The Canadian study Eidos Montreal is currently working on Shadow of the Tomb Raider, but is also known for many other titles such as Deus Ex: Human Revolution, Deus Ex: Mankind Divided and Thief, as well as other projects currently unknown.
In the course of an interview a MCV, David Anfossi he wanted to explain how the company operates and how it conceives development, that is not distorting the IPs on which he works but making changes that can please everyone, neophytes and fans:
When we develop a title, we make it playable from start to finish as soon as possible. Gameplay and history are important to us, and these also work with a sketchy graphic compartment. In this way we can concentrate on the rhythm, the dialogues and the game mechanics well in advance.
If there's something wrong, we can fix it without upsetting everything, at low cost, because all the graphic effects are not there yet.
We work on these aspects very much, until we are satisfied with the narration, the balance, the characters and the story. Only then can we start thinking about graphics. An example is just Shadow of the Tomb Raider, which is playable entirely in recent months.
We then move on to talk about the IP, and how it is much easier to improve those already established than to create new ones:
Creating a new intellectual property with the experience we have is impossible. Making a new IP from scratch is really difficult, if you want to create quality. With IP of the caliber of Deus Ex, Tomb Raider and Thief you have to follow the guidelines, otherwise you do not respect the original work.
We need to update a series to make it accessible to the new generations, without forgetting the old fans.
Actually Eidos Montreal has always been dedicated to the creation of new chapters of IP already established, with success more or less always high. You agree with the words of David Anfossi?