Rise of the Tomb Raider FINAL BOSS

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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 world that they are real at the end of the 2013 reboot; this became her major driving force in the sequel.[23][19] Although Lara must still struggle to survive, she is more confident and competent. The team tried to find a balance, making Lara more experienced and competent but vulnerable in crisis and appealing to players.[24] They hoped that in the story, players could see Lara's character progression.[25] To indicate her hunger for knowledge, the team adjusted the collectibles; players would learn new languages including: Greek, Mongolian and Russian; unlocking new content and upgrades.[18] The new crafting system reflects Lara's resourcefulness, and her ability to use the environment against her enemies highlights her intelligence.[26]

Rhianna Pratchett found Rise of the Tomb Raider more difficult to write than the 2013 reboot, figuring out Lara's initial mental state and character introduction. Its cast was significantly smaller than the reboot, so more screen time could be given to each character.[27] To help establish the game's tone and visuals, Crystal Dynamics developed a "rippomatic" (a collection of movie scenes). Films included Rambo: First Blood Part II, which inspired the team about the game's stealth mechanic; Terminator 2: Judgment 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's bows, arrows and pickaxe, and Aliens vs. Predator and The Day After Tomorrow helped the team conceive the game's tundra setting.[28]

They worked on improving the story's pacing, which Horton thought as important as the story itself. Several features with gameplay potential but not fitting its context, such as vehicles and an early scene in which Lara battled enemies in a jeep, were cut.[18] The team listened to player feedback about the original game and made gameplay adjustments, such as reducing the number of quick time events, expanding the hunting system, and increasing the significance of traversing and stealth.[26] Cinematic moments and action scenes, designed by an internal team known as OMS ("oh my shit"), were retained in the sequel.[23] The theme of survival remained the story's core, with the team modifying gameplay accordingly; the expanded crafting system required players to use the environments more.[25] However, Crystal Dynamics avoided making it a survival game; the team felt that it would discourage player exploration.[29] Like its predecessor, Rise 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 merely a long sequence of events.[25] According to design director Michael Brinker, the team decided to make the game less "grindy" than other titles; players would not be forced to complete any optional content. The skill-upgrades system was overhauled to include more player options.[23]

After the developers listened to player feedback, the game emphasized tomb-raiding more than its predecessors.[30] 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 more ancient tombs, making players feel like real 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 often interconnected, with the team adopting a nested-puzzle approach.[13] Optional tombs were made more meaningful, giving players unique skills and items rather than just experience points.[18] The difficulty of each tomb slowly increases as players progress.







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Rise of the Tomb Raider Statistics For Akib's Vlogs

There are 52 views in 6 videos for Rise of the Tomb Raider. The game makes up 9 hours of published video on his channel, or 16.75% of the total watchable video for Rise of the Tomb Raider on Akib's Vlogs's YouTube channel.