Early Tomb Raider Designs Looked Like Lara Croft in Far Cry, but Didn't Work According to Julien Merceron

During a masterclass lecture held at the Cité des Sciences et de l’Industrie in Paris, attended by DualShockers, former Square Enix Worldwide Technology Director Julien Merceron provided an interesting detail about the development of the first Tomb Raider reboot released in 2013.

The team initially put a new development pipeline in place to have a more open world without it being an actual open world game. Early designs for the game looked like Lara Croft in Far Cry, and it didn’t work at all, but there was a will to create a sensation of immensity.

So the technology was modified so that the game did not have loading screens, but with objects and environments hand-crafted by the artists, and this is what brought about the reinvention of the franchise.

The Video Game masterclass event in Paris was organized by Jeux Vidéo Magazine and Cité des Sciences.

[On-Location Reporting and Translation: Morgane Bouvais]

Giuseppe Nelva

Hailing from sunny (not as much as people think) Italy and long standing gamer since the age of Mattel Intellivision and Sinclair ZX Spectrum. Definitely a multi-platform gamer, he still holds the old dear PC nearest to his heart, while not disregarding any console on the market. RPGs (of any nationality) and MMORPGs are his daily bread, but he enjoys almost every other genre, prominently racing simulators, action and sandbox games. He is also one of the few surviving fans of the flight simulator genre on Earth.

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