

We're really careful about crafting experiences specifically for the device we're working with. Then we removed the human enemies, as we wanted to focus on Lara versus a hostile environment, rather than her fighting goons. But that was okay, because the clinical look of these diorama-meets-chess levels made more sense for Agent 47 anyway. Once we made this decision, the board game aesthetics started to make less sense. One of the first things we changed was animation: Lara Croft is athletic and acrobatics are an important part of the franchise, so we knew that she had to be animated. Hitman GO was praised because it really "felt like Hitman", and rather than spraying some Tomb Raider paint on it, our goal was to make a true Lara Croft adventure. The world of Agent 47 and the world of Lara Croft are vastly different, and we had to make radical changes so that Lara Croft GO stood in its own right. We knew almost right away that we didn't want to do "just" a sequel. When it was decided to add a follow up to Hitman GO, what was your starting inspiration in terms of matching Hitman's success, yet creating a game with fresh twists? It didn't take us long to put two and two together …

And there was Lara Croft, one of the most iconic video game character ever, and heroine of our childhood. When we saw the success of Hitman GO, we looked at how we could create more of this concept that people liked. This was an unexpected concept which eventually paid off, as the game was very well received. We wanted to focus on Lara versus a hostile environment, rather than her fighting goons. This was followed by a period of incubation and game-jams, were Daniel Lutz, the game director on both GO games, and myself came up with the idea of Hitman GO: a boiled down take on Hitman's universe, specifically designed for mobile. So the decision was made to re-purpose our studio. After a few months of development, Square Enix realized that there were no studios creating mobile games within the group, even though it's a booming market. At first our mandate was to create a triple-A Hitman game. : Why did you decide to make a Lara Croft themed 'GO' game?Īntoine Routon: Square Enix Montreal was founded three years ago. We caught up with Antoine Routon, Lara Croft GO's lead engineer at the company's Montreal studio, to delve deeper into the making of process behind the game and uncover some of the development team's secrets. Adorned with a $4.99 premium price tag, the game made waves thanks to its streamlined mechanics and beautiful art style. Square Enix whipped the cloak off Lara Croft GO at E£ 2015. The turn-based puzzler is the spiritual successor to 2014's Hitman GO, taking the essential ingredients of its console cousin and mixing them into a brand new mobile cake. With a shiny 9/10 and Pocket Gamer gold award tucked under its utility belt, Lara Croft GO turned heads here at PG HQ.
