Rhianna Pratchett on Tomb Raider’s unique ending and that first kill.
Tomb Raider and Rise of the Tomb Raider author, Rhianna Pratchett, announced her departure from the collection earlier this month, and in an interview with Eurogamer, she shares particulars of the primary recreation’s unique ending and the way she would have preferred Lara’s first kill to have performed out.
“Originally, [the first game] had a darker, extra downbeat ending that might hammer dwelling the theme of sacrifice versus loss. But participant suggestions advised the sport had too many character deaths already, so by the point the participant obtained round to the top, all of it felt slightly miserable.
“Originally, after I’d written the primary draft of the script, there wasn’t a lot demise in it. And then, progressively the deaths crept in, and it modified the texture of the narrative. It made extra sense the gamers have been feeling that means after they’d gone via numerous different deaths.”
After going full G.R.R. Martin, Pratchett needed to change the ending on the final minute, after suggestions from playtesters, however “it didn’t fully deliver on some of the narrative themes we wanted to. We folded them back into the second game.”
Talking about Lara’s first kill, Pratchett says she would have preferred to have discovered a “more elegant solution for the first kill and what happened after it.”
“It would have been good if we had taken more time to think about how the character would come across in that situation,” she mused. “Maybe you could have had her throw away the gun off a cliff. It would feel in-line with how the character is feeling. You would be maybe a bit frustrated as a player, but you’d also feel, okay, well that feels in-line with what the character’s going through and it would seem natural for her to do that.”
Pratchett describes how she would have most popular Lara to have interaction in a bit extra stealth after that time, counting on her bow till reaching a juncture the place it was completely vital to select up a gun once more.
“I would have liked to have stretched out those realisations rather them all coming boom boom boom in the same scene. That’s something I would have liked to have done.”
This performs into the tonal distinction that Crystal Dynamics have been going for within the reboot, with the corporate “very keen not to do the quippy one-liner Lara” of yesteryear.
Tone apart, Pratchett feels that “quippyness and the devil-may-care attitude suggests confidence and resilience Lara doesn’t have yet,” so it could have been misplaced for the character.
“I do know gritty, darker video games have develop into extremely popular within the final 5 or so years. I don’t suppose it’s completely vital, however I can utterly see why Crystal wished to take a distinct path with depicting Lara and her character than had been carried out earlier than.
“Otherwise, why hassle with a reboot, actually?”
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