And in many ways, it’s a narrative tool: It changes with her.
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Through a series of upgrades, Lara can use it to pry open doors, slide down ropes, and scale rocky cliffs. Lara Croft had a lot of weapons at her disposal in last year’s action-adventure reboot Tomb Raider, but one managed to become particularly central to her growth as a character. “The prototype was originally more about agility and traversing tricky situations,” Lee said, “but once we added sloped surfaces and played around with the movement a lot, we discovered all sorts of cool speed-boosting tricks that added another layer of depth that made the game more exciting and challenging.” Tomb Raider: A more open adventure The broom acted as a constraint that helped the design happen naturally, he told us. Lee was surprised by how fast-paced Dustforce became. There’s something cathartic about cleaning up, and we tried to convey that sense of peace through the visuals and audio.” “Other than that, the influence was mostly on the aesthetics. “For example, the idea for the trashcan enemy that fires trash bags came naturally once we knew we had a city environment with trash to clean up,” he said. Dusty surfaces would guide players and lead them forward like a trail of bread crumbs, said Lee.
Once Hitbox decided on the janitor theme, the whole design took off.