector’s guide, we will have more options of customization - are we going to have the option to personalize in more with her outfit and equipment?
So this is a very good question. Yes, the customization has exploded, because one of the things we wanted to do when we started thinking about this game at the beginning, three years and a half ago, was we wanted to provide an experience where you could have your own Lara.
You want a Lara that’s more about how efficient she is in combat, you can do that.
You want a Lara that’s way better in tune in exploration, you can do that.
You want a Lara that has more skills of understanding how to survive and how to go in nature, in the jungle and tame that jungle, you have that.
So it was very important for us. So yes, you’ll have top and bottom outfit, and you will have different game play bonuses to them.
Lara’s more experienced in Shadow Tomb Raider. Was it difficult to relate this to the player?
So it was very important that we not only we make her evolve visually, but also the way she experience the danger. She’s gonna be complaining less about things happening around her because she’s more precise. So was it difficult, I would say, to relate the actual character, I would say when we reached it, it was great but we had to really think about her from ground up and how she also express herself when she gets into a difficult situation, but also how she express herself when she’s just relaxing around a table. It was very important for us to make sure that you feel that.
What separates SOTTR and elevates it above its competition?
The feeling that you could go anywhere, you could do anything.
You could see a place, there’s no invisible wall preventing you from doing that, it’s a feeling of that freedom and how you feel accelerated about that. So it was the same for us, it was pushing the envelope even further. You’ll feel way more free, you can do a lot of things you would not imagine to do, so for us that was important. To put a focus on story was very very important because it was her personal journey. It was very important, showing a side, a good side and funny side of Lara in this game because it’s not gonna be just dark.
There’s dark moments but also light moments. But for us, when you’re looking as a whole package, it’s really the thing is about freedom.
What recognizable aspects have been brought into the character of Tomb Raider in order for us to see her grow into the character we know and love?
She cracks jokes now, that’s one of the thing, it was very important for us. The clothing, the tactical clothing she has, the blue tank top and it was purposefully made like that, we wanted to have this evolution.
Same thing with the pants. One of the things also, there’s a couple things I cannot talk about that happen later on, but one of the thing for us it’s really showing that visually, mentally, she’s getting there and that the world also feels more, I would say, reminiscent, because she can take these dangerous place so through a lot of the puzzles people will be able to say, “oh my God it feels so much like the classical Tomb Raider”.
Dyego asked “one major concern I noticed from the community is how similar the game feels compared to previous games. What has changed?”
Yeah, that’s a very good question. Just wanna say though that people react to that because the first thing we’ve shown was the beginning of the game and there was a lot of tutorial there (so of course, because we are at the end of the trilogy, we are sharing some of the same behaviors from Lara, from the previous two games). So when you have to teach a player how to walk and jump and climb, of course you’ll feel like there’s some similarities.
So what really changed?
There’s a lot of new mechanics. You’ve seen some of them. One of the things that is important though, is the way you experience tomb raiding in this game is very different. Like I was saying, one of the things, like if you are going underwater, it’s a very different feeling from Rise. You were going underwater in Rise, but it was about surface swimming, it was about going one point to the other one.
So one of the things we wanted to do because we were listening to you guys, we said, hey, there’s a couple of moments in this game, like you’re going underwater and you see all these ruins and it feels like the Tomb Raider 1, when the first time you were going down underwater. So these are the elements that you’re like, “oh my God, this is very different.”
Another thing also is the hub itself. We said, hey the combat - how can we change the combat? How can we make the combat much more about if you don’t want to fight and you want to skip it, what would the multiple tools you can do? So that is giving it, providing it, very different experience than combat. Lara now, you know she can stay hidden all the time so the eye is reacting differently.
Also she can instill fear. So there’s a lot of different dynamic on that. Same thing with the aspect we call Smart Resourceful Lara, the crafting and resource. Where you have weapon one, part one, weapon one, two, three? We got rid of that and we put much more on getting the weapon itself and focusing more on the upgrades itself and feeling more empowered because of that.
Now we have the social aspect of it, like I was talking earlier. And the economy is completely different, you can now buy weapons, you can buy a lot of things in the shops and experience. Wait until you experience later. You’ll be like oh my God, this is very different.
So next question is by Giovanni. How about the AI?
Will we have some improvements in there such as not just for Trinity soldiers, but also for the animals that you find in Shadow of the Tomb Raider.
So I’ll talk about the jaguar, for example. The jaguar, we completely rebuilt his behavior and his AI compared to the previous two games with things like the bear because we wanted to have an animal that was much more cunning. And we used the environment to disappear. Her first encounter with the jaguar is very frightening, but you’ll see in her face, she’s going, she’s gonna say to herself, I’m going to go against it. And then she learns, she learns how it disappears, how it uses cunningness to defeat their prey. And she will, the player and her will learn from that.
So there’s a very different thing, because when you’re playing with fear and becoming the jungle, you have to be able to play with Trinity and you have to be understanding to the patterns of where they take you when they go to one place to the other. And to do that we’ve we pushed the AI further.
Vinnie asks “Is SOTTR taking consideration of what’s been happening in the comic books and books and games, there’s a large, large degree of different series that’s been coming out such as like The Dark Horse Inferno Series, how does that relate to both Rise, as well as Shadow of the Tomb Raider?
We try to make sure we stay in cannon. So we were working closely with Noah because now Noah is the franchise director. Our writing team work very closely with them. There’s a couple of things that we are referencing in the game. But it’s not core so people don’t understand, because one of things that’s important is that we have to do a game where it will be experienced by as much people as possible.
How different would be the system of learning if Lara could learn about the culture, like are we collecting any part to fit to the clue? Or is it more about really learning the historical facts?
There’s the current present situation of the culture, and there’s their past and their mythology and things they believe in. If you wanna know a lot more, you can interact with a lot of these people. But you have overheard, you can interact with them and listen to what they have to say. Some of them we even give you some hints, some game play elements or a Challenge Tomb round, things like that because we try to make sure that even the Challenge Tomb is within the same mythology of the world where you are. So if you’re in Paititi for example, the Challenge Tomb there will be about that. It will be about the past of these people.
So it is very important for us that you learn as much as possible, because there’s very interesting learnings to have from them. We worked with an historian at the beginning for the world and linguistics for the language. People are gonna be speaking in English. But we have a mode in the menu where you can have full immersion and you can listen to them talking their native language.
The forbidden post-stream of Rise of the Tomb Raider’s Endurance mode in which I was joined by stellalune to conquer the hardest difficulty! :D I had to hold this back because she said “penis”, nothing to do with me forgetting… https://youtu.be/L2rdJJZ2ipA
RotTR Reveal Demo
On 26 April 2018 I was given the opportunity to try out the first hands-on demo for Rise of the Tomb Raider at the London reveal event to which I was kindly invited by Square Enix Germany. Square Enix sponsored my travel an accommodations to this event.
Shadow of the Tomb Raider will complete the story arc that began in Tomb Raider - where adventure found young, fresh-from-college Lara Croft, forcing her to fight for survival - and was continued in Rise of the Tomb Raider - where Lara actively sought out adventure to honour her father’s legacy. In Shadow of the Tomb Raider Lara chooses to continue searching for great archaeological and mythological mysteries, out of curiosity and her love for adventure, slowly turning her into the adventuress we know and love from the classic games.
In the past couple of years the reboot series had to endure a lot of criticism pertaining to Lara’s character and the fact that her weak side was showing, but what people keep forgetting is that the Lara from the classic games (with the exception of Angkor Wat in The Last Revelation and Ireland in Chronicles - which didn’t portrait a very believable character if you’re honest ;-) - which is okay btw, it’s fiction) was a seasoned explorer in her late twenties or early thirties (born in 1968). Her original storyline was that an event - in that case a plane crash - at the age of 21 made her turn her life upside down, becoming the heroine of Tomb Raider I and everything after. A storyline that Tomb Raider Legend kind of messed up and Tomb Raider (2013) then tried to fix by getting back to the roots, but replacing the plane crash with a shipwreck to add something fresh, instead of doing Legend’s Nepal again at the “correct” age. So where in the original game was it written that 21-year-old Lara didn’t have weaknesses? I can sympathise with people not loving to play a softer Lara, when we got to know and love her as a tough cookie, but that’s over with anyway, and so is this discussion I hope.
Shadow adds a new layer of toughness to Lara. Her body has changed visibly, her well toned muscles clearly showing. Her face seems a little less soft - something that is probably going to be discussed at length on the internet with comments along the lines of “why did they change her face again” - which is only logical given what she has been through in the recent years.
Story
Lara and Jonah are in Cozumel, Mexico hot on the trail of one Dr. Dominguez, a member of the Trinity order, searching for a hidden underground temple holding a key, the “Key of Chak Chel” to some mystery. Lara herself is trying to beat them to it and believes to have the upper hand as a second piece of the puzzle, the “Silver Box of Ix Chel”, Trinity is searching for in Brazil, might actually be located in Peru according to her own calculations. The Day of the Dead, or Día de Muertos, is being celebrated presenting Lara and Jonah with the opportunity to blend in, Lara hiding her Trinity-wide known face beneath a traditional mask worn for this occasion. With Jonah’s help Lara manages to follow Dominguez, whom Lara begins to suspect of being the actual leader of Trinity. She learns that while they are still unsuccessful in Brazil, they might have found the entrance to the hidden complex here in Cozumel. Gaining entrance to the dig site Lara manages to find a cave entrance Trinity has so far ignored. This ultimately leads her into the heart of the complex, an underground Maya pyramid, where she finds a large mural telling the story of Kukulkan, the creation god, and tells of a ritual that - when combining the key and the box - summons him. But it also warns of many catastrophes, in the order: tsunami, storm, earthquake, and volcanic eruptions. Lara then spots a circular stone tablet depicting the Hydra constellation which is misaligned. After aligning it, the hiding place of the Key of Chak Chel, an ancient ornate dagger, is revealed to her. While Lara marvels at the artefact, she receives a warning from Jonah via the two-way radio that Trinity is closing in. Without having time to think, Lara grabs the artefact and thus inadvertently sets things into motion. “What have I done?” Lara manages to escape the underground structure but is surprised by Dominguez and his men who take the dagger from her and tell her that by grabbing the artefact she started the apocalypse and that the first harbinger, the tsunami, is on its way. Lara manages to escape the tsunami, while witnessing the destruction it leaves in its wake, and is able to reunite with Jonah. She tells him what has happened and that she has lost the dagger to Trinity and that the foremost thing on her mind is beating Trinity in the race for the Box to prevent Trinity from realising their dreams for a new world order. Jonah maintains that Lara is not at fault for the tsunami. “Not everything is about you.” He believes that helping the survivors of the tsunami should be their priority.
Gameplay
In the first part of the demo Lara explores the town square and has the opportunity to interact with a couple of people, by talking to them, and learning more about their lives; a gameplay mechanism that has been introduced in the Reboot, where Lara could talk to the other Endurance survivors and returning in Rise where minor interactions with the Remnant were possible. But Shadow takes the whole thing a step further, as the whole market scene is not really relevant for progressing with the main story, but gives the environment a more lively feel. The market also offers the first resources in the form of a medkit and some herbs.
Another gameplay element returning is the fluent switch between cut scenes and playable scenes, when Jonah distracts two goons to allow Lara to sneak past and explore the back alleys and reach the dig site, which is well guarded and locked down. She then reaches another exploration area, a nice and quiet location with the remains of ruined Maya structures where more resources can be found, including resource crates and where Lara uses the wall scramble, the move that gets her up and over high walls.
Lara’s use of the climbing axe has also improved, offering new ways of traversal not seen in the reboot games yet. Besides climbing on craggy walls, she can now attach the rope she carries to rappel up or down, to use that rope to perform a so called rappel swing and reach far off platforms, and to perform wall runs to again reach far off platforms.
Lara finally locates a cave entrance allowing her passage to yet another type of area, where she meets her first prey in the form of the well known and difficult to shoot rats that can be killed for hide and +25 XP. The new gameplay elements introduced here are the ability to disarm spear traps by cutting tripwire ropes using the knife Lara carries and the improved diving skill that gives Lara a new freedom when exploring under water. Unfortunately Lara has not brought the rebreather from Rise along but she is now able to use pockets of trapped air to extend her time underwater.
After making her way through the underwater passages Lara finally reaches the interesting bit where a series of counterweights waits to be figured out to allow her to ascend upwards. Through the use of carts that can be pushed, tethered to other objects like cranks, or rotated around on a turntable, Lara can use them to break through walls and to weight down platforms. It seems like more of these kinds of puzzles have made their way from the challenge tombs - of which there were none in the demo by the way - into the base game.
(Concept Art)
Another well known gameplay element is a water slide scene, where Lara has to be steered down a torrential stream, avoiding deadly traps.
The axe can still be used to pry open doors, widen cracks in walls and even to break windows in this game.
The resources found in Shadow of the Tomb Raider are more plentiful if we are to believe what the developers told us and besides the known resources like herbs, cloths, hide, hardwood (which can also be dug up from hidden caches) we were able to spot ready made medkits and stimulants. More known elements returning are murals - which will now improve Laras overall knowledge of the culture rather than her language skills in particular - shootable targets as part of a challenge and explorer backpacks or maps - that give Lara the location of hidden collectables.
Impressions
Let me begin with Jonah, because he’s right there at the beginning of the demo. I have spoken with quite a few fans who thought that reboot Jonah seemed a lot tougher than Rise Jonah and who missed that tougher side of him. But in Shadow tough Jonah is back. While in Rise I got the feeling that Jonah wasn’t really there of his own free will but coerced by Lara to be there, but in Shadow he’s back and seems genuinely interested in the adventure. He actively helps Lara by distracting mercenaries. The two seem like equals, two adventurers who can both hold their own, no one in need of comforting and supporting (Lara by Jonah in the Reboot) or of rescuing (Jonah by Lara in Rise). Something that does return from Rise is their occasional difference of opinion resulting in heated discussions not unlike the one that occurred in Croft Manor in Rise of the Tomb Raider.
The Cozumel part is a little reminiscent of the Syria section of Rise. It has Lara finding a hidden tomb or temple, it gives a kind of introduction into traps, but Cozumel is a little more bombastic adding a calm town exploration to it (a little like the very beginning of Peru in Tomb Raider Legend but without the town folk hiding in their houses - a better comparison would be another game that is not Tomb Raider where such explorations of towns with lots of friendly characters is common but I’ll refrain from such comparison at this point, you might not own a PlayStation :-) ) The climbing sections shortly later are a little like the beginning of Thailand in Underworld but with a more impressive environment, with a view close to the one enjoyed at the Coastal Bluffs in the Reboot. (Or, possibly passages of number 4 of the PlayStation game I am not mentioning here. ;-))
And finally: The top Lara was wearing in the demo (a different one from the one in the screenshots) is getting closer to the classic outfit we know.
How much does your favourite videogame character’s outfit actually cost?
We’ve all been there. C'mon. We all fell off the edge more than once at the mutant torso boss.
ADAM
Kristina Boaz Tomb Raider Angel of Darkness
art-trade with @potkanice
I hope you like it :)
Waaah she’s awesome! I love her expression :D Also it looks like she’s just preparing for her job - someone’s not gonna enjoy it (but she definitely will). The background says it all…
Now it’s time for our third adventure…
Give Back Medikit! By WolfShadow14081990
Tomb Raider II: Golden Mask - Level 5, Nightmare in Vegas
Gotta fill that T-Rex quota.