In Now Playing PC Gamer writers talk about the game currently dominating their spare time. Today Tom tortures poor Winston, again.
I wonder what the elevator pitch was for Tomb Raider circa 1996. Indiana Jones with guns and a T-Rex , perhaps. Lara Croft travels all over the world quipping in the Queen's english, unraveling ancient mysteries and killing enough wildlife to incur the wrath of real-world animal rights organisations. She has the extraordinary ability to flip 12 feet into the air sideways and, like Indie, remains relaxed in the face ancient magic that melts people.
There would be little more to discover about Lara Croft in the early games if it wasn't for a humble tutorial mission set in her country mansion. We're supposed to believe that Indiana Jones spends his spare hours living a bookish existence lecturing Archaeology students in Connecticut. Lara Croft prefers to return to her heavily customised (and definitely haunted) mansion to train and entertain. The textures and geometry are primitive, but Lara's mansion is an early example of environmental storytelling that puts distance between Tomb Raider and its closest influences.
I immediately loved the mansion, because to an 11 year old the idea of having an assault course in your lounge is brilliant. Returning now, I appreciate Croft manor even more. The assault course has a practical use—teaching you the jumps and shimmies you need to survive booby-trapped tombs on expedition—but it also shows how dedicated Lara is to her chosen profession. Once you've explored this multi-storey expression of independent wealth you know that she's not raiding tombs for upkeep; she's in it for the excitement and prestige. In later games she even puts a few of these priceless artifacts on display in glass cases for visitors to admire.
The mansion seems quiet when you're exploring, but there are plenty of hints that point to Lara's life as a socialite and a thrill-seeker. She has an entertainment room with a grand piano, a harp, and a large carpeted space that could serve as a ballroom at a pinch. In Tomb Raider 2 Lara hides a switch inside a topiary maze. This opens up a secret passageway to a basement full of treasure she's stolen from dead people. In Tomb Raider 3 the maze becomes a gateway to a quad bike course. The mansion goes far beyond the detail needed to simply teach players the game. It's a playground that reflects Lara's personality in a series that, back then, devoted little time for dialogue, cut scenes and other character-building devices.
Croft Manor changes across the first three games. In Tomb Raider 2 the boxes that form some small jumping puzzles in TR1 can be found in the attic, and the assault course has been moved outside. Lara is attended by Winston the flatulent butler, truly a hero among butlers. He follows Lara everywhere. In the depths of the topiary maze you might hear his gurgling bowels from the other side of a hedge as he finds his way to your side. His slow pathfinding can famously be exploited to lock him in Lara's meat freezer. In Tomb Raider 3's mansion Winston comes prepared for more bullying, dressed in full survival combat gear. Winston's development was part of the ongoing dialogue between developers and fans in the first three games. In search of new secrets, players would always find new ways to break the latest iteration of Croft Manor, using glitches to reach rooftops, balconies, and the top of the outer walls.
The Tomb Raider games moved away from Croft Manor. It became Abbingdon Manor and was burned down in Tomb Raider: Underworld. The 2013 reboot opts for a desperate, survivalist tone and sets the game in a continuous environment far away from the British countryside—perhaps in rebellion against the stupidest excesses of Tomb Raider canon, which featured evil clones of Lara and other nonsense. There's no room for Croft Manor in Lara's new world, and there's no point in the series returning purely for nostalgia's sake. Still, I think it's worth taking a moment to celebrate the enduring memories I'm sure many of us have, of keenly searching for secrets in Lara's big old house. I'll find that ghost one day.
Remember a couple years back, when Square Enix said it expected to suffer "an extraordinary loss" on the fiscal year because various games in its lineup, including the Tomb Raider reboot, sold far fewer copies than expected? It was bad enough to force the resignation of CEO Yoichi Wada and prompt a major restructuring of "development policy, organizational structure, [and] some business models." If you do happen to recall that particular uproar, you may be surprised to hear that developer Crystal Dynamics announced today that the 2013 edition of Tomb Raider is actually the best-selling game in the history of the franchise.
Tomb Raider went over well with critics and shifted 3.4 million copies in its first month of release, which sounds pretty good to me. But Square Enix said in this March 2013 financial results briefing (via Eurogamer) that it expected to sell between five and six million units and was "very disappointed to see that the high [Metacritic] scores did not translate into actual sales performance." That resulted in "substantial variance in operation profit/loss against the forecast"—business-speak for, "We made a lot less money than we thought we would."
Yet from there, we end up here: The reboot sold more than than 8.5 million units, a franchise record. It also set a Tomb Raider record for launch day sales, and first-month sales. "Tomb Raider ignited and expanded the fan base, pushing the series to a new level. The game s incredible sales success reflects the passionate response of players, Crystal Dynamics studio head Darrell Gallagher said in a statement. "Our studio is proud of what we accomplished with the game."
It was also enough of a success to earn a sequel, Rise of the Tomb Raider, which was announced last year as a timed exclusive for the Xbox One. After the appropriate "duration" has expired, we're betting it will be released for other platforms, including the PC, and so we took a closer look at where Lara's headed next right here.
Welcome, dear reader, to the dumbest thing that has happened this week—in gaming news terms, at least.
A Microsoft marketing executive reaffirmed, on Twitter, that the enormo-corp will be publishing Rise of the Tomb Raider. It's almost as if Capcom's recent announcement that Street Fighter V would be exclusive to PC and PS4 caused the makers of the Xbox One to reiterate their own anticipated acquisitions. The console "wars" are nothing if not childish.
This tweet lead to fans, forums and news sites questioning whether this could harm RotTR's chances of a PC (and PS4, I guess) release. This is despite the fact that both Dead Rising 3 and Ryse: Son of Rome were published by Microsoft, and had timed Xbox One exclusivity. Both eventually crossed over to PC after the deal expired, and were self-published by their respective developers on Steam. This is also despite the fact that Microsoft previously admitted that the deal had a duration.
Despite this, people spent actual time chasing Square Enix and Microsoft for comment. Square Enix then told GameInformer the following:
"Our partnership with Microsoft on Rise of the Tomb Raider does have a duration, but we aren t discussing those details at this time and are focused on collaborating to deliver a great game on Xbox One and Xbox 360."
Like, yeah, obviously. If Microsoft had a full Xbone-only (Xbonly?) exclusivity deal with Rise of the Tomb Raider, they would state it unambiguously. That they never have is a sign that RotTR will probably spend around 6-12 months exclusively on that system before filtering its way on to PC at the very least, and possibly the PS4 as well.
Fun fact: the gaming industry is kind of ridiculous sometimes.