NeoRaider
Member
In new Eurogamer interview, done before it was announced that she is leaving TR franchise Rhianna is talking about both TR reboot and ROTTR. Revealing some new and very interesting info for the first time ever.
Talking about father storyline of ROTTR:
Talking about first kill in reboot and different ending. Also about struggle to balance gameplay with the story in games, and working with big teams in general:
http://www.eurogamer.net/articles/2017-01-17-writing-lara-croft
I think that it's clear now that she is not the one who is responsible about TR/ROTTR story. She was more focused on Lara and her character. It looks like few teams and playtesters are also working on the story and deciding about it. And also it looks like CD changed and tried many different things with both games.
That's the impression i get after reading this interview and now i am even more confused and not sure what is CD planning for 3rd game.
Talking about father storyline of ROTTR:
By this point, Lara's character had evolved so she was less reactive, as she had been throughout the reboot, and more proactive. Comics penned by Pratchett had filled in the gap between the events of the two games, but you didn't need to have read them to see Lara had taken a significant step along the path to becoming the Tomb Raider she was destined to be.
Rise of the Tomb Raider is set one year after the events of Tomb Raider. Lara, suffering from post-traumatic stress disorder from having to kill a whole bunch of cultists on an island, turns to her late father's research into the lost city of Kitezh and the promise of immortality. The game can be seen as Lara coming to terms with her father's death, and unravelling the truth behind it.
Rhianna Pratchett, at least at first, was not a fan.
"I've been open about the fact I wasn't that into the father storyline to start with," she says, "but eventually found peace with it, and I think we did some good things with it.
"When you're talking about teams of hundreds of people, you are really a cog in the machine. The narrative team is important, but so are all the other teams as well, and they're all fighting for space and agency and budget and time and everything else."
Pratchett was nervous about how Rise of the Tomb Raider would be received. "With the first game we had the element of surprise," she says.
"With the second game, we didn't have that element of surprise. People had already been on one adventure with Lara. We weren't sure how well the evolution of her character would come across, how people would feel about it. How would they respond to a tougher Lara? The Lara who is more vulnerable and human in the first game, she's moved on from that.
"But we found players had moved on with her. They had been through the adventures. They knew what she'd been through. They'd walked through the fire with her. So they felt toughened by what they had been through in the past with her. That aligned player and player character rather nicely."
Talking about first kill in reboot and different ending. Also about struggle to balance gameplay with the story in games, and working with big teams in general:
When I ask Pratchett what she would change about the Tomb Raider games she worked on, she's quick to point to a couple of parts of the 2013 reboot: Lara's first kill, and the ending of the game.
"I would have liked for us to have found a more elegant solution for the first kill and what happened after it," Pratchett says.
"It would have been good if we had taken more time to think about how the character would come across in that situation. 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.
"And then she would have to have a bit more gameplay where she's stealthing. She has the bow at that point, so maybe she just has to keep using the bow for a bit, and eventually she's in a situation where she's going to have to pick up a gun again. That's the moment she realises that's what she's going to have to do to get through it. 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."
And then there's the ending of the first game. Originally, it had a darker, more downbeat ending that would hammer home the theme of sacrifice versus loss. But player feedback suggested the game had too many character deaths already, so by the time the player got around to the end, it all felt a little depressing.
"Originally, when I'd written the first draft of the script, there wasn't so much death in it," Pratchett explains. "And then, gradually the deaths crept in, and it changed the feel of the narrative. It made more sense the players were feeling that way after they'd gone through various other deaths."
Because of the feedback from playtesters, the ending had to be changed at "almost the eleventh hour". "There had been a lot of death up to that point. Part of that was the gameplay changes, where I had to keep going back and killing off characters," Pratchett says.
"It would have been good if we'd identified that problem earlier, and we probably could have finessed things a bit more. It wasn't too late. We managed to fix it. But it didn't fully deliver on some of the narrative themes we wanted to. We folded them back into the second game."
Speaking to Pratchett, I get the impression she's glad she got the chance to right some of the narrative wrongs of Tomb Raider with Rise. And from a production point of view, she, along with the rest of the narrative team, tried their best to identify story issues as early as possible, avoiding troublesome eleventh hour changes.
But, by doing so, new problems presented themselves.
"That did mean as writers and narrative designers that we were in constant headwinds of feedback all the time," Pratchett says, "from the team, Microsoft, Square Enix, external contractors, internal playtesters, external playtesters. It was very very full-on.
"That was very hard to deal with, because you're constantly reiterating all the time, and obviously different people have different tastes and different levels of power, and you've got to react to everything, and you're trying to keep everyone happy and also deliver on your creative vision. It's what I imagine working on a big budget studio picture is like. It's a bit like writing a script with the entire audience behind you, watching you and giving comments.
"But it did help us identify potential problems, like problems with the ending or those moments where narrative and gameplay really clash a lot earlier on, so that meant we could finesse those problems more and smooth out the edges."
One of the issues I had with the Tomb Raider reboot was I felt it struggled to marry the fact Lara - via the player - breezily murders hundreds of people, with the suggestion she's simply an adventurous student who up until the events of the game had never killed anyone before. It's a different problem to the Nathan Drake mass murderer issue that has dogged the Uncharted series, but it's along the same lines.
Pratchett calls this the "biggest challenge" she faced writing Lara Croft. "Uncharted has made Drake more lighthearted about it," she says. "With Lara, we wanted to make her care a little bit and be a bit more human in her reactions, but ultimately realise this is what she's got to do to survive and just get on with it."
Rise, as you'd expect, dealt with this issue more smoothly because the experience of the first game meant her ability to kill was more believable.
"By the time Rise comes along, she's ready to meet fire with fire," Pratchett says. "She knows what she's doing, and she almost enters a mode to deal with it. This isn't her first rodeo."
Some, however, struggled to get on with this new, modern Lara in either game. Critics say Pratchett and Crystal Dynamics veered too far from the Lara of old, the Lara envisioned by Core Design's enigmatic Toby Gard, into "grim-dark" territory.
"There is a tonal difference," Pratchett admits. "Crystal is very keen not to do the quippy one-liner Lara that characterised classic Lara. There's a part of me that misses that. I know there are players who miss that. From a writer's point of view, it's fun to write that kind of character.
"But quippyness and the devil-may-care attitude suggests confidence and resilience Lara doesn't have yet, so it didn't feel in-line with her character to be that confident and that quippy. Crystal just didn't want the same tone to the character. That wasn't my decision, but I had to write to their vision, and I completely understand that. It's a darker game."
Still, Pratchett insists the two Laras - old-school Lara and modern day Lara - have much in common. Similarities are there, but they're easy to miss, she says, because the new Lara isn't so big on jokes.
"The bravery, the resourcefulness, the tenacity, everything you associate with classic Lara, is all there in new Lara," Pratchett says, "it's just rewound to the point where it's bubbling to the surface and being tested.
"She doesn't act as the wealthy playgirl, jet-setting around the world, and then having all the guns and gadgets to deal with things. She's different in that regard. She's more interested in archaeology for the secrets and mysteries it involves, whereas the previous Lara was in it for the sport.
"I know gritty, darker games have become very popular in the last five or so years. I don't think it's absolutely necessary, but I can completely see why Crystal wanted to take a different path with depicting Lara and her character than had been done before.
"Otherwise, why bother with a reboot, really?"
http://www.eurogamer.net/articles/2017-01-17-writing-lara-croft
I think that it's clear now that she is not the one who is responsible about TR/ROTTR story. She was more focused on Lara and her character. It looks like few teams and playtesters are also working on the story and deciding about it. And also it looks like CD changed and tried many different things with both games.
That's the impression i get after reading this interview and now i am even more confused and not sure what is CD planning for 3rd game.