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Check out the 'Traversal & Movement Reimagined' Overview for Tomb Raider: Legacy of Atlantis, the upcoming remake of the hit action-adventure developed by Crystal Dynamics and Flying Wild Hog. Players can hear from key members of the development team on the process of reimagining the movement and traversal of the iconic Tomb Raider in her own specific style. Explore a vibrant world in a way only Lara Croft can in Tomb Raider: Legacy of Atlantis, launching on February 12 for PlayStation 5 (PS5), Xbox Series X|S, Nintendo Switch 2, and PC (Steam).
Transcript
00:01This is a moment where a normal person would step to the side.
00:04Lara Croft doesn't step to the side, she cartwheels to the side.
00:07Because she's fast, because she's agile, because she can do all those things.
00:10And it should feel right for you to do it on the sticks,
00:13and it should feel cool for you to look at it when you're playing it.
00:22Lara had a physicality, acrobatics, and at least for those of us who were pretty good at the game,
00:28we spent quite a bit of time swan diving and doing the different acrobatic moves to look awesome.
00:33You need to go back and you need to look, you need to look how those games were functioning.
00:39What was the essence of those, to extract it and put it in the future?
00:43This character and this franchise, it's more about adventure, action-adventure, cinematic experience.
00:50So she's moving confidently with all this acrobatic, athletic style of climbing, jumping, etc.
00:56And I think that's, that's what makes Lara, Lara.
01:00Her physicality is really important.
01:03So I did a lot of, I still do a lot, weight training, running, yoga, rock climbing.
01:08I freaking love rock climbing.
01:10That is my, that is my jam.
01:12What makes climbing Lara's climbing, basically?
01:15And there is multiple super subtle things that makes it Lara Croft climbing, not someone else.
01:23It's, it's through animations, it's through the dynamics of the animation,
01:28how fast she's jumping from one ledge to another, how far it will be her leap of faith.
01:33And all of that, basically, were, were the biggest issue for us.
01:38Because regular jump doesn't mean that it's a Lara Croft regular jump, right?
01:44There's quite a few climbing features that we have.
01:47There's climbing on the poles, there's climbing on ledges, swinging around the horizontal poles.
01:53Obviously, we also have grapple.
01:56Nailing Lara's movement, I think, is one of the most important things to get right when you're making a Tomb
02:01Raider game.
02:02Whenever you're playing a game, if a character doesn't move the way that you expect them to move,
02:07you are likely going to get frustrated.
02:09Or if you're coming into a franchise that has several games establishing what that character should feel like,
02:15you have to get that right.
02:17Getting that to, one, feel good on the sticks, was really important.
02:21But also making sure that it was tied to gameplay.
02:23When we released the trailer, there is, like, one specific sequence of moves where she's jumping from a horizontal pole
02:31to a ledge,
02:32and then she does a handstand, and then there's swan dive.
02:34And people were all, like, screaming at the screen above.
02:38For me, visual language is how we guide the player throughout the levels.
02:42Through color, through a lot of composition in environments,
02:46and try to subconsciously guide them to the places.
02:49We have bears that, if you're getting close to them, they're flying away, and something moves.
02:55It catches automatically player's eye, so we have a lot of them in the background.
02:59We brought back Charlie.
03:01It's the legend that there's a fish that guides player.
03:07The fish try to swim towards the places that you're supposed to go.
03:11So, we have a bunch of those really nice touches that we're trying to use throughout the game.
03:17You need to know that there is something behind you, and so she would do, like, head turn.
03:21That's very subtle, and most people don't realize it.
03:24For this, we added a part where if you stopped for, like, half a second,
03:30she would, like, turn her body around to the target and look at it.
03:34If you are swinging on a grapple, and there's something, she would, like, you know, reach.
03:39And one of the things that is very unique about Lara, even from, like, the original game,
03:43is she doesn't jump or, like, sidesteps.
03:46She cartwheels.
03:47She does a lot of acrobatic moves that are unique to who she is as a person,
03:52that says a lot about her story, that says a lot about who she is.
03:56We have all the adventures through the unknown ruins of some ancient civilizations.
04:01We're fighting with some wild beasts that reside in there.
04:06But also, you can spend 20 minutes doing, you know, handstands and acrobatics
04:12and picking which outfit to choose before you come back to searching for various collectibles and treasures.
04:19Or at least you have the freedom to do so, right?
04:21The combination of all of it, it has all of the ingredients that the series, you know, lives on.
04:28When the path really isn't clear, what's your next move?
04:33Find out in Tomb Raider Legacy of Atlantis.
04:36Pre-order now.
04:45Now, if you enjoyed this look behind the scenes, subscribe to our YouTube channel
04:49and follow us on the socials at PlayTomb Raider.
04:54We'll see you next time.
04:58Here is Daniel.
04:58See.
04:58See.
05:00See.
05:01See.
05:02See.
05:02See.
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