Crystal Dynamics Rebooted Lara Croft Because She was “losing relevance”
In an interview with Rock, Paper, Shotgun, Tomb Raider global brand manager Karl Stewart explained the motivation for reinventing Lara and the reasons for quicktime events.
We felt [Lara] was losing some relevance in the gaming world, that she was a little too hard and removed. We wanted to make her more approachable and relatable.
What’s that? The video game industry’s pin-up girl of the 1990′s is losing relevance today? Surely not.
When asked about quicktime events, Stewart said:
It’s all about pacing, right? It allows a developer to… a systemic mechanic takes a lot of time to craft. It’s also limited in some fashion. If we want to come up with a very customised experience, sometimes a quicktime event is a great way to do that. What we’re trying to do with quicktime events is make some parity between what you see, so we’re trying to use the analogue stick as much as possible. We try to keep it as analogue as possible. We’re in tutorial-heavy areas, so across the whole game it’ll feel a lot less.
If you’re not a fan of quicktime events, you can find solace in that last sentence — they’ll mostly be in the early game.