![]() "At some point we may look to solve some of those problems, but we wanted to focus on Lara's traversal as a character, first and foremost. "The scale for traversal gameplay as a human and the scale for what's interesting on a horse is very different," Hughes explained. ![]() Having a horse to ride, meanwhile, would have changed Lara's relationship with the world around her. "We wanted to focus on Lara and Lara's independence and isolation, and that would be difficult to do with another character around all the time." "As much as we wanted other characters in the world to highlight relationships, we didn't want someone with Lara all the time. It felt difficult - and especially when we started to talk about an origin story - that we wanted to make it about Lara. That inspired us, where we saw things we liked and things that wouldn't necessarily work. "We took a very agile approach to development and had teams sprinting against different ideas so we could get a lot of coverage. "One of the fun things about pre-production is, in pre-production you're not making one game you're exploring the possibility space," he told Digital Spy.
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