Most players saw the end credits of 2013’s Tomb Raider about 11 or 12 hours after starting Lara’s adventure. There were a lot of extra collectibles that players could hunt down and achieving 100% added a solid ten hours to that time. In the case of Rise of the Tomb Raider, gamers can expect to roughly double their time in-game.
Leader designer Mike Brinker recently chatted with PixelVulture about the game’s length. According to the interview, the team made it a point to make a much bigger world to explore…
One of the other few complaints about 2013’s installment in the franchise was a lack of tombs to explore. The game was undeniably Tomb Raider at heart, but lacked the same amount of secrets and puzzles that were a staple in the original games. Adding lots of extra areas for players to explore and optional puzzles to solve should help satisfy fans of the old games that were somewhat disappointed by the reboot.
“In terms of scale, all our hub spaces, the areas that allow you to explore and choose your own way to play, have been increased by three time the size… So there will be lots more to see and do in each area of the game too. We have more challenge tombs, crypts, caves, and a bunch of extra things to do like the side missions for the Remnant people, and the tomb guardians.”
It’s hard to see a downside to getting more content for the same price, but the only concern that might exist is maintaing the quality of the gameplay and the narrative. Part of the strength of the 2013 Tomb Raider was how quickly the action moved and how the story was presented in an engaging cinematic way that didn’t interrupt gameplay more than necessary. As long as the game doesn’t feel like it’s dragging things out, gamers will likely be pumped to spend twice the amount of time with Lara.
What do you think about Rise of the Tomb Raider’s length? How much time do you prefer to spend playing the campaign of a AAA game? Let us know in the comments.
Source: PixelVulture