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Dev Blog: How Lara “Sees” the World
Matthew Gaston, Lead Player Programmer The environments of Rise of the Tomb Raider are rich in detail, from the distant mountaintop ruins to the tiny snowflakes floating through the air. As you move the camera around, you see vistas to admire, places to explore, resources to collect, animals to hunt, and enemies to avoid or defeat. But…
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Rise of the Tomb Raider: Interactive Broadcasting Features
Senior Designer Chad Armstrong runs through the interactive broadcasting features available in Rise of the Tomb Raider, including card voting and the broadcast frame.
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Karen O – “I Shall Rise” Official Music Video
Produced in collaboration with Yeah Yeah Yeahs frontwoman and Academy Award-nominated musician Karen O, and written and recorded explicitly for Rise of the Tomb Raider, “I Shall Rise” explores Lara Croft’s relentless journey as she tests the limits of the human spirit. Inspired by Lara Croft’s adventure through a hostile world as she searches for…
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Dev Blog: Rise of the Tomb Raider for Stealth Gamers
Philippe Therien, Lead Combat Designer Hello everyone! My name is Philippe Therien, I am the Lead Combat Designer on Rise of the Tomb Raider and I am here today to talk about some of the exciting new gameplay that we have in the game! I guess I should start by saying that that we thought long and…
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Dev Blog: A Little Thing About A Little Thing
Seth Friedman, Software Engineer II I wanted to take a moment to talk about something a little different today. I don’t work on cutting-edge tech, like “Living Lara,” or realistic material effects. I work on user interfaces (UI). The goal of a good UI is often to not call attention to itself. Crystal’s UI team…
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Dev Blog: Rise of the Tomb Raider for Puzzle Gamers
Jeff Wajcs, Senior Designer Part of “putting the tomb back in Tomb Raider” means rethinking our approach to puzzles. We have found inspiration in the classics and put together what we’re calling “nested puzzles.” A nested puzzle is where Lara must solve a Big Problem not by solving a big puzzle, but by solving a series…
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Dev Blog: Expedition Modes
William Kerslake, Senior Designer on Rise of the Tomb Raider With Rise of the Tomb Raider the Live team wanted to find new ways for players to interact with their core campaign experience, both to customize the gameplay and show off their skills to friends. The Expedition experience begins with the Expedition Cards. These cards come in three…
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Dev Blog: The Evolution of Tomb Raider Hubs
Jason Botta, Design Director In Tomb Raider we have a variety of different level types, the most expansive of which are our hub spaces. These are wide open exploration-focused areas where players are given the opportunity to progress through the game at their own pace and deviate from the level’s core story path. Specifically, they are the…
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Woman Vs. Wild Episode #3: Deadly Tombs
Great risk yields great rewards in Rise of the Tomb Raider’s deadly tombs. Our third and final episode of Woman Vs. Wild details the new translation system, examines nested environmental puzzles, and previews the devious challenge tombs that reward players with ancient abilities. Discover the legend within November 10.




