The character will be better suited to the gameplay mechanics

Nov 20, 2012 12:05 GMT  ·  By

Rhianna Pratchett, the main writer working on the Tomb Raider reboot, says that one of the main aims of the new game in the series is to create a strong connection between the protagonist of the game and the actions the player performs while controlling him.

The writer tells Gamasutra that, “One of the things we've been keen to do with Tomb Raider is explore the idea that action equals character.”

“It's a fairly standard idea in other entertainment mediums, but in games there's often a strange disconnect with the way a character is presented in cutscenes (heroic, quippy, everyone's pal) and the way they act during the gameplay, i.e. mowing down enemies like there's no tomorrow,” she adds.

Traditionally, those who create stories for video games are not involved in the creation of the game mechanics, but Rhianna Pratchett says that the process has changed for Tomb Raider.

The actions that the character of Lara Croft can perform and their impact is then used to model her character and gamers will always see a connection between what they do and what the developers deliver in terms of narrative and cutscenes.

Rhianna Pratchett believes that every aspect of the new Tomb Raider is saturated with narrative and that means it’s crucial for players to always believe in the story they are told.

The new game will focus on the early years of Lara Croft’s life and will see her evolve from a naive teen to a hardened adventurer who has the skills and the attitude necessary to survive in hostile territory.

Crystal Dynamics wants to create a more believable central character, while returning to the roots of the series in terms of gameplay.

The rebooted Tomb Raider will be launched on the PlayStation 3 from Sony, the Xbox 360 from Microsoft and the PC in early March 2013.