‘Rise of the Tomb Raider’ Realistic Game Play Details Released

Tomb Raider

Brian Horton, director of the upcoming "Rise of the Tomb Raider" revealed that the game will feature realistic game play elements.

The director said the latest installment of Crystal Dynamics' reboot "Tomb Raider" series will have an active night and day system as well as an interactive surrounding.

In an interview with Game Informer, Horton noted that players can expect to see different types of animals emerge in "Rise of the Tomb Raider" based on its night-day system. This means nocturnal animals will only appear at night in the game.

Moreover, since the game is set in Siberia, Russia, it will feature a lot of snow-covered terrain. However, Horton emphasized that the snow in the game will not simply appear as a white backdrop. Footprints of animals will appear on the ground but will eventually vanish as they get covered by the falling snow.

In addition, protagonist Lara Croft can dig through the snow to protect herself from the harsh weather conditions by creating a makeshift shelter, IGN reported.

Despite the setting, snow-filled regions will not be the only places players can explore in "Rise of the Tomb Raider." According to Horton, the game will have a warm environment called the Oasis. The director noted this area was designed to add variety to the game's general setting.

"It isn't completely permafrost," Horton told Gameinformer. "The Oasis, which we're not going into a lot of detail about - just now that different weather, different temperatures are important to make sure we're not going with one single look throughout the whole game."

Aside from the surroundings, Croft will also be equipped with bow and arrows that can be customized and upgraded. In addition, the character will have depth in terms of her emotional condition.

Taking off from the ending of the first "Tomb Raider" game, which left Croft traumatized after encountering immortal beings and supernatural elements, the sequel will depict her as being in a state of distraught.

"Lara feels like an outsider in the real world," the game's creative director Noah Hughes told Game Informer magazine according to Game Spot. "Her next expedition is a way of dealing with the trauma she's been through, but it's also a way of finding peace by chasing any shred of evidence that what she saw was real."