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E3 2018: Shadow of the Tomb Raider Gets First Gameplay Trailer and Screenshots


Posted on June 11, 2018 by Rae Michelle Richards

Square Enix revealed the first in-engine gameplay trailer for the upcoming third entry in the Tomb Raider reboot franchise, Shadow of the Tomb Raider. This 3 minute long cut of sequences seems to be taken from the same “first hour” demo that I got to play at the Shadow of the Tomb Raider reveal event back in April.

Demo stations featuring a slice of Shadow of the Tomb Raider will be playable at both Square Enix’s E3 booth and Microsoft’s Xbox Experience Theatre. E3 is also the first place that the public will get a look at SOTR running on PC hardware.

Here’s Square Enix’s official description of the demo that’s available on the show floor:

E3 attendees will have the opportunity to experience Shadow of the Tomb Raider firsthand with playable demos at the Square Enix booth and the Xbox Experience at the Microsoft Theater. Meanwhile, the NVIDIA booth will host a behind closed doors, first time playable demo of Shadow of the Tomb Raider on PC.

In the demo I got to play a massive tidal wave destroys an entire city during the climax. Here is how I described it back in April:

“This is where things went from standard action movie fare – as seen in the previous two titles – to nearly world shattering. A ginormous tidal wave quickly engulfs the cavernous tomb and sweeps Lara out and onto the city streets. What follows is an almost indescribable amount of devastation as the large wave carries Lara, innocent pedestrians, cars and anything not firmly cemented into a foundation along with it.”

Alongside the gameplay trailer Square Enix also released several brand new screenshots, which you can check out below:


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Shadow of the Tomb Raider Preview PT 2: Every Beginning Has An End


Posted on May 2, 2018 by Rae Michelle Richards

This is Part 2 of my comprehensive preview of the upcoming Shadow of the Tomb Raider based upon an hour long play session and interviews at last week’s Shadow of the Tomb Raider reveal event. Square Enix USA covered my travel expenses and accommodations to attend the event. If you missed my breakdown on how Shadow of the Tomb Raider is evolving the established Tomb Raider formula – check it out here.

Later this week and early next week I’ll be publishing a pair of video interviews with a Gameplay Systems Designer and Producer from the game.

Debut Trailer

SotTR’s First Hour

Spoiler Warning: The following hands-on preview discusses the ending of Rise of the Tomb Raider and how it affects Lara’s motivation towards the villans in Shadow of the Tomb Raider. Both the events of RotR’s ending and the identity of SotTR’s villans are discussed at length. Several names and events have been blacked out to help readers avoid spoilers.

I got the chance to go hands-on for Shadow of the Tomb Raider’s beginning hour during the reveal event in Montreal, Quebec last week. My play session kicked off approximately 15 minutes into SotTR’s campaign I was told by one of the developers at the event. Lara alongside Jonah – who players of Rise of the Tomb Raider should recognize – find themselves hunting down a set of Mayan relics before the Trinity Organization can get their hands both the Box and Silver Key of Ixel Chel.

Legends say that by using the mystical power contained within the Box in combination with the Key, the holder of both Relics can reshape the world. This transformation takes the shape of a powerful world shattering Earthquake, a massive volcanic eruption and a drowning Tsunami. While Trinity’s intentions with these devastating powerful forces is not made entirely clear – surely they will kill a lot of the Earth’s population in doing so.

Avoiding an apocalyptic scenario isn’t the only thing at stake for Lara Croft in this third entry of the rebooted franchise. Given how Rise of the Tomb Raider ended – after Lara spending the entirety of RotR processing the suppressed memory of her father’s suicide, it is revealed that the Trinity Organization orchestrated his death – there is a personal factor driving Lara’s determination to see things through to their conclusion. SotTR’s antagonist, Dr. Dominguez who heads up Trinity will pose an equal intellectual, as well as physical challenge, to both Lara and Jonah this time around. Perhaps it is Crystal Dynamics / Edios Montreal’s intention to have the player question whose approach to averting the Mayan apocalypse is best? – if a disastrous power is going to be unleashed upon the world should it be used in a way that allows some of humanity to live?

My demo began with Lara and Jonah arriving at a South American festival that gave off a vibe similar to that of Dia de Muertos with banners, fireworks and attendees sporting skeleton face paint. To hide her identity Lara dons a hooded poncho and a partial Skull Mask that, to be honest, looked absolutely amazing on her! Our heroes must stay hidden from Trinity security forces all while gaining access to one of the organization’s Dig Sites in order to find out where the Key of IX Chel is located. As Jonah distracts armed men by approaching them and asking about an on-going party, I guided Lara through the city streets, which acted as a basic movement tutorial.

Things opened up as I progressed through the Dig Site, with SotTR prompting me about the basics of stealth – hiding in bushes, watching enemy alert statuses – as well as a basic primer on how to run and gun my way through a given situation. Hiding in the lush South American brush and striking guards from close quarters is just as exhilarating as it sounds. Towards the Dig Site’s conclusion I decided to change my approach and use the small sub-machine gun that Lara came equipped with to dispatch the remaining patrols.

Gameplay seamlessly shifted things to the first real Tomb of Shadow’s first hour – “Hunter’s Moon” – which saw me utilizing Lara’s climbing expertise to effortlessly climb and repel Lara into the once hidden temple belonging to Ix Chel (when I wasn’t missing the button prompt to connect two jumps together and falling to my death). Rope Arrows from the previous two titles where key to solving a quite ingenious puzzle involving an abandoned mine cart and a wench. Without giving away the solution, after solving the mine cart puzzle and another clever puzzle involving large weights Lara finally had one of the two coveted Mayan artifacts in her possession.

This is where things went from standard action movie fare – as seen in the previous two titles – to nearly world shattering. A ginormous tidal wave quickly engulfs the cavernous tomb and sweeps Lara out and onto the city streets. What follows is an almost indescribable amount of devastation as the large wave carries Lara, innocent pedestrians, cars and anything not firmly cemented into a foundation along with it.

As the water subsides and Lara rejoins Jonnah for the first time since the opening minutes of the demo she surveys the sheer damage the tidal wave has unleashed. Suddenly the roaring blades of a helicopter come from behind and within an instant the duo are face to face with Dr. Dominquez who promptly swipes the dagger of Ix Chel from Lara’s possession without a grandiose speech or monologue – RoTR’s Konstantine, he is not.

It is here in the closing seconds of SotTR’s first hour that the impact of all of this destruction catches up with Lara. I could see the anguish and guilt stricken across her face as she begins to plead with Jonah to go on to the next dig site and capture the box before Trinity can. It is here the Jonah snaps back at Lara in quite an unexpected fashion – essentially saying “Not everything is about you Lara, you want to act on a myth and a scrap of information when the people HERE need us. We can make a difference here.” With just a few short sentences he bring’s Lara’s attention back to devastation caused by the removal of the Key and away from her larger quest – reminding her of the human cost that can come when the stakes are this high.


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Shadow of the Tomb Raider Preview: Redefining Gameplay


Posted on April 27, 2018 by Rae Michelle Richards

This preview focusing on Shadow of the Tomb Raider’s gameplay systems and their evolution between games is part one of a two part hands-on preview. A second part focusing on the plat revealed thus far, trailer and hands-on demo gameplay will be posted later on today. Square Enix covered accommodations and travel for me to attend the Shadow of the Tomb Raider reveal event.

For the past half decade the Tomb Raider franchise has enjoyed a huge surge in popularity and fan interest since Crystal Dynamics / Edios Montreal successfully revitalized the series with their 2013’s origin story. With two adventures behind her, Lara Croft is about to become “who she was meant to be”, according to the game’s Creative Director, in the newly revealed third entry in the reboot trilogy- Shadow of the Tomb Raider. Square Enix invited me out to Montreal Quebec this past week in order to be one of the first people in the world to to go hands-on with Shadow of the Tomb Raider.

The Creative Director for Shadow of the Tomb Raider, Daniel Chayer, mentioned that the journey to craft the pinnacle of Lara’s development actually began during the early days of development for Tomb Raider (2013). Developers at Crystal Dynamics and Edios Montreal knew that they wanted Lara to be a strong and relateable protagonist. They envisioned who she would be at the end of her journey and worked backwards from that point.

Daniel walked through how Lara as a character has developed throughout the trilogy of games. In Tomb Raider (2013) Lara was thrust into an uncertain environment – all the while was still unaware of the skills that she could hone or the path that destiny would lay out before her. During the events of Rise of the Tomb Raider, players saw first hand how much she has grown – while guiding her through her first tomb expedition and exploring the deeply hidden secrets hidden within her subconscious. Watching Lara Croft develop as a character and grow between titles has been a key element for the developers at Crystal Dynamics / Eidos Montreal and to achieve this goal successfully Lara Croft must be as relatable and real as possible.

Character development isn’t aspect of Tomb Raider that has changed and grown from title to title. Gameplay mechanics, systems and even the core design “pillars” the underpin the creative philosophy behind each game must also grow and adapt from iteration to iteration. From a high concept perspective the gameplay of the rebooted Tomb Raider franchise can be boiled down to combat, traversal and resourcefulness. When looking to expand upon these pillars Crystal Dynamics and Edios Montreal put a special focus on the environments. It is their belief that the environments in Shadow of the Tomb Raider play a vital role in bringing Lara Croft as a character to life – the more realistic the environments are, the more relatable Lara is.

To facilitate the creation of even more treacherous and sequestered tombs for our heroine to explore the developers have expanded upon the “traversal” pillar with the creation of “terrifying vistas”. In Shadow of the Tomb Raider literally everything within a tomb is out to kill Lara, Chayer explained during his presentation. Developers asked themselves the question – “what makes tombs terrifying?” and apparently the answer to this question is to have Lara explore the deep series of caverns burred within South America that extend under the sea. Players took their first literal footsteps down below with Lara as she went spelunking into the tombs of Rise and will have to overcome challenges that eclipse anything seen thus far in the franchise.

Above: The weapon upgrade screen from Rise of the Tomb Raider (2016)

Utilizing resources to expand Lara’s arsenal of weapons, acquire additional combat skills and survival techniques have been a key part of Tomb Raider’s gameplay from the very first title in the reboot trilogy. Eidos Montreal and Crystal Dynamics are set to expand upon this familiar system with a revised pillar that they are calling “resourceful Lara”. What this means for our heroine is that she will have a complete understanding of the environment around her. For players this will mean a more open ended progression system when it comes to upgrades so that a player’s Lara Croft will better represent the type of play that suits them.

If you enjoyed this in-depth look at the design philosophy, core gameplay systems and new features coming in Shadow of the Tomb Raider, check back later today and early next week for more coverage from my time at the Shadow of the Tomb Raider reveal event.


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