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Old 19-09-21, 12:02   #9081
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Well, I would like to think that's despite the characterisation being the main focus of the reboot trilogy and still falling short for many that SE/CD would really look to fix that now. We can all hope.

This article makes some great points on this topic actually.
"spent hours solving complex puzzles in the quiet solitude that only truly ancient, long-abandoned ruins could provide."

Yeah so much complexity that I can list at least three really complex puzzles in the entire Core legacy.
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Old 19-09-21, 14:27   #9082
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"spent hours solving complex puzzles in the quiet solitude that only truly ancient, long-abandoned ruins could provide."

Yeah so much complexity that I can list at least three really complex puzzles in the entire Core legacy.
For the time, it was complex. We aren't just talking about the act of picking up a key and putting in a lock or pushing a block as a singular event. The entire level in itself was one big puzzle to solve and pick your way through filled with mini challenges. That's how it used to be and that's what I'd like to see return in some form. A level design that is not afraid to say 'Here is this obstacle, you cannot progress until you figure out how to get past. Go explore and come back later'.

-Tomb of Qualopeque
-The lost Valley
-St Francis Folly
-Palace Midas
-Obelisk of Khamoon
-Barkhang Monestary
-Entire segments of TR4 that were intertwined

These are just a handful of examples, of which there are more, of that type of gameplay that I would like to see return over the reboot's push forward to progress or if you want explore some of these side areas a bit approach that we have seen.

Don't get me wrong I don't want the entire concept of hubs to go because I think when well done they serve a purpose but we need some actual tomb like levels with that classic mind set back. I do feel like Shadow, in parts, tried so that's something.
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Old 24-09-21, 01:47   #9083
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I don't see this being discussed anywhere (I could be wrong) but it was announced today that Crystal Dynamics is co-developing the Perfect Dark reboot for Microsoft. I wonder what this could mean for the future of Tomb Raider

Full article here:
https://www.eurogamer.net/articles/2...ystal-dynamics
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Old 24-09-21, 02:18   #9084
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They're still working on Tomb Raider.

https://mobile.twitter.com/CrystalDy...91355254861830

It seems like they're mostly there for technical support. The guy leading Perfect Dark was the head of CD during TR2013/Rise, so the collab kind of makes sense.

This also kind of explains CD hiring new talent and starting up that side studio a while ago.
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Old 24-09-21, 02:21   #9085
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Crystal Dynamics have 3 studios now, I'm sure there's still room for Tomb Raider.
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Old 24-09-21, 04:48   #9086
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Maybe Microsoft will buy crystal dynamics
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Old 24-09-21, 06:38   #9087
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Maybe Microsoft will buy crystal dynamics
Maybe Microsoft will buy Square Enix.
Also the Initiative is a very small dev team. It consists of only 70 people. Maybe Darrell used his CD connections to get the studio on board.
Does that mean they're dropping Avengers?

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Old 24-09-21, 07:54   #9088
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So they bought Bethesda with all their studios but they still need help from Crystal ?! I don't like this at all
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Old 24-09-21, 07:54   #9089
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https://www.tombraiderforums.com/sho...d.php?t=226620

I've created a thread, but wasn't aware it was already being talked about here

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Does that mean they're dropping Avengers?
No. Avengers is confirmed to have content planned for the whole of 2022. CD is composed by 3 studios, and they will only provide support to that studio - just like Eidos provided to CD when they've made TR2013/ROTTR
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Old 24-09-21, 09:03   #9090
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Cross studio support is quite common these days: it makes sense for a small start up lime the Initiative to get help with their first game.

Plus, let's not forget Crystal probably won't be alone on the next TR either. It's highly likely Eidos Montreal will be helping in some capacity as well wither in line with or after releasing Guardians later this year.
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