Developed by
Crystal Dynamics
Published
by Square Enix
I
personally did not care at all about the Tomb Raider franchise until Legend came
and blew me away with a fun platforming and puzzle-solving experience. Anniversary
began to show some flaws, but was still entirely fun to play. And then Underworld came along and showed the
reboot franchise going right to what killed the original, with dull
environments that made the game boring to play.
And I didn’t think that rebooting the franchise again, while also making
it darker and edgier, would lead to anything good. But surprise among surprises, Tomb Raider is
back and taking new, great directions.
Taking
place as both a reboot and a prequel, the game features Lara Croft (Camilla
Luddington) as an archeology student on a ship, looking for the island of
Yamatai in the Dragon’s Triangle near Japan.
The good news: they find it. The
bad news: the ship wrecks, the island is filled with insane cultists, and it
seems like there’s no way to get off.
Lara has to go from simple student to badass adventurer in order to save
the ship’s crew and get off the island.
Lara’s
personal journey is easily something that could’ve been done simply through
cinematics, and yet, one of the game’s strongest features is that it works its
way into the gameplay. Early on, you
have nothing but a bow and arrow, melee attacks are nothing but a shove,
stealth kills require work. But the game’s
upgrade system naturally works to make sure that you get upgrades at a good
rate and the environments and enemy battles just become slowly more
complex. Before long, you can hide
several feet away and stealthily take out every enemy with the bow, up-close
stealth kills get more brutal, your weapons start including a shotgun and an
assault rifle. When you start out, you
feel you have to hide. By the end, it’s
not unusual to get the urge to go rushing right into battles.
The
game does wear its two biggest influences on its sleeve. It’s obvious that the over-the-top, scripted
action sequences are paying homage to Uncharted. And it’s hard to argue with having plenty of
big action sequences. They make the
campaign plenty exciting, although the QTEs feel frustrating sometimes. It does help that there’s only a few actions
that tend to show up, but getting the timing right can be a pain, especially
early on. The other major influence is Metroidvania
titles, but especially the Arkham games.
And this is easily the game’s biggest and best change from previous Tomb
Raider games. Instead of simply
progressing from level to level, you explore the island of Yamatai and gain new
abilities throughout. And as always with
these games, it is great to see pieces of the environment and wonder how you
get up there, and then much later discover an item that answers the
question. The scripted sequences are
great for the campaign, but for post-game, roaming around the island and
getting to freely use all your abilities to uncover items is the best feeling.
This
reboot may not be the most original game, and its darkness can sometimes lead
to unnecessary gore, but the most important part is seeing Tomb Raider not just
daring to try new things for the franchise, but also doing those new things
well. Once again, Lara Croft is back.
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