Rise of the Tomb Raider 3 times as big, way more immersive

Brian Horton talks about the alchemy it took to bring Lara back for a whole new adventure.

Rise of the Tomb Raider is shaping up to be an impressive continuation of the beloved treasure hunter’s adventures. Expanding out from 2013’s reboot of the series, Rise sets Lara on her first genuine and intentional quest, exploring Siberian myths, atmospheric locations and a return to the fabled challenge puzzles of yore. 

Crystal Dynamic’s Brian Horton, the game’s director, explained in an interview that not only will  all those previous elements work into the game, but it will not have any loading screens, creating a seamless experience that’s both immersive and immense, “As soon as you start a new game if you never died or don’t quit you will have a seamless streaming experience throughout the whole game. We want to immerse the player into the world as soon as possible and flow from mission to mission in a very seamless way,”

The game is also set to be 3 times larger than the last games, with special attention paid to the tombs themselves. Introducing nested puzzles, in a given situation there will be multiple small puzzles that contribute to an overall larger one to help the player and Lara progress. 

Rise of the Tomb Raider launches on Xbox One on November 10, 2015 with PC and PlayStation 4 editions releasing the following year.