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Monday, February 2, 2015

Tomb Raider Review (PS3, PS4, Xbox 360, Xbox One, PC, Mac, 2013, Crystal Dynamics/Square Enix/Eidos Interactive/Feral Interactive)


Look at that headline. Oh and spoilers are ahead.

And forget about it, because survival is hardly the point of the game at all. You know what it really is? It's to get off the island with a sordid history with your guns blazing. If you have to route hundreds of desperate lunatics loaded for bear on the way to your escape, then so be it. Oh and, since Lara is conveniently an archaeology student, you'll find some artifacts in your journey. But that's really not the point of this entry in the series.

Not at all.

Already we're off to a great start with this review. And it's not to foreshadow a negative one, really, it is just a means of venting some of my frustrations with this game. I've been a fan of this series since the first game, and short of the Crystal Dynamics titles (which left fans divided), I've played them all. They certainly did suffer from sequelitis given that each title was released year after year, but you always got an all-new story and a whole slew of new challenges to come with them. Yes, they didn't all have tombs, and arguably the best entry in the series, the third game, didn't even have any, but if you're going to include tombs then at least make them worth your while. Also, the point of the old games wasn't to kill everything in sight over and over again, it was to explore obscure areas to obtain an artifact of great power. 

The essence of the series is virtually gone in this title. How so, you may ask?

There are tombs, sure, but they were most likely an afterthought. Each one follows the same exact formula: go through a brief walk wherein you can't draw any weapons (for whatever reason, given that nothing happens each time) and you hold a source of light, come across some kind of chamber with a puzzle (I previously used the plural, which is inaccurate), then solve the puzzle to access a chest full of...XP. I'm not kidding, all you get is XP when you beat these admittedly piss-easy 'tombs'. With almost no exception are there are pitfalls or traps to overcome in this game's tombs, so what the fuck is the point of including them at all when you just get some experience points out of them and nothing actually interesting, like artifacts?

Oh and, if you're a glutton for the saturated shooter market, then you'll love this title. In spite of the mysterious traits of the island, where you apparently cannot leave due to some magical forces, you're too busy gunning down hundreds of boring mooks through almost the entire game. They are nutty, desperate, and are effectively a small army. This game was compared quite often to Far Cry 3, and given some of the features shared between the two games, it's kind of apt. On another front, you'll think that this was a Michael Bay production, because explosions occur often inexplicably as if there are barrels of petroleum everywhere. Oh and there's a lot of blood; a hell of a lot. Even a god damn creek consists of seemingly none other than blood. And Lara swims through it.

And spills it a lot, too.

Lots of detractors of the series would complain about the old Lara's ridiculous chest proportions, calling it a sexist portrayal of women (they'd be about half-right). Where are those some detractors in regard to this game, where she becomes a gung-ho mass slaughterer with mood swings? First she was an oversexed but cold anti-hero, and now she's a blood knight on a killing spree. Poor Lara will never be a proper role model at this rate.

So another thing I'd like to complain about is the nature of the game world. It seems open world, and it kind of is in some regards. One way is that it allows you to travel from one save spot to another upon their discovery. Also, each major location has a number of collectibles and minor sub-quests to endure, requiring very little thought to complete. However, that's really where this aspect ends and where the sheer linearity, deceptively hidden from the casual player at that, becomes obvious. You're only allowed to explore so much before you're rendered unable to go where you feel like. This game relies on context-sensitive controls, such as Lara hoisting herself onto the top of ledges and grabbing onto the sides of cliffs to climb them. You can only do those actions, among others, wherever the developers wanted you to go. Because if you could go where you wanted to then the game's flaws would start to become readily apparent to you. That's what I assume, anyway.

I must say, though, that this game is fucking gorgeous. It may not possess the most striking level of detail seen in gaming, even for its release year, but it's definitely well designed. The single best looking aspect of the game is Lara herself, who looks so human that I thought I was dreaming. The sheer amount of work that went into her design, from her skin to the way dirt & blood smears her person, and then how the lighting and shadows bring out the best and the worst in her, is absolutely impressive. You won't leave all that impressed by anything else but when you're near the coastal areas of the island, you'll see some spectacular, yet chaotic vistas that are appropriate given the theme of the game.

In spite of my knocking of the excessive action sequences, they are not without a strength or two. If you dig this kind of non-stop action then this game won't disappoint. And it can get a little tense at times, which is always welcome. However, there's just not much depth to any of them because you don't have to worry about much in the face of battle. In the old games, you had non-regenerating health and had limited means of healing; here, you have much less health but it regenerates quickly if you hide, like almost all action games seem to do these days. 

Let's develop on that last bit there. One thing this game is missing from the old titles is an inventory system; it is non-existent here. Gone are the days of managing your limited resources, and cherishing each pickup that you'd find in the Tomb Raider games of yore. Here, you pick up so much ammo so often, and are given new weapons so easily that you really don't come to care much about any of them. They're simply a way of quickly neutralizing all the bad guys you face constantly. You can also use your ice pick to brutally kill foes from a short range. Oh and as mentioned above, don't worry about health kits, because if you're hurt then all you need to do is hide for a moment or two to heal. As a consequence of the lack of inventory, there are no meaningful secrets to discover, no hidden rewards for actually exploring the environment.

If anything else, the battles become tedious because there's no depth to beating them except for making sure she doesn't die. If you can aim your gun and pull the trigger, then that's really all there is to it. Sure, the old games weren't much better than this, but you had to account for your vulnerabilities as well. When you're close to death, the game grays out, so it's hard to die at all. Enemies are not strategically placed, and don't poise a challenge, but rather act as props to shoot at. They do take cover, and may have various abilities/equipment that will add variety to each encounter, but the old games had this too, in spades

Lara does control well, though. She's also well animated, given that there is motion capture at work. But she responds to your actions accordingly and with fluidity, which is a good touch.

In the games of old, Lara often keeled over and died; it was uncommon for her death to play out differently, unless she of course landed on spikes. In this game, however, her deaths are cruel and gruesome. She's even subjected to a near-fatal beatdown by two of the nutbars you have to kill in the game, and much earlier she's threatened with rape. At the get-go, Lara gets impaled and set on fire. Fail to match the on-screen prompts right and she'll get crushed beneath tonnes of rock, impaled on re-bar, get impaled through the head, and many other things. She endures multiple injuries throughout the course of the plot. This game is brutal as far as violence goes, because you can put your enemies through hell too, including jabbing an axe into your enemies' jugulars. It's a wonder none of the detractors towards the second and third Tomb Raider games were screaming bloody murder in regards to this one.

There are a lot of set pieces to go through in this game, so you'll have to come to live with it. Most of the time these set pieces are playable, to an extent, but where the old games would leave it completely up to you to overcome the challenges, this game just sends buttons prompts your way that are more trial & error based than skill-based. Also, reports from players of earlier versions of the PC port cited the inability to correctly complete some or all quick-time events, due to a few bugs. They're also highly numerous, often in excess, and it's a common criticism that must be emphasized. If you can't stand QTEs, then you're going to be annoyed to all hell when you play through this game.

After playing through the game completely the first time, I noticed a few game design choices that I would like to call 'condescending'. The aforementioned QTEs, which comes in such a quantity as to feed Africa were it a food source, are one of those things. Another condescending game design comes in the form of the Survival Instinct feature, that which can be abused as needed by the player. It highlights all interactive objects/items/terrain in your immediate vicinity, and even shows pillars of light for far away places of interest such as checkpoints. As indicated, it can be used ad nauseum; there is no limit as to how long or how often you can use it. So if you just want to plow through a "puzzle" section, of which there are few that are worth critical thought, just press the button to execute the Survival Instinct ability and have your hand held.

Another condescending game design is in how little the game expects you to master. Want to traverse a narrow length of wood requiring intense focus and balancing? Just jump at it and Lara clings to it, never at risk of falling off unless a cutscene demands it. Want to even try exploring your surroundings beyond the small hub sections? The game will outright refuse to acknowledge what you're doing as you plummet to your death. Want to learn on your own how to perform, and thus improve, the abilities you learn over the course of the game? Well fuck you, says Crystal Dynamics, because we're going to tell you how to do everything new and leave nothing to the imagination.

So let's get down to the story: Lara and a group of friends are on an expedition near Japan, and they get shipwrecked near an island. It becomes immediately apparent that previous ships have met the same fate, so something does seem off. Lara is separated from her group and has to find them whilst avoiding a number of pitfalls. As she gets further into the island, it is clear that a bunch of crazies inhabit the island. Soon after meeting up with the gang, they set out to escape from the island. Yet some force is preventing their exodus, and they have to deal with the army of crazy assholes with guns and all that.

That's pretty much the gist of the story. A rescue plane gets struck by lightning and crashes; there's ritual sacrifice to appease some spirit; an army of undead samurai sets their sights on Lara, and other crap. It's not terrible but it doesn't do anything remotely intriguing with its premise. In actuality, it is an excuse to kill more and more bad guys. After all, the focus of the game is not on the adventure & hunting of artifacts, but of trying to get off of the island and shooting everything in your way.

There's nothing wrong with innovation, of taking an old formula further than ever before. But this game took steps backward, and not forward. Somehow Crystal Dynamics took a series that had an identity of its own into territory that renders it generic & trite. Fantastic visuals and sometimes thrilling action sequences can't save this game from earning much of my displeasure. It may be somewhat unfair to compare it so heavily to previous entries in the franchise, but how could you fault me for doing so when I consider it one of my favorite game series of all time? 

The Rundown:


Positives 

+ Some of the best visuals you'll experience out of 2013
+ It is very story-driven, so if you're into that, then this will deliver.
+ To expand on the above, Lara Croft looks stunningly real. The detail on her is borderline crazy.
+ Has a few legitimately thrilling action sequences.
+ There is a tiny bit of exploration to do, so it's not a straight-up linear game.
+ Lara gets a lot of focus, and has a bit of character development too, which was admittedly in short supply in older games.
+ It does have tombs, but...

Negatives

- Why have tombs when you won't do anything exciting or challenging with them? It's pretty much pointless. Solve a simple puzzle, avoid no traps or pitfalls, and open up a chest at the end that rewards experience points. Rinse & repeat. Screw that shit.
- Way too many QTEs for my liking, and they're too finicky, so they often end up killing the player character because of somewhat shoddy programming.
- The story is kind of dull. Doesn't help that it takes a big backseat to the actual gameplay.
- No inventory or any kind of item management.
- Sometimes resembles a Michael Bay flick with the constant explosions.
- No survival gameplay to speak of, despite the "a survivor is born" tagline.
- Takes several steps backward and ends up being a generic third-person shooter with light adventure elements thrown in.
- Has one of the most condescending game mechanics ever programmed in the history of gaming: the survival instinct function, which highlights everything important in the game world. Say bye to actual exploration and/or honing of skills.
- None of the characters you deal with are intriguing and besides, this game is not about them, but about Lara. So why should we care?
- The undead samurai enemies you fight near the end are far easier to defeat than one would hope, so their eventual appearance in-game loses all menace.
- It's so violent and cynical yet I wonder why we, as gamers, are supposed to take all of it so seriously in spite of the series being heavily inspired by the Indiana Jones franchise.

C