"will leverage" them.
However they're only at "very specific times" when the team feels a QTE can best deliver an "intense and cinematic experience." QTE 'bit heavy' in E3 demo.
Creative director Noah Hughes dismissed worries that Crystal was going too Heavy Rain with the new more vulnerable Lara Croft. "Quick-time sequences is something we will leverage in the game," said Hughes. They were spotted in the E3 2011 demo.
"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."
The impact of Lara's situation will be delivered via others mean primarily.
"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," explained Hughes.
He admits the opening of the E3 demo for Tomb Raider "relies a little bit heavily on the quick time tools, but ultimately, that's a small sweep of our dramatic gameplay experience." Do quick-time events prove a gameplay turn off for you, videogamer?
Tomb Raider releases on Xbox 360, PS3 and PC late next year.
Quick-time events no "primary tool" in Tomb Raider for drama
03 August 2011 | By Simon Priest