Tomb Raider developer downplays QTEs

Not Crystal Dynamics' "primary tool".

The creative director of the Tomb Raider reboot has downplayed the importance of quick-time events in the game.

Tomb Raider's E3 2011 showing left some fans concerned that it would rely heavily on scripted events and quick-time events, but according to creative director Noah Hughes, they're not Crystal Dynamics' "primary tool".

"Quick-time sequences is something we will leverage in the game," Hughes told Gamespot.

"One of the things which is absolutely important to us is to deliver an intense and cinematic experience. At very specific times, we feel we can do that best – while still delivering challenging gameplay – in a quick-time type event.

"Having said that, it really isn't the primary tool we use to deliver drama in the game."

Emotional impact, Hughes said, will be delivered in other ways.

"The idea of camera during normal gameplay experiences, and the animation systems and the audio and the big events in the world, these are all things that will deliver emotional impact in a different way."

Hughes admitted the E3 2011 demo, which saw a young Lara beaten and bruised as she frantically tried to escape murderous fanatics, "relies a little bit heavily on the quick time tools, but ultimately, that's a small sweep of our dramatic gameplay experience."

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Wesley Yin-Poole

Wesley Yin-Poole

Deputy Editor

Wesley is Eurogamer's deputy editor. He likes news, interviews, and more news. He also likes Street Fighter more than anyone can get him to shut up about it.

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