Developed by Core Design
Published by Eidos Interactive
I'm a pretty big
Tomb Raider fan, but only a recent one. I've surely committed one of
the fandom sins by only coming in with Legend. While I played the
originals a little when I was younger, I didn't get them and quickly
became disinterested. Playing the original Tomb Raider now, it's
easy to see why young me didn't enjoy it: it's slow, methodical, and
precise. And that's why it's so much fun to finally play it.
The plot is
there, but not exactly meaningful: Lara gets hired by Natla to
retrieve an artifact for her. The little advancement that happens is
through clunky FMVs between the acts. It's there for one reason: to
provide an excuse for Lara's globetrotting adventure. Taking you
from Peru to Greece to Egypt, the environments stand out as a
high-point in the game. They feel unique, with the snowy cave of
Peru opening into a hidden jungle, and Greece going from a temple to
a giant coliseum. The game is limited by only having interior
environments, but only “limited” in the sense that you're never
outdoors. The levels are huge, sprawling, and atmospheric. There's
no witty quips from Lara or cuts to cinematics. It's just you, all
sorts of animals trying to kill you (a good alternate game title
would be Lara Croft: Endangered Species Killer) and plenty of
exploration along the way to the next level.
The controls can
feel odd at first. You don't run and press the jump button right as
you hit the edge. You'll just fall if you do that. Lara won't hang
on to ledges unless you tell her to. And she'll freely run off
ledges unless you're holding down the walk button. It is very easy,
especially early on, to find the muscle memory of modern platformers
killing you left and right. But then it clicks and suddenly it's
perfect. The basic rules of the game never change, meaning that it's
easy enough to figure out “Oh, as long as I press jump and then
forward, I'll do this kind of jump”, and that will get you through
many situations. And once the game starts throwing traps at you,
you've gotten the feel for things enough that the traps are tough,
but fair. Oh, you'll die plenty, but there's only a few times when
you'll die to platforming because the game didn't work right.
And I want to
emphasize “to platforming”, because while the controls have aged
well in this charming, clunky way, the combat is awful. Trying to
run around enough to avoid enemies while dealing with the tank
controls is near impossible. At some point, the strategy is either
“stand on a ledge and shoot” or “shoot and keep jumping
backwards”, because otherwise you either die quickly or spend
plenty of time shooting at walls. In the quiet immersion of most of
the game, combat is almost always just a frustration.
Tomb Raider may
show the flaws that a game nearing 20 years old is going to show, but
it also shows the big dreams of the time: environments as packed with
puzzles and platforming as with action, a heroine able to take down
almost any foe who comes her way, and an around-the-world trip
without having to leave your computer. For someone who only knows
the newer games, it's a lot of fun to see how things were when
everything began.
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