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Tomb Raider Next-Gen Sequel Confirmed
It's "well into development" too.
Originally posted by IGN
Square Enix has confirmed it is working on a Tomb Raider sequel for the next generation of consoles.
In an open letter, the company's Western CEO Phil Rogers confirmed that a sequel has been in development for some time.
"I am also excited to reveal that we are well into development on a next-generation Tomb Raider sequel – something you may have heard about recently," he wrote.
A sequel was pretty much guaranteed considering the game's success. We heard at Comic-Con this year that Dark Horse comics were producing a series set after the conclusion of the first game and designed to lead into the eventual follow-up.
Still, it's good to know for certain that the game is in development, that it's making good progress, and that it'll be on next-gen consoles everywhere. Be sure to let us know what you'd like to see in a sequel in the comments.
Point taken. I'm sure it'll be called "Tomb Raider: (enter subtitle)." But it's not like there wasn't already a Tom Raider. Reminds me, I need to go check the vintage store for Tomb Raider Chronicles on PS.
Guessing Lara Croft and the Temple of Osiris is something like Lara Croft and the Guardian of Light, while Rise of the Tomb Raider will be the AAA sequel to 2013's reboot.
I have my own problems with the last hour or two with the first, but I loved it so damn much. I love where they have went so far with this reboot.
I agree. There were problems with the story, characters, etc., etc. in the reboot that you could sit and pick at all day. But at the end of the day, it was insanely fun and I absolutely loved it. I'm very excited for the sequel.
At least two different locations across the globe.
Jonah is back from the first game
Environment itself as the main antagonist.
Cloth and herb to heal wounds.
More than one of each weapon type.
Variety of bows with different attributes.
Weather system that animals and human enemies react to.
Not sure if they confirmed a day night cycle or not, they mentioned "animals reacting to" time of day.
Hub areas are two to three times bigger than previous game.
Lara can climb trees, hide in bushes, swim.
Pushing for pre-planning aspect to engaging in combat, though sneaking past everyone isn't the goal.
Tools for distracting enemies and luring them where you want them.
You can lose the enemies after engaging them.
Game informer says combat reminds them of the Last of Us.
CD talks about doing more with tombs and puzzles this time around.
Regarding puzzles: "2013's reboot tombs felt like side projects. Most of these puzzles rooms were fairly short, and some of them were optional. With ROTR, CD wants to put a greater emphasis on these underground puzzle chambers. Sadly, the team wasn't ready to showcase specific tombs, but they did talk about their philosophy behind tomb building.
"We'll have more tombs in the game featuring a full spectrum of puzzles. Some tombs are much larger than in the last game. We really do celebrate puzzle design as a unique facet of our gameplay. We want to deliver on people's use of their wits and encourage them to suss out how to unlock each tomb's secrets."
The team also wants to return to the concept of nested puzzles. This was actually a common tactic in classic TR games, where a player might have to solve multiple sides in a multistage puzzle before the final pieces clicked together and the larger secret unlocked. CD is also working on integrating more traversal challenges or even combat sequences into the middle of environmental puzzles."
At least two different locations across the globe.
Jonah is back from the first game
Environment itself as the main antagonist.
Cloth and herb to heal wounds.
More than one of each weapon type.
Variety of bows with different attributes.
Weather system that animals and human enemies react to.
Not sure if they confirmed a day night cycle or not, they mentioned "animals reacting to" time of day.
Hub areas are two to three times bigger than previous game.
Lara can climb trees, hide in bushes, swim.
Pushing for pre-planning aspect to engaging in combat, though sneaking past everyone isn't the goal.
Tools for distracting enemies and luring them where you want them.
You can lose the enemies after engaging them.
Game informer says combat reminds them of the Last of Us.
CD talks about doing more with tombs and puzzles this time around.
Regarding puzzles: "2013's reboot tombs felt like side projects. Most of these puzzles rooms were fairly short, and some of them were optional. With ROTR, CD wants to put a greater emphasis on these underground puzzle chambers. Sadly, the team wasn't ready to showcase specific tombs, but they did talk about their philosophy behind tomb building.
"We'll have more tombs in the game featuring a full spectrum of puzzles. Some tombs are much larger than in the last game. We really do celebrate puzzle design as a unique facet of our gameplay. We want to deliver on people's use of their wits and encourage them to suss out how to unlock each tomb's secrets."
The team also wants to return to the concept of nested puzzles. This was actually a common tactic in classic TR games, where a player might have to solve multiple sides in a multistage puzzle before the final pieces clicked together and the larger secret unlocked. CD is also working on integrating more traversal challenges or even combat sequences into the middle of environmental puzzles."
How sad will you be when Swarley and I are playing the shit out of this game and you'll have to wait probably several months?
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