

Takedowns where you see things in slow motion - enemies turning around and freaking out. So that’s why you have things like fear arrows where you’re making them hallucinate and shoot their friends.

“So we started to develop a lot of tools and abilities that are around seeing the performance and hearing the performance, the panic performance of the enemy. Lara’s tool set has been altered to incorporate this new focus on fear, Smith confirmed. It’s more about like the guy going, ‘Where is she? What the hell?’ That’s the vibe we wanted and that’s the toying with the enemy psychologically.” Very really do you see the threat or the monster in those films. Very, very soon we honed in on what was cool about those references - Predator and Aliens - was seeing the reaction of the enemies, because that’s what makes your fear. “When we’re analyzing combat through fear, as you always do, you throw a lot of things at the wall. Lara, a hardened veteran when compared to the girl we first encountered in 2013’s Tomb Raider, quickly realises she can use the jungle to her advantage against the villainous Trinity. Lara is outnumbered - outgunned like a jaguar could be because there’s a lot of other predators in the jungle - but the jaguar ends up running it.” “So that scene you’re talking about with the jaguar there, what we’re saying there is learned she has to become like the jaguar to survive. The Jaguar is the top cat in the jungle. “We realized early on that we needed to reinterpret things like combat in the sea and lands,” Smith said. This is illustrated early on, in-game, with a sequence that pits Lara against two massive jaguars in the Peruvian jungle. Smith, Lead Game Designer on Shadow, said that fear comes from Lara Croft and her enemies equally. Shadow of the Tomb Raideris all about fear, Eidos Montreal’s Heath Smith told Stevivor.
