Balancing Survival Vs. Action In Rise Of The Tomb Raider
Leading up to the release of the Tomb Raider reboot in 2013, Crystal Dynamics pushed the theme that Lara Croft was a survivor. While the survival aspects certainly were a large part of the story, the game didn't cross the line of becoming a systems-driven "survival game."
Noah Hughes, creative director of Rise of the Tomb Raider talks in this video-interview about creating an "upside-design oriented" survival system for the Tomb Raider reboot and what the team learned from games like Metal Gear Solid 3: Snake Eater.