Square knew Tomb Raider's Xbox exclusivity would "disappoint fans"

We finally found out last week that Tomb Raider will release on PS4 for Christmas 2016, after its November 2015 launch on Xbox One. It's not been a hugely popular move, or even one that makes a great deal of sense given the estimated 12 million Xbox One's out there versus 22+ million PS4s and God only knows how many PCs* who'll be getting it early 2016.

US and EU Square Enix CEO Phil Rogers admits that it's a decision that, "we knew would, in the short-term, disappoint fans". (Presumably by "short term", he means 'until it comes out on things people own'.) Obviously, deciding to effectively limit the initial availability of your game is not something you rush into, on any platform, and Phil explains that, "I hope fans know that it wasn’t an easy decision. I think any sort of partnership at this level is a decision that took a long time for us to get to. The decision at a studio level, we took very, very seriously".

The biggest reason behind it all, Phil says, was to expand the Tomb Raider brand. "It becomes the most important thing. We’re about growing our IP, this is a long-term decision. We’re going to take Tomb Raider up to the next level. With Microsoft’s belief, passion and sort of muscle to help us deliver, we really think this is going to be an awesome game that people will enjoy for years and years to come". He adds, "to see Tomb Raider showcased with Halo, Forza and Gears and see Tomb Raider there, it’s amazing for us".

[Via The Examiner]

*Around 700 million if you ask Intel.

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