Polygon: "In a GDC 2013 talk called "Emotional Synchronization and the Croft of Systems Design," Jonathan Hamel, senior designer at Crystal Dynamics for Tomb Raider, explained how he tried to link the game's narrative and the player's experience to form a cohesive whole."
Original-Gamer.com: "After several games of the same formula, the Tomb Raider series is getting a reboot. Crystal Dynamics is showing that even if a series is successful, there are times that you need to go to the beginning and start from scratch. I'm so happy that they did just that."
After this months release of the critically acclaimed reboot, Tomb Raider, the development team at Crystal Dynamics sits down and discuses its favorite tombs, action-sequences, and many more. The first of these challenges represents the Tomb of the Unworthy.
Gi - Crystal Dynamics released their recent reboot of Tomb Raider on Mar 5. The game was met with high praise from critics including this site. Not only did it do well with critics, but from the earlier sales figures, it seems that the game struck a chord with the public local and abroad. Having sold 1 million units in its first-48 hours of release, the game is a certified hit. With any hit game, there is little doubt that Square-Enix will leverage the new take on Lara Croft into several more titles.
Tomb Raider is an origin story that was designed to make you care, and with an outstanding performance from Camilla Luddington and the rest of the cast, it certainly appears as if Crystal Dynamics achieved what they set out to do. It is unfortunate that the game design never fully embraces the survival theme, and it remains slightly unsettling the way Lara moves so quickly from the emotional distress of her first kill into the headshot happy gameplay that the game delivers so well. It is worth acknowledging that this point is briefly addressed later in the game, which does help to improve upon the mixed translation between narrative and gameplay. However, as a whole the game still comes together exceptionally well to deliver an emotional story that is certainly worthy of the Croft legacy.
Tomb Raider has achieved the highest week one sales in the franchise's history, according to Crystal Dynamics studio head Darrell Gallagher. Speaking at a GDC panel alongside creative director Noah Hughes, Gallagher also revealed that Tomb Raider had the most successful launch of any game this year.
"It's been the biggest week one sales in franchise history, and we're only a few weeks into that launch right now, and it's been the biggest opening so far in 2013," said Gallagher. "So, we're happy with the outcome. It's certainly in a place where we feel like we're on the road to achieving everything we wanted to."
Crystal Dynamics reveals first-week sales of action-adventure better than any other entry to date.
Today during a Game Developers Conference panel, Crystal Dynamics studio head Darrell Gallagher revealed that set a franchise sales record. He explained that the series reboot enjoyed the highest week-one sales in the history of the series.
Tomb Raider was also the "biggest opening" of 2013 thus far, Gallagher said.
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Analyst Billy Pidgeon believes Tomb Raider .
Gallagher said today that Tomb Raider was the biggest game Crystal Dynamics had ever made. Its development was spread across two studios: Crystal Dynamics in California (single-player) and Eidos Montreal in Canada (multiplayer).
Additional art for Tomb Raider was made at third-party studios in Shanghai, India, Los Angeles, and "a number" of other places.