Source: wccftech.com --- Sunday, September 09, 2018
Before speaking to some of the key members of the Shadow of the Tomb Raider development team at GamesCom, I was given the opportunity to play one of their newly designed deadly tombs. In front of the development team. The tomb was centred around what I rather unaffectionately called the “spinning blade death thingy”, a huge totem with a number of blade arms sticking out at various angles. Players had to avoid its arms, then sprint deadly obstacle courses around the edges of the totem to eventually shut it off. It took me quite a while but did give me the chance to explore just a glimpse of the highly anticipated game before it launches on September 14th for PC , PlayStation 4 and Xbox One . Shadow of the Tomb Raider looks to be every bit as big and exciting as the previous games in the reboot trilogy, with a new location and culture to explore in a larger hub. Sitting down with game director Daniel Chayer-Bisson, and Arne Oehme, the level design director, I asked exactly how they’re iterating on the on a franchise old enough to drink in most countries. Why have you introduced a much larger hub space in Shadow of the Tomb Raider ? What happens in Shadow of the Tomb Raider is Lara is seeking this place and expecting to find a tomb and an artifact but instead finds it full of people so we’ve taken great care to make sure they have their own aims, their own life, their own society. They’re not just waiting for her to come to help th ...
from GamesCom https://ift.tt/2O3mNbW
No comments:
Post a Comment