The final post for 2015: Thanks for your support

notepad-with-pencil-of-spiral-bindingSo, 2015 is almost at a close so this will be the last blog post for a week or 10 days as I’m heading away on holiday tomorrow for a few days to try to relax, test out my new mountain bike and have a change of scenery.

It’s been a relatively good year, video games wise for me, although perhaps I haven’t played as many games as I would have liked (I’m sure I can rectify that next year: I am to finish some of the many partially completed games on my Steam list).

It was a year of some average, overhyped AAA titles and some unexpected surprises.  It was a year I finished one part-time job and started a new one, which turned into a full-time job not long after. It was a year of highs, it was a year of lows. It was, well, a year.

The blog itself seems to have gone from strength to strength, at least I think it has as it seems to be picking up more subscribers and readers, but during at least one point during the year, I contemplated shutting down the blog. I wasn’t sure I had the energy to keep it going, whether anyone would care if I kept it going.

But I did keep it going, obviously, and that was due to you, the reader that has supported the blog. I know this isn’t the biggest or best blog around and it’s popularity is tiny compared to the numbers I got when I was a blogger for a major online news site, but I appreciate that you take your time – no matter how small that amount of time is – to read (or, at least, browse through what I’ve written) my ramblings on this forum. I really, really do appreciate it..I want to thank you for your support. I know this blog is never going to get thousands of viewers every month or be “The World’s Biggest Gaming Site” but I appreciate every single reader that visits. Seriously, I do.

The blog market, and the video game blog market especially, seems to be crowded, with more and more writers clambering to reach the top and be the next big thing. I don’t need to be the next big thing and I’m not going to promise the world to get you to read.  I’m too old for that now. I just want to keep writing content that will, hopefully, engage readers and keep those loyal ones hanging around for a little longer. I hope my experience speaks for itself and keeps loyal readers around for at least a few more months.

So, that’s it for 2015. As far as the blog goes, I want to try and step it up a gear in 21015: Post more regularly, have more content, generally make it better.

So,  have an awesome New Year’s Eve, whatever you have planned. Play some games, relax, drink your favourite drink (alcoholic or non-alcoholic) and here’s to 2016. May it bring challenges and new surprises. See you on the other side.

 

My most loved games of 2015

When I wrote for a metropolitan newspaper, I did the obligatory “Games of the Year” write-up, which culminated in my best pick as Game of the Year.

I’m not going to do that anymore. I’m not going to decide from the games I’ve played this year (which hasn’t been as many in past years) which one is the best of the lot. What I’m going to do is tell you which games were my highlight of the year, in no particular order.

Let’s start, shall we?

The cast of Until Dawn: They quite like what I've written about the game they star in, too.

The cast of Until Dawn: They quite like what I’ve written about the game they star in, too.

Until Dawn: Something of a surprise hit to everyone, which is even more surprising as I can’t recall it getting a lot of marketing love from PlayStaiton. It’s also a game that I didn’t actually play until after watching a YouTube walkthrough. Yep, that’s right: I played it after watching a video playthrough. I’m not the world’s biggest fan of horror games and Until Dawn is a horror game, through and through, so I wanted to see how scary it was going to be. It has jump scares but it’s almost like a pick-your-own adventure where you determine the path that the characters take then they do it. Yes, it’s cliche-ridden and holds your hand at times but it’s horror done right.

BatmanBatman Arkham Knight: Probably one of the only AA titles that I really, really enjoyed this year. I’ve always liked Rocksteady’s take on Batman and Arkham Knight was no different, even if the Batmobile might have been overused too much and there were too many of those damn tank battles (those who have played it will know what I mean). What I’ve always liked about Rocksteady’s Batman series is the grittiness and the ever presence darkness that Batman is all about. Arkham Knight might not be the best in the trilogy but it’s damn good. [I’m sure someone will exclaim “But you can’t say Arkham Knight was a good game because it was broken on PC!”. Actually, I can say it was a good game because a) I played it on PS4 and had no problems  and b) it’s my list and I can have whatever games on it I like.]

life-is-strange-episode-1-0016Life is Strange: Dontnod’s episodic coming of age story about Arcadia Bay teenager Max Caulfield (with a little bit of super powers thrown in) was a bit of a slow burner for me. I played the first episode months ago, and liked it, but it didn’t capture me right away. May it was the at times cringe-worthy dialogue, but I could see it had promise and Max’s ability to rewind time to change events held all sorts of interesting propositions. For some reason or another, I didn’t start playing the second episode until few weeks ago. I finished it a couple of nights ago and I’m interested again. It was if the writers stepped things up a notch at episode two and it’s not captured my attention. Hopefully, I’ll finish the other episodes before the end of the year.

screenshot0607Everybody’s Going to the Rapture: Yes, The Chinese Room’s latest game could be described as a walking simulator because that’s what you do most of the time but I loved it for the story that it told and the emotional narrative. Set in a quaint English village after an apocalyptic event, the player has to unravel and piece together what has happened to the villagers by tracing the paths left by, I guess, their spirits that are still around the village. The story telling and emotional voice acting is what gripped me from start to finish. I didn’t care that it was slow-paced and measured. It was quite nice not having to shoot anything, either.

rise-of-the-tomb-raider08Rise of the Tomb Raider: The latest game featuring long-time video game adventurer Lara Croft is perhaps one of the best as she once again tries to find a precious artifact that will destroy the world if it falls into the wrong hands. While being an Xbox One exclusive for the time being may harm the sales of the game, Rise of the Tomb Raider is better than Crystal Dynamic’s Tomb Raider reboot because, pure and simple, it features more tombs to explore, and that, for the most part, is why people started playing Tomb Raider games. Rise is a return to form for the series.

What are your favourites for the year?

What the feck is Baba Yaga? It looks scary, that’s what

I liked Rise of the Tomb Raider. I actually liked it much better than the 2013 reboot (I liked them both, but I liked Rise better).

Last week, at The Game Awards, Crystal Dynamics revealed some story DLC that’s coming out in early 2016 and, frankly, it looks as freaky as shit, dropping Lara Croft deep in something called the Wicked Vale, somewhere deep in the wilds of Siberia.

Croft’s mission is to find a missing man, presumably part of a Soviet expedition that went missing,  but, according to information, what she finds is much, much worse: A witch called Baba Yaga.

According to Slavic legend (thanks Wikipedia), Baba Yaga is a supernatural being who appears as a deformed and/or ferocious-looking woman. The legend says Baba Yaga flies around in a ,mortar, wields a pestle and lives deep in the forest in a hut usually described as standing on chicken legs or sometimes a single chicken leg. That’ll be the creep hut that we see stalking the forest.

Apparently, though, it’s ambiguous whether Baba Yaga is out to help visitors or scare the shit out of them.

Crystal Dynamic said Baba Yaga: Temple of the Witch, will have see Lara face off against deadly new adversaries, exploring a new puzzle-filled tomb and solving a decades old mystery, all culminating in a “showdown with an ancient and mythic evil”

I don’t know about you but I’m getting the creeps already, and that’s just from watching the trailer. The add-on isn’t due until sometime next year, which means I’ve got plenty of time to get worked up about it.

My week in gaming: Old skool point-and-click adventuring

I’ve been old-skooling it in gaming this week, after picking up a Lucasarts adventure game bundle off Steam last week. I haven’t played any Fallout 4 since picking up The Dig, Loom, Indiant Jones and the Fate of Atlantis and Indiana Jones and the Last Crusade for the princely sum of … [drum roll please] $2.99.

A coincidence, do you think?

I’m enjoying The Dig, although to be fair, I’ve always been a fan of Lucasarts’ point-and-click adventure games. It’s a nice chance of pace from games like Rise of the Tomb Raider and Fallout 4, which I’m starting to wonder has just too much stuff to do in it. I’m not sure I have enough hours to devote to a game that takes 50+ hours to finish!

TheDigastronautsThe Dig seems to have had a mixed reception from both gamers and critics, and to be fair, some of the puzzles are ridiculously difficult (there’s one where you have to work out the sequence of colours for a robot arm to pick up a lens) but I’m hooked in the story, which tells of three astronauts who end up on a strange alien world after an asteroid threatens to hit the earth.

Key_Art_-_Psychonauts_2.0In other news, you might have heard that Tim Schafer and the team at Double Fine have announced Psychonauts 2 and they need our help to fund its development. I’m excited about this (even though I gave up on Broken Age despite backing it). So excited that I pledge some dollars to it tonight. Well, I think I did. I still haven’t received a confirmation email yet. I hope that doesn’t mean something bad.

On the hardware front, I’m currently looking at a Huawei watch and I have to say I’m impressed. My poor LG G Watch R hasn’t had a look in since I’ve had it. I’m also getting a Samsun Gear 2 smart watch sometime next week. I’ll post my thoughts as soon as I can.

What have you been playing? Have you been old skooling it as well?

 

Sipreme: A liquid meal replacement made in NZ

Dinay Steyn and Bri Janese Van Rensberg are behind Sipreme, a New Zealand company that has come up with a meal replacement that they’ve just successfully funded through Pledgeme.
Dinay (or Dee)  comes from a film background, Bri has a mechanical engineering. Dee emailed me a few weeks ago, flattered my ego saying they really liked my blog and wondered whether I’d be keen to talk to her about Sipreme and what the future holds for their start-up.
How could I resist?
1428795391What was the catalyst for starting up Sipreme? 
Bri (Mechanical Engineer) and I (filmmaker) have been dating for four years. One of the most frequent spats we had was around how little time we got to do things together. Taking a geeky approach to solving the issue, we calculated our free time – subtracting shopping, making food, eating, dishes, and house chores from it. There’s almost no time left over, and it just wasn’t enough for us. There is so much stuff to do in life – I want more time to do it in.
That, combined with us being chubby and terrible cooks, made us Google for a food solution.
We found American Soylent, and it was awesome. $400 for a whole months’ food, mixed and ready in seconds, and it’s super healthy? Sold. We had to bring it in through YouShop as Soylent doesn’t ship to NZ, which is $180, then the $US vs $NZ exchange rate took a toll, as well as customs fees etc, so it ended up being over $800 for one month’s worth.
We did it anyway, and loved it. We lived off of it for two months – 90% of our meals. It was a total heaven send. More time, more energy, less fussing. After month two, we thought we could join the DIY Soylent hacker movement, and mix it ourselves for cheaper. We bought the various ingredients online and waited for them to arrive in drips and drabs. Trying to mix 10 powders together for hours and making it taste like anything remotely edible actually sucks. It ends up being just as much (if not more) of a mission than cooking. It wasn’t cheaper either. We binned that idea. It’s interesting but not practical.
So it hit us: There’s an opportunity here – supplying future food to kiwis.
Sipreme is quite similar, I guess, to the Silicon Valley craze over Soylent but what are the main differences between the two?
The community around Soylent – the DIY recipes, ingredients and constant discussions/debates on the forums – all really helped. It’s a great concept and Soylent provided a well researched starting point to work from to develop our own Kiwi version.
We are now on the 40th iteration of the recipe and have worked really hard to get it tasting good and being nutritionally complete – with a lot of help and input from over 100 beta testers. We have also worked with nutritionists and food techs, and followed the Ministry of Health NZ guidelines for amounts and types of nutrients the average adult needs. Tadaa – Sipreme was born.
The biggest difference we brought into Sipreme was the flavour options. When we drank Soylent 3 times daily for months, eventually pouring another glass of the same flavourless goop for dinner makes you feel like you want to run for the hills. Instead we ran to McDonalds. The next morning we feel like we have a hangover, because our bodies just weren’t used to that kind of food anymore.
It’s not that Soylent starts tasting bad – it’s just that your body knows you need to eat different things with different tastes – or you might die. Which is smart if you are a hunter gatherer, but not when you live in the coolest technological age ever, where science rocks, and you can eat one food with with the goodness of a thousand things in. So to convince our taste buds that everything is cool, we worked on some different flavours. Problem solved.
We’ve also included higher levels of sodium in Sipreme than Soylent does because we’ve found that we experienced salt cravings due to insufficient sodium intake with Soylent. In the future we will also diversify into salty flavours that you can warm up and have like a soup for winter, as well as weight loss and high protein muscle gain versions.
How long did it take you to come up with the current Sipreme formula? 
Oh man, we haven’t stopped changing it since we started at the beginning of the year. We are manufacturing the first batch in this month and are still finding things we could add. “Oooh!!! Resistant Starch! Ooohhh!!! Inulin!!!” It’s a never-ending quest to find the “perfect food”. The science around nutrition keeps being updated, and we want to keep updating Sipreme to keep up with the best recommendations on what is healthiest for our bodies. Sipreme will keep evolving.
What has the public reaction to Sipreme been? 
Initially, it divides people: You love it or you hate it. But from the lovers, we’ve had a tonne of positive feedback.
The benefits are clear. It’s super quick, easy to mix, and costs around $4 a meal. What more do you want from a healthy fast food? Unfortunately, there is a lot of misinformation out there regarding food, and some people are justifiably skeptical. Many people associate Sipreme with diet/protein shakes and meal replacements, but these products have gotten a bad reputation as an attempt at a quick fix – an unhealthy fad. Sipreme is just a new food: A super scientific one.
There are also fears that Sipreme is intended to take away the pleasure of food and sharing meals with your friends and family. It’s not. It’s just there to grab and run as a super healthy food, or instead of crappy takeout or skipping breakfast because you overslept.
It’s just a fear of the unknown. Most of the time, if you take the time to chat to people and explain that Sipreme is an entirely new kind of food, based on solid science and is as nutritionally complete as possible, they get it.
So the natural choice of target market is the early adopters in the science/technology fields. Geeks are generally more open to try new ideas and technologies and willing to trust that science can improve our lives instead of being afraid of it. Once the public sees that thousands of people are happier and healthier because of Sipreme, then I think mass market adoption will take place.
Do people like the taste and texture or are people still wary of a completely liquid diet?
Men in their 20s and 30s have shown themselves as our most eager customers – they understand the logic of Sipreme’s “fast, easy, affordable, healthy” purpose. They get past the “not-quite-as delicious-as-a-steak” taste very easily, too. IT people, engineers, programmers and gamers love it. It solves our needs, gives us more time, and is tasty enough.
Sipreme, primarily a super healthy convenience food, is unlike anything out there in terms of taste or texture. It’s thick, to keep you fuller for longer, and tastes a bit like cereal due to the oat flour it contains, so it’s something your pallet needs to get used to. If you want really delicious food, a restaurant is a better option. It’s different ballgames. That being said, we are always working to make Sipreme tastier. Interestingly, we save a lot of money by drinking our product and tend to go out to fancy restaurants much more often, which is cool too🙂
In terms of a liquid diet – you don’t really miss chewing. The science checks out too. Basically, we chew food and mix it with saliva to break it down into smaller pieces, increasing the surface area of the food so we can absorb more of its nutrients. Sipreme is a powder, which has a massive surface area, and doesn’t need to be chewed to break down, thus it is very easily absorbed by the body. Boom.
An important thing to remember is that you can eat something solid whenever you want because Sipreme is not a rigid diet program or product, it’s just a healthy source of nutrients that you can use in whichever way best suits your lifestyle.
You’re both gamers so do you see this as the perfect gaming food?
Totally. If you have seen that Southpark episode, “Make love, not Warcraft” then you know it sucks to have to get up and cook while slaying creatures. Lol. Wait… Scratch that episode reference😛
We have had a good response from gamers, and actually presented at the NZGDA and Software Developers meetups in Auckland. Three hours a day less cooking and dishes means more sleeping late, more beach walks, more Skyrim, more working on that game you are developing. No more cravings for chocolate and burgers – literally – which were our old staples. It’s incredible how your body feels on this type of food – light, awake, healthy. I can’t describe what it’s like other than to say it’s fucking awesome. Giving your body exactly what it needs according to science feels like .. a super power or something. Just try it. No more yawning during the day. No feeling lethargic cause you are lacking some vitamin you haven’t even heard of but are supposed to get in somehow.
Could you realistically survive just on Sipreme, if you chose to?
Absolutely. Not just survive: Thrive. I’ve lived on chocolate and white bread for 25 years and Bri on burgers and Coca Cola. If you can live while eating that garbage then surely getting the complete recommended intake of nutrients, vitamins and minerals is much better for you.People say “but it’s not natural – it contains chemicals!!!” and I want to sigh and send them this video. https://www.youtube.com/watch?v=bkhhCi7nMFI&feature=youtu.be
All foods are made of elements, and we break it down to those elements to give our bodies building blocks to grow and repair itself. Sipreme just takes the base elements we need and combines it into one source. And we will keep changing it and updating it too, so rest assured – we got your back.
You can still eat whatever you want, whenever, with whomever – but we see a big gap in the healthy convenience food market, and personally love it and eat it most of the time.
Also, there are people who have come to us because they have no other choice in foods due to allergies, intolerance, medical conditions and even terminal cancer. We are out to do good, have fun, and eat better in NZ.
You’re reached your funding target so where to now for Sipreme? What the next phase?
Now, we chew our fingers to the bone while waiting for long lead-time ingredients to be shipped here, and answer all the “WHERE IS MY FOOD!!!” emails. Then the easy part (if nothing goes wrong) is manufacturing, bagging and shipping to backers. Our online store opens after that, allowing the public to get their hands on this future food, and then it’s grow, grow, grow. We will be doing endless tasting events at companies and meetups next year to get it into people’s mouths and minds.
I really want to thank Dee for taking time to talk to me. I hope it all goes well for Sipreme.
If you want to know more about Sipreme, or chat with Bri and Dee, you can get in touch with them at this email: 

Halo 5 Guardians review: One more for the road

Trying to punch two Promethean Knights to death in Halo 5 Guardians  is never going to end well.

Believe me, I found out the hard way.

Two of these guys kicked my Spartan arse several times in Halo 5.

Two of these guys kicked my Spartan arse several times in Halo 5.

It was in the closing battle of Halo 5’s campaign when things went terribly wrong. Finding myself suddenly surrounded by two advancing Knights, the incredibly tough Promethean mechanised warrior, I realised that both my weapons were out of ammo and, sadly for me,  there were no discarded weapons nearby to pick up.

I  had two choices: Run or punch them in the face. So that’s what I did. I punched them.

What was I thinking? Probably that my augmented Spartan punches would crack the Knights carapaces, exposing their vulnerable AI core inside.

So, how do you think it went? It went as well as could be expected. Meaning it didn’t go well at all and I was knocked to the ground, my life force draining from my tired Spartan body.

Thankfully, one of my squad mates was close enough to revive me (that’s one of the new features in Halo 5) and, some how, I managed to sprint clear of the area, find some fully loaded Promethean weapons (I love the boltshot) before delivering swift, sweet justice to the Kinghts. It was frantic and full-on.

Master Chief: Ready to Rock.

Master Chief: Ready to Rock.

Now, I’m not  a Halo player who knows the canon off by heart and can recite it word for word. I don’t know all the weapon stats and what works best in certain situations. I also  found some of the earlier Halo games a little boring at times. Sorry, but I did. I enjoyed Halo 4, though, and really, really enjoyed Halo 5.

Guardians lets players take the role of two protagonists: Master Chief and Spartan Jameson Locke. It’s two heroes for the price of one game. Each man is supported by three other Spartans.

H5G_Render_Locke-Close5Throughout the length of the campaign you swap between Master Chief and Locke as you take on the Covenant and the Prometheans, which first appeared in Halo 4.

Hey, look, here’s me playing through the first mission of Halo 5 Guardians, including cinematics leading into Mission 2. I do die, but only to show you the revive mechanic. Really. ðŸ™‚

:

I won’t dwell on Halo 5’s story for fear of, well, spoiling things for people but it deals with Locke hunting Master Chief, who has seemingly, gone AWOL. Go get him, soldier!

You’re squad mates are a competent most of the time (other times I bled out because their pathfinding proved difficult getting to me). They’ll provide cover fire, distract larger enemies and in the case of Edward Buck (who has now been promoted to Spartan after his fine work in Halo Reach) provides a wise crack or three (He also promises to buy everyone a drink at one point). The one thing I wouldn’t trust Buck with is driving: During one level, he seemed to just want to drive up rocks or take the long way home.

I did feel strange having three companions with the Master Chief, though. I’ve always felt the Master Chief was a lone wolf figure, taking on foes single-handedly, so it took a while to get used having three limpets (sorry, companions) but when the going gets tough, it’s great to have a helping hand. Like when you’re facing off against large groups of enemies or, say, two Hunters..

Graphically, Halo 5 looks nice with some impressive set-pieces and varied locations but – and I may be in the minority here – it didn’t blow me away visually all the time. I guess 343 Industries was always going to face a tough battle when it came to the look of Halo 5 given how good Halo 4 looked on the 360. Don’t get me wrong, when you stumble across scenes with a lot of action going on and vehicles flying all over the place and lasers everywhere, it looks great.

The frame rate remains rock solid at 60 frames a second most of the time, which was impressive given how many enemies can be on-screen at one time, and its in-game cinematics are fantastic, with great looking character models and atmospheric lighting.

Gameplay is the tried and true that Halo veterans will know but  if you’re after something revolutionary, look somewhere else: You won’t find it here. I also felt that the closing missions suffered too much from repetition and rinse-and-repeat game play. The finale disappointed me a little, too. I was expecting something a little more epic.

With Halo 4, 343 laid the ground work for what it could do with the series. With Halo 5, it has shown it knows how to respect the franchise and has created a game that, for me, was one of the most enjoyable of the series, even if the campaign has a few missteps near the end and it left a lot of questions.

The bottom line is that Halo 5 Guardians is a great game that will fuel your inner Spartan but where the franchise is heading to from here I’ve no idea. It’s clear from the ending that  there are more stories to tell, but whether Master Chief is a part of those, I’m not sure. He is getting on, isn’t he? Plus, I may have counted wrong, but I’m pretty sure you play more missions as Locke than as Master Chief. That might mean something.

I guess we’ll find out in Halo 6.

Note: I haven’t tried out the multiplayer of Halo 5 Guardians in real-world conditions yet, just what I’ve played at a preview event a few weeks ago. I’ll update the review with my thoughts on MP play when I can join some games. I’m also keen to play throught the game in co-op.

I played through the single player campaign of Halo 5 Guardians on normal difficulty from start to finish using a downloaded retail copy of the game provided by Xbox NZ

Crystal Dynamics’ Mike Brinker talks Rise of the Tomb Raider

Rise-of-the-Tomb-RaiderLara

 

 

A couple of weeks ago at XONZ, I spoke to Mike Brinker from game development company Crystal Dynamics about Rise of the Tomb Raider, the game he felt was the “quintessential Tomb Raiding experience”. Here’s the interview.

 

Game JunkieNZ: I really liked the reboot of Tomb Raider but do you think Lara Croft has got tougher, more hard-edged over the years?

Mike Brinker: I guess you have to look at what she went through in the last game. A lot of her story was circumstances she didn’t want to be in so she was learning to survive. There were some tough lessons during that survival but what we’re really focusing on in Rise is not just about survival but it’s about she got a taste of those mysteries, those truths that are out there. So now that’s what’s driving her. That’s what she was to uncover and expose to the world. So, she is now going in prepared and is being resourceful about that. All the systems in the game speak to that, right, and that’s about her going after those ancient truths out there.

GJNZ: What have you build on from the 2013 game? Have you built on the foundations of that game or have you tried to push the envelope in terms of game play?

MB: A bit of both. Building a sequel is important because you want to do the things you did well in the last game again – but at the same time you want to do them better – but then you want to get in some of the things that the fans want. Some of the big things we really wanted to focus on was what do the fans want. And the big one was “Bring back the tombs”. [laughs] Really, that was the huge thing. In the small taste we had today [the XONZ Rise of the Tomb Raider demo] we’re going back to those epic spaces and the big grand feel of them. There’s a through-line of history that ties in with the main story for each of them and then bringing back the deadly elements [the guardians] and then the formula for how we actually put the puzzle together, which isn’t just one in one area but multi chambers that solve the puzzle. That’s one of the things that we look at when we think about the evolution: We’re trying to keep what worked but look at what the fans want and what we can expand on. That was one of the key things.

GJNZ: Touching on bringing back more tombs, was that one of the biggest criticisms of the reboot: That it didn’t have enough tombs for people to explore?

MB: I think if you look at what the both the fans and the reviews stated is that they felt that they got puzzles but they didn’t get that sense of an ancient layer of history and that ancient scale, that epic, large unknown spaces that were really more grounded in some of the Yamatai mythos. What we ended up saying was “Sure, that worked for the last game but now we really want to delve into what those history layers are and bring that back”.

GJNZ: How much depth is involved in delving into a story line that contains an historical basis? Do you need to be historically accurate or can you take some creative license?

MB: Those are always great questions in anything creative that you do: Movies, TV, books, whatever. So we take a look to see what gamers grok [understand ] right away – and that’s usually something based in reality. That’s something that there’s a known layer of history, like we look at some of the ancient mythos for stories and characters that are involved in anything that has to do with being invulnerable, or having immortality, right? Those sort of uncoverings that we have when we’re doing our research lead to things like locations and types and styles of architecture. So, we do a lot of research in the historical side but then our creative director, Brian Horton, went to Turkey to do real world research and came back with that, so we bring all those elements in, ground it for a lot of the game, then we start to feel like “What are the elements that make things exciting as a game?”

GJNZ: What sort of philosophy does Crystal Dynamics use for the Tomb Raider game? What is the overarching ethos of the company?

MB: We’re all about being able to tell a very interesting and engaging story with a character that we can understand and relate to and I think that as a company we’re striving to build the best possible Tomb Raider experience through that lens of what’s the historical knowns then what is the interesting and fun aspects of the story.

GJNZ: And a really strong narrative?

MB: Absolutely.

rise-of-the-tomb-raider08GJNZ: In Rise of the Tomb Raider, Lara has Jonah [who appeared in the Tomb Raider reboot] as her, I guess, companion. What was the reason behind choosing Jonah?

MB: Well, when you look at what I was talking about in telling a good story, part of building up a good character is understanding where those strengths and where her loyalties lie and what some of the driving forces are for her about going through these adventures. So bringing Jonah into the picture is really more about understanding the tie to the last game that people who played the last game can understand but also give Lara some grounding because if she were going after all this by herself without having any person to relate this all to, to bounce ideas off of, you lose a little bit of who she is, how she is, as far as a character is concerned so Jonah is really a key part of that.

GJNZ: Tell me a little about Crystal Dynamics’ creative processes

MB: Iteration is one of the things that we look from a design side but also narrative. We have a team of writers that we work with – Rhianna Pratchett is one of those people – and we really focus heavily on iteration. It’s about “Let’s get something on paper, get it going, play with it, let’s poke it then get it in front of users right away” and say “Hey, test this: Let us know what you think”. So, we do that constantly with level design, system design, game design, and even just the story itself. We do a lot of put it out there, poke holes in it, come back, tool it, tweak it. I think one of the beauties about working at Crystal Dynamics on this game is that we have this iterative cycle that we’ve pushed to its limits.

GJNZ: There was a game play trailer that came out, I think, around E3 that was a very action orientated sequence. I think there was a bit of criticism because Lara was a bit too violent and full-on. I now see that there is a new trailer out where you can do that sequence stealthily. Every player is going to play the game differently so does that create a difficulty for a developer where some player might want to play guns blazing but another player might want to sneak over rooftops? What kinds of challenges does that open-ended design create?

MB: Oh, that’s a great one. So one of the big things about Rise of the Tomb Raider that I’m so happy and excited about for both our fans and those that want to play it both ways is that we have all those options available. So a lot of it is we work with our system to work out that problem. Something new is Lost Target. In the last game, if you distracted an enemy with an arrow, you shot it over into the weeds, he go over and look at it. The moment he looked at it he knew exactly where it came from and where you were – and he attacked. So now in Rise of the Tomb Raider we have something called Lost Target which allows the enemy to look at that arrow and say “I think it came from over there. Spread out” then the enemy force tends to go looking for where it has come from, not “There she is”. So now you have an element of the player being able to stealth their way through encounters so you have a lot more choice. You can go in guns blazing, if you want, and you can upgrade your weapons to do that or you can play it the stealth way and not kill anyone. Just distract them and get around them.

2809266-1424111574-11GJNZ: Did you play the original Tomb Raider?

MB: Oh, yeah, absolutely! That’s a good story too. I remember I was in my college [university] dorm room, right, and I remember discovering and playing this game character who was in these amazingly huge and epic spaces with grand puzzles. The way she was animated and the fluid movement … It was such a neat combination of discovery and adventure that I’d never played before so it’s funny looking back on it: Where I was, what I was doing, what I experienced and where I am now and am able to influence that. It’s really neat.

GJNZ: That’s an interesting one, isn’t it? You’ve gone from playing the game to now working on it. Were you a huge fan of the series?

MB: I experienced a lot of the first Tomb Raider on PC but I remember tailing off for 2 and 3 because I was doing other things, but going back to when I was interviewed for the job at Crystal and hearing where the franchise was going and what they were doing, I was really excited. I was super stoked to not only be able to go back and look at what the origins are but the reboot. So to me, it’s more I had that beginning and ending experience, so to speak, and the beginning was the rest of my future in the franchise. I think I’ve had the best of both worlds when I look at it.

GJNZ: Do you think that the hardcore fans of the series are really critical of what you’re doing? Is there an extra layer of pressure on you to make sure you don’t stray too much from canon? What kinds of pressures are there?

MB: Oh, there are all kinds of pressures, and not just what our fans are after. There are fans who have played all the games, they know all the detail and they will definitely remind us every single time of the detail we may have missed or the thing she [Lara] may have done. What I’m also really happy about our fan base is that they’re able to grasp what we’ve been trying to do with the reboot and they’ve really dived in.

GJNZ: Given the games’ historical basis, what are some of the most interesting things you’ve learnt over this journey of the past two games? over the course of the two games?

MB: Boy, that’s a good one. I think for me the most interesting stuff that we’ve learned is that the mythos of having immortality runs in a lot of different directions, not just one ancient religion or ancient version of something. It’s actually in multiple story lines and people, different ages and time periods. That, to me, has been the most interesting “Wow, I didn’t know that” part. To me, it’s been more of a discovery of all the different threads of that mythos.

GJNZC: Lastly, where do you think the franchise can go from here? What direction do you think it will head?

MB: That’s a really difficult one to answer. It’s hard to say because we’ve been so focused on this one but I think the basis for what the story is going to tell is the evolution of her character and what she’s going to be, and also that layer of history that she has yet to uncover. Those are the core elements that I don’t think will ever go away.