It's true: Action on top of action really does tend to get boring.
Perhaps that's why so many have gravitated toward the Tomb Raider games over the years, especially the most recent installments from developer Crystal Dynamics. These adventures had multiple gameplay elements, which kept them interesting throughout.
And Creative Director Noah Hughes believes this is key. In speaking to Game Informer , Hughes cited the variety and diversity of a production like Rise of the Tomb Raider :
If we gave you action upon action, it would get old and redundant. Part of what we really celebrate in our design aesthetic is pacing and the variation of pacing. This is where I feel blessed working with a character like Lara and a franchise like Tomb Raider, because we have all these different facets of traversal, platforming, combat, puzzle-solving, and resourcefulness that we can essentially commit to always giving you something fresh before you’re bored of what you’re doing now."
Hughes added that the result is a veritable roller-coaster, boasting "high highs and these intimate lows." And he says this variety and "breadth of experience" was a driving force behind the team's motivation. Rise of the Tomb Raider fared very well with critics , but that acclaim didn't translate to sales records. In fact, one could argue the game didn't sell that great at all .
Of course, as it was a timed console exclusive for Xbox One, it didn't have the benefit of those 30+ million PS4s out there . Can't wait for the Definitive Edition (or whatever they end up calling it) to show up for PS4 next holiday!
Related Game(s): Rise of the Tomb Raider