Game director Brian Horton on the scale of the game and also talks about a new mechanic called “a nested approach” to puzzles.
Speaking to GamingBolt, Game Director of Rise of the Tomb Raider, Brian Horton has confirmed that the game won’t have any loading screens and it will be seamless experience throughout with the exceptions being player death or if someone decides to quit the game.
“Just like the last Tomb Raider we’ve created a seamless experience. 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,” Horton said to GamingBolt.
Horton also revealed that the exploration space of the game is three times bigger than the original game.
“Besides Lara’s story which is really exciting, we’re really thrilled to talk about the new scale that we have for Rise of the Tomb Raider. Our exploration spaces are 3 times larger than they were in the last game and our tombs are much bigger. And we’re employing what we call “A Nested Puzzle Approach” that means there are multiple puzzles that all work together to solve 1 big puzzle. We also introduced new traversal mechanics, like Lara can climb trees and can swim underwater and can use that not only for traversal but as a way too subtly approach an enemy and take them out from above or from below.”
Rise of the Tomb Raider launches on Xbox One on November 10, 2015. This will be followed by the launch of the PC and PS4 versions in 2016.