Skip to main content

Rebooting Tomb Raider

Crystal Dynamics has now been working with Lara longer than the original team at Core - and it's about to make its boldest step.

There's an odd little anniversary that's just passed with zero fanfare. It doesn't help that the dates are a little fuzzy, but it's a moment that's worth registering: at some point last year, Crystal Dynamics surpassed original creators Core in the amount of time it had spent working on the Tomb Raider franchise. Its eight years in charge that began as it took over Anniversary in 2005 eclipse the seven years that the UK studio spent crafting Lara's world.

This is Crystal Dynamics' series now as much as it was ever Core's, so the Americans have earned the right to mix things up a little. Besides, they've got history that stretches back far beyond the moment the series crossed the Atlantic to take residence in the San Francisco studio.

"My old roommate who I used to live with at university lives in London," says Crystal Dynamics studio head Darrel Gallagher, an expat from Bristol who's maintained his British accent despite having been based in the US since 2005 - and who speaks to us in the immediate aftermath of a Bafta event exploring his studio's latest game. "I pinged him yesterday and asked if he wanted to come to the talk. He didn't make it in the end, sadly. But he's the guy who introduced me to Tomb Raider. He was a roommate in my last year, before I got into making games.

"We both had PlayStations, but I was big into twitch games like Tekken and WipEout, and he was playing this in his bedroom. I saw he was playing this game Tomb Raider, and would say it was amazing. Because I was only glimpsing it, I was like really? It looked kind of boring - it wasn't fast-paced twitch stuff. But he finished playing it and gave me the disc, and I was absolutely blown away. I was just totally blown away. I was absorbed."

Noah Hughes, who's been a part of the Crystal Dynamics team since a testing job in the summer of 1993 got a little more serious and who now finds himself at the helm of the Tomb Raider reboot, had his first encounter with Lara from a developer's perspective. "At the time we were doing some non-character-based 3D games at Crystal. We had the 3D engine going, but as a fledgling game designer we were putting a lot of thought into how we could make a character-based 3D game. Some of the other games out there inspired us a lot, like Mario and things like that.

"But then Tomb Raider came along and it just blew us away, because it was so different from those other expressions of 3D gaming. Lara was a real person and this world felt like you were going some place that people could actually go, but you'd never go in your lifetime. That really changed, or broadened my view, of both 3D gaming possibilities, but also character-based games and worlds. It really affected my aspirations for where interactive entertainment was going, and it lit a fire that's still burning to this day."

"Tomb Raider came along and it just blew us away, because it was so different from those other expressions of 3D gaming that had a degree of grounding."

Noah Hughes, creative director
The new Tomb Raider places an emphasis on grim survival over the breezy adventure of old.

In 2005, the fire was kindled by the prospect of getting to work with Tomb Raider. There was some crossover with Core, with Crystal Dynamics picking up the Derby developer's Anniversary project before shelving it to create Legend, the 2006 game that was a return to the series' roots.

"I had a conversation with our general manager at the time who had secured the deal outside of my visibility," Hughes says of the initial deal. "And I think he was a little nervous. We'd owned all our IP up to that point, but we had this opportunity, he thought it would be really good for us. And for just a second I thought about it, and it clicked.

"It was really just what the doctor ordered. As much as I like a blank canvas for IP, I really felt that Tomb Raider was an almost perfect construction for designing a game within. There was plenty of room to do what we wanted to do within that, and it came with the advantage of being a known property - if we put our all into this, it's something that people would be aware of. It was a really exciting opportunity - there didn't seem to be much downside."

Crystal Dynamics' first Tomb Raider was Legend, a return to form after the incoherent tragedy that was Angel of Darkness. Stripping away some of the excesses that had plagued Core's later games, it was a revival that took Lara back to her bare essentials, displaying Crystal Dynamics' understanding of what makes the series tick. It was, though, a tad reverential. Crystal was handling this new franchise with kid gloves, perhaps understandably so given the legacy.

"Yeah, I think we were," says Gallagher. "We get asked this question a lot - didn't you reboot it once already, people say. I wouldn't say it was really classified as a reboot - it was a reset. And there's a difference in those words! It was really going back to what Tomb Raider was, as there was this perception that it had lost that in prior iterations. It was all about resetting and getting back to the DNA of Tomb Raider, rather than a reboot."

"An analogy would be another singer or another band playing a song," agrees Hughes. "We didn't want to rewrite the song. We really wanted to continue that tradition - but inherently a different singer's going to have a different take on a song. There was going to be a difference in the way we delivered it, and our job was to translate what they had done with our technology and our wheelhouse."

Crystal Dynamics returned to Anniversary next, a remake of the original that Core had been working on before Eidos swapped the series over to America. It was by its very nature another reverential game - albeit a well studied, well executed reverence - and it's not until 2008's Tomb Raider Underworld, many feel, that the studio really put its stamp on the series.

The team at Crystal Dynamics themselves, though, feel like it didn't really make a Tomb Raider with its own identity until afterwards. "At the end of Underworld, we did feel that it was the end of that trilogy," says Gallagher. "It was the last game in that series, and that DNA from the original Tomb Raider had run its course. It felt like it was time to do something new."

What that something new was going to be wasn't yet decided. There were experiments, including the successful Lara Croft: Guardian of Light, a game that shifts the camera to the heavens yet still stays true to the spirit of the series. But the shape the next Tomb Raider proper was going to take was still in flux.

"At first it was a sequel - it wasn't a reboot. But we knew it was going to be something that was fresh and different - and we had to figure out what that meant."

Darrell Gallagher, studio head
Watch on YouTube

"We didn't really know what that was. At first it was a sequel - it wasn't a reboot. But we knew it was going to be something that was fresh and different - and we had to figure out what that meant. We started off more with a set of goals than saying it's a reboot or a sequel. The goals were to make a more human, relatable version of the character. We felt that nine, 10 sequels in, there'd be a lot of people who'd been along that journey, a lot of people new to it and a lot of people who had dropped off. We needed to get people to know this character again. That was certainly one of the big goals, of making her feel less superhero and more human."

"Some of the survival themes came about before the origins or reboot stuff came about," says Hughes. "We knew looking at it that her ability, her infinite wealth - we wanted to put her in a situation where she couldn't rely on that. Ideas like the island came up really early. It was really to highlight her character - and from there, the origins story layered in. If we really want to reintroduce you to her character, and we want to create a relatable hero, let's start from that position closest to you and I. It had a lot of those flavours as a sequel - and it's that Lara origins piece that clicked it all into place."

And so Crystal Dynamics landed with Tomb Raider, the gritty reboot that's been teased over the last two years. It's been a protracted reveal, and at times a turbulent one, the excitement of its initial announcement seguing into a series of PR beats met with derision from a vocal online community.

"The bumps have been well publicised, and we're certainly aware of it," says Gallagher. "We've always been confident with the game and what we've been doing with the game. Certainly we listen, but there haven't been any fundamental changes - and there's the belief that when people play this game and experience it they'll have a true sense of what it is. It's hard at times to communicate in snapshots what a full game is, and what we know is that we've had great responses publicly, and we've had some bumps publicly.

"But what we know is that when people have come into the studio and played it we've had an overwhelmingly positive response, so I've been confident in what we're doing. Our general feeling has been that our work does the talking - and when the game comes out, we understand it's a change and that's going to be hard, and it's going to generate speculation and that's okay."

Crystal Dynamics insist there are no regrets over some of the unfortunate marketing - and insist that it's a problem inherent with creating a game on such a grand scale. "We intentionally made a game that's very different at the beginning than the end, and includes such a variety in tone that it's been very hard to show it in snippets," says Hughes. "It's a hard problem to solve, and basically people are so invested in this that whatever they get they want to extrapolate what Tomb Raider's going to be, but whatever we give them, it's not enough for them to really understand what we're doing."

Amidst the violence and the shrieking of press demonstrations, there's been understandable concern that the spirit of Tomb Raider - the large, lonely spaces that are open for exploration - has been lost. "It's an important part of Tomb Raider, and it's tough to show that because you have to get lost in an environment and be absorbed by it," says Gallagher. "We see people doing this in the largest environments we've ever built, but it's not something you can show in a stage demo at E3. As Noah was saying, that makes it tough, because what's great about this game is the broad palette of experiences that you get.

"The message that I would love people to take away from our conversations is that this is a game with these three pillars - puzzles, exploration and combat - and they're still there. In fact, the exploration is full, if not fuller than before. There's the ability to get lost, the ability to find tombs and the ability to access areas that are gear-gated."

"I remember what the front page of The Sun looked like when Daniel Craig was cast, and now it's a billion dollar franchise, right?"

Darrell Gallagher, studio head

Regardless of any problems Square Enix and Crystal Dynamics have had with the messaging, there still remain underlying questions about the game - such as did Tomb Raider really need a gritty reboot, and do we really need a more human take on one of the most widely recognised video game icons? For some - myself included - it has sometimes felt like an exercise as odd as creating a grittier Mario, wrestling with existential angst as he tentatively kills his first goomba.

"I think it always feels crazy, but if you look at something like Bond as a great example," says Hughes, "the idea is you're almost obligated to make it relevant for each generation. I think until that happens, it's like 'what, you're changing things!' But once it happens there's a peace, and as an industry we're young enough that it feels strange to games mainly because there's not that many properties out there."

"What's unique about us, along with Mario, is we've probably been around for one of the longest periods in the industry," says Gallagher. "We're faced with something that many other properties will be faced with along the way. We're certainly not the first, but we're one of the early ones and there'll be a lot more after. When you look at the Batmans and the Bonds, properties that have lasted from generation to generation, they have been bold, and they have taken risks. Look at the most recent Bond - I remember what the front page of The Sun looked like when Daniel Craig was cast, and now it's a billion dollar franchise, right? So that change is always something that's scary, and certainly not everyone will accept it at first."

There's another nagging concern with this Tomb Raider reboot, though it's perhaps something endemic to modern video games rather than anything else. With its breadth, its checklist of systems and its appetite for grand spectacle, there's been a nagging sense that this is a game designed in the boardroom rather than one that's in tune with a focused creative drive. The days of singular visionaries like Tomb Raider creator Toby Gard may have been lost in the crowds involved in making big budget games, but is it a concern that Crystal Dynamics understands?

"Well, that's the thing. We do have a hierarchy," says Gallagher. "It isn't 100 people in a room saying here's my idea, let's get it in. Naturally there's a lot of contribution, but there has to be order to the chaos, otherwise you'd just get soup. It was very important that we had a clear hierarchy in terms of where the franchise was going.

"Things like Guardian of Light and this game would never have happened with pure consensus. You'd have a lot of great ideas, and maybe some of them would work, but you have to be less consensus-driven than that. On a high level we absolutely do have individuals like Noah and myself who are at the helm of a franchise. That direction comes from far fewer individuals than a team."

There's a vision behind this Tomb Raider, then, even if it's one that's proved divisive in the run-up to its launch. "Not everyone's going to agree with every choice that we've made - they're radical changes to a beloved franchise - but hopefully when they get their hands on the game and play it they'll respect those choices and enjoy the game in the way we think they deserve to. We've tried to make the right choices, but mainly it's about something we believe in."

It's only a fistful of days until we'll know whether Crystal Dynamics' belief has paid off, and whether some of the heated response will cool into an appreciation of this bold new Tomb Raider. The series might have been in Crystal Dynamics' care longer than it was with Core, but it's been with the fans since the start - and right now they're waiting to be convinced.

Read this next

seductrice.net
universo-virtual.com
buytrendz.net
thisforall.net
benchpressgains.com
qthzb.com
mindhunter9.com
dwjqp1.com
secure-signup.net
ahaayy.com
tressesindia.com
puresybian.com
krpano-chs.com
cre8workshop.com
hdkino.org
peixun021.com
qz786.com
utahperformingartscenter.org
worldqrmconference.com
shangyuwh.com
eejssdfsdfdfjsd.com
playminecraftfreeonline.com
trekvietnamtour.com
your-business-articles.com
essaywritingservice10.com
hindusamaaj.com
joggingvideo.com
wandercoups.com
wormblaster.net
tongchengchuyange0004.com
internetknowing.com
breachurch.com
peachesnginburlesque.com
dataarchitectoo.com
clientfunnelformula.com
30pps.com
cherylroll.com
ks2252.com
prowp.net
webmanicura.com
sofietsshotel.com
facetorch.com
nylawyerreview.com
apapromotions.com
shareparelli.com
goeaglepointe.com
thegreenmanpubphuket.com
karotorossian.com
publicsensor.com
taiwandefence.com
epcsur.com
southstills.com
tvtv98.com
thewellington-hotel.com
bccaipiao.com
colectoresindustrialesgs.com
shenanddcg.com
capriartfilmfestival.com
replicabreitlingsale.com
thaiamarinnewtoncorner.com
gkmcww.com
mbnkbj.com
andrewbrennandesign.com
cod54.com
luobinzhang.com
faithfirst.net
zjyc28.com
tongchengjinyeyouyue0004.com
nhuan6.com
kftz5k.com
oldgardensflowers.com
lightupthefloor.com
bahamamamas-stjohns.com
ly2818.com
905onthebay.com
fonemenu.com
notanothermovie.com
ukrainehighclassescort.com
meincmagazine.com
av-5858.com
yallerdawg.com
donkeythemovie.com
corporatehospitalitygroup.com
boboyy88.com
miteinander-lernen.com
dannayconsulting.com
officialtomsshoesoutletstore.com
forsale-amoxil-amoxicillin.net
generictadalafil-canada.net
guitarlessonseastlondon.com
lesliesrestaurants.com
mattyno9.com
nri-homeloans.com
rtgvisas-qatar.com
salbutamolventolinonline.net
sportsinjuries.info
wedsna.com
rgkntk.com
bkkmarketplace.com
zxqcwx.com
breakupprogram.com
boxcardc.com
unblockyoutubeindonesia.com
fabulousbookmark.com
beat-the.com
guatemala-sailfishing-vacations-charters.com
magie-marketing.com
kingstonliteracy.com
guitaraffinity.com
eurelookinggoodapparel.com
howtolosecheekfat.net
marioncma.org
oliviadavismusic.com
shantelcampbellrealestate.com
shopleborn13.com
topindiafree.com
v-visitors.net
djjky.com
053hh.com
originbluei.com
baucishotel.com
33kkn.com
intrinsiqresearch.com
mariaescort-kiev.com
mymaguk.com
sponsored4u.com
crimsonclass.com
bataillenavale.com
searchtile.com
ze-stribrnych-struh.com
zenithalhype.com
modalpkv.com
bouisset-lafforgue.com
useupload.com
37r.net
autoankauf-muenster.com
bantinbongda.net
bilgius.com
brabustermagazine.com
indigrow.org
miicrosofts.net
mysmiletravel.com
selinasims.com
spellcubesapp.com
usa-faction.com
hypoallergenicdogsnames.com
dailyupdatez.com
foodphotographyreviews.com
cricutcom-setup.com
chprowebdesign.com
katyrealty-kanepa.com
tasramar.com
bilgipinari.org
four-am.com
indiarepublicday.com
inquick-enbooks.com
iracmpi.com
kakaschoenen.com
lsm99flash.com
nana1255.com
ngen-niagara.com
technwzs.com
virtualonlinecasino1345.com
wallpapertop.net
casino-natali.com
iprofit-internet.com
denochemexicana.com
eventhalfkg.com
medcon-taiwan.com
life-himawari.com
myriamshomes.com
nightmarevue.com
healthandfitnesslives.com
androidnews-jp.com
allstarsru.com
bestofthebuckeyestate.com
bestofthefirststate.com
bestwireless7.com
britsmile.com
declarationintermittent.com
findhereall.com
jingyou888.com
lsm99deal.com
lsm99galaxy.com
moozatech.com
nuagh.com
patliyo.com
philomenamagikz.net
rckouba.net
saturnunipessoallda.com
tallahasseefrolics.com
thematurehardcore.net
totalenvironment-inthatquietearth.com
velislavakaymakanova.com
vermontenergetic.com
kakakpintar.com
begorgeouslady.com
1800birks4u.com
2wheelstogo.com
6strip4you.com
bigdata-world.net
emailandco.net
gacapal.com
jharpost.com
krishnaastro.com
lsm99credit.com
mascalzonicampani.com
sitemapxml.org
thecityslums.net
topagh.com
flairnetwebdesign.com
rajasthancarservices.com
bangkaeair.com
beneventocoupon.com
noternet.org
oqtive.com
smilebrightrx.com
decollage-etiquette.com
1millionbestdownloads.com
7658.info
bidbass.com
devlopworldtech.com
digitalmarketingrajkot.com
fluginfo.net
naqlafshk.com
passion-decouverte.com
playsirius.com
spacceleratorintl.com
stikyballs.com
top10way.com
yokidsyogurt.com
zszyhl.com
16firthcrescent.com
abogadolaboralistamd.com
apk2wap.com
aromacremeria.com
banparacard.com
bosmanraws.com
businessproviderblog.com
caltonosa.com
calvaryrevivalchurch.org
chastenedsoulwithabrokenheart.com
cheminotsgardcevennes.com
cooksspot.com
cqxzpt.com
deesywig.com
deltacartoonmaps.com
despixelsetdeshommes.com
duocoracaobrasileiro.com
fareshopbd.com
goodpainspills.com
hemendekor.com
kobisitecdn.com
makaigoods.com
mgs1454.com
piccadillyresidences.com
radiolaondafresca.com
rubendorf.com
searchengineimprov.com
sellmyhrvahome.com
shugahouseessentials.com
sonihullquad.com
subtractkilos.com
valeriekelmansky.com
vipasdigitalmarketing.com
voolivrerj.com
zeelonggroup.com
1015southrockhill.com
10x10b.com
111-online-casinos.com
191cb.com
3665arpentunitd.com
aitesonics.com
bag-shokunin.com
brightotech.com
communication-digitale-services.com
covoakland.org
dariaprimapack.com
freefortniteaccountss.com
gatebizglobal.com
global1entertainmentnews.com
greatytene.com
hiroshiwakita.com
iktodaypk.com
jahatsakong.com
meadowbrookgolfgroup.com
newsbharati.net
platinumstudiosdesign.com
slotxogamesplay.com
strikestaruk.com
trucosdefortnite.com
ufabetrune.com
weddedtowhitmore.com
12940brycecanyonunitb.com
1311dietrichoaks.com
2monarchtraceunit303.com
601legendhill.com
850elaine.com
adieusolasomade.com
andora-ke.com
bestslotxogames.com
cannagomcallen.com
endlesslyhot.com
iestpjva.com
ouqprint.com
pwmaplefest.com
qtylmr.com
rb88betting.com
buscadogues.com
1007macfm.com
born-wild.com
growthinvests.com
promocode-casino.com
proyectogalgoargentina.com
wbthompson-art.com
whitemountainwheels.com
7thavehvl.com
developmethis.com
funkydogbowties.com
travelodgegrandjunction.com
gao-town.com
globalmarketsuite.com
blogshippo.com
hdbka.com
proboards67.com
outletonline-michaelkors.com
kalkis-research.com
thuthuatit.net
buckcash.com
hollistercanada.com
docterror.com
asadart.com
vmayke.org
erwincomputers.com
dirimart.org
okkii.com
loteriasdecehegin.com
mountanalog.com
healingtaobritain.com
ttxmonitor.com
nwordpress.com
11bolabonanza.com