Tomb Raider Fans Worry New Game Might Be Open World with Unreal Engine 5
You might have seen the news, and like many enthusiasts digging into the details, I've found myself joining the conversation.
So, the initial announcement and subsequent press releases from Amazon (via Embracer Group) and developer Crystal Dynamics have highlighted that The Catalyst will be built on the powerful Unreal Engine 5. The description paints a pretty ambitious picture: "the largest world ever created in the Tomb Raider series, based on Unreal Engine 5." Players will guide Lara Croft through "a land full of secrets," delving into forgotten tombs, solving complex puzzles, and using her sharp intellect and tools to unravel ancient mysteries.
Now, here's where things get interesting, and where some fans, myself included, are starting to raise an eyebrow. The phrase "largest world ever" certainly sounds impressive, but it hasn't landed quite right for everyone. There's a palpable sense among a segment of the fanbase that this description might signal a significant shift away from the structure Lara has inhabited in recent titles. Think about it – the last trilogy, especially Shadow in the Temple, heavily relied on the "hub-and-spoke" or "" design. You'd start in one major location, complete core story missions, then explore optional side areas before moving on to the next central hub. This allowed for a focused narrative progression while still offering exploration.
The worry is that "largest world ever" could imply something different. Some speculate it might mean a single, vast environment confined to one geographical region – and the initial hints point towards India. This contrasts sharply with the early Tomb Raider games, which launched Lara across the globe. Is this the next evolution of Lara's adventure, pushing into a contiguous, expansive territory? Or is it a move towards a more traditional, albeit massive, open-world structure?
This latter concern is particularly prominent. There's a noticeable fear that the game might ditch the carefully crafted hub system and instead adopt a design philosophy more akin to the sprawling, interconnected landscapes popularized by many contemporary open-world titles, often bearing a resemblance to the Ubisoft style. This isn't necessarily a bad thing in theory, but given the series' history, there's a genuine fear of losing the unique feel that Crystal Dynamics has tried to establish. The hub system wasn't just about mechanics; it was woven into the narrative and exploration experience that many fans cherish.
It's crucial to remember that these are just initial impressions based on marketing language and a brief description. The term "largest world" is incredibly broad. Does it mean just more ground to cover within the existing hub structure, or does it imply a fundamentally different, open-world sandbox? The engine choice, Unreal Engine 5, certainly supports ambitious environments, but it doesn't dictate the design philosophy. It's early days, and we don't yet know if Lara will be navigating interconnected zones, undertaking missions in a more free-form manner, or if the game will maintain the structured progression seen in recent releases.
Furthermore, the release date, slated for 2027 across PC, PlayStation 5, and Xbox Series, gives fans plenty of time to ponder these questions and look forward to more official information. It's a big year for gaming, and The Catalyst certainly has the potential to be a major player.
The sheer volume of gaming news and discussion swirling around right now makes it hard to focus, but the Tomb Raider situation is definitely grabbing attention. The shift hinted at by the "largest world ever" description feels significant, and while we can't jump to conclusions, the fan community's reaction speaks volumes about the desire for innovation balanced with the familiar elements that made Lara Croft an icon. We'll have to wait and see what Crystal Dynamics unveils next, but the conversation is definitely heating up.