Lara clings to a rock wall as she struggles toward the mysterious "Source" in Rise of the Tomb Raider. |
I recently acquired the not-so-new release Rise of the Tomb Raider for a fresh 50% the regular list price. Needless to say, I have been spending my holiday break tagging along with the legendary Lara Croft as she stumbles, tumbles, dodges and weaves through her latest adventure. Was the adventure worth it? Definitely!
I enjoyed:
Locations/graphics. From the rocky desert tombs of Syria to the frosty mountains of Siberia, this Tomb Raider game isn't lacking in environmental variety. One minute Lara is scampering up a mountain and the next she's hiding in some foliage in a lush forest. The graphics are stunning (my default setting was high) and in each environment you are treated to towering ruins, jagged mountain peaks, or massive domes of icy glaciers. Toward the end of the game I noticed some performance issues (my computer didn't like the lost city of Kitezh. I had a little bit of lagginess when moving the camera--probably could have turned down some settings and cured it but chose not to). Overall, a stunning game! (Sure, you can point out that it's over a year old now. It's still quite beautiful.)
Gameplay. There really weren't any true departures from the tried and true Tomb Raider style of play. The game is chock full of moments where Lara is adeptly leaping from a narrow ledge onto an inches wide log or narrowly scrambling to avoid a giant piece of falling ice. This time though, I found myself holding my breath--hoping that she made it to the next crazy jump or that I could time it correctly so that she would dig her axes in at the perfect moment. The game manages to make it feel as if Lara is constantly hanging on by the edge of her teeth...and that feeling is the pulse pumping, adrenaline racing that makes it extremely enjoyable.
In my earlier Tomb Raider post I mentioned that I often disliked how the series always seemed to be extremely linear. One very pleasant change that I noted in Rise was the fact that there is more of an open feeling (I am hesitant to say "open world" because it's not at all that). Rather than one path, Lara is instead placed into a large zone that functions as more of a hub. In that hub there are a number of tasks to undertake--NPC's provide missions, exploration reveals the location of hidden caches of coins or equipment, hunting wild animals provides hides to be used to upgrade equipment, and, my personal favorite, challenge tombs. Challenge tombs offer a set of puzzle-like obstacles that, if solved, reward players with a powerful enhancement to Lara's abilities. Some challenge tombs are relatively straightforward, while others require some thinking and experimenting. I was able to solve all of them so they are definitely very doable for the average gamer.
Each hub also provides a number of optional challenges which offer replayability. I know that I only completed a small fraction of the total challenges. These tasks can be rather serious or silly (I completed a task to catch chickens and throw them into a pen) but provide an added bonus.
Voice acting. I found myself doing the unthinkable--I was listening to all the journal entries and relic descriptions. They are acted very well and rather than reading some dull description of something, I enjoyed listening to Lara describe an item she picked up or to the musings of some ancient Greek
story figure.
Facial animation. In the cutscene moments I found myself paying close attention to the facial expressions of all the characters. I am amazed by how realistic they are! There are some games where you almost have to look away because the mouth movements are so bad--this is not one of them. I had read this somewhere else and scoffed, but the person who wrote it had a good point.
Stealth kills. I love watching Lara leap out of a tree and knifing some poor bastard down below; it's magical! The stealth kill system rewards players for attempting to find unique and stealthy ways to eliminate enemies (or just to avoid them all together--which I never opt for).
I Did Not Enjoy:
Remembering. Each hub generally wasn't fully accessible to Lara--there was always some small part of it that was blocked off and restricted by the need for some mission specific piece of gear to advance farther. This is fine, but there was absolutely no way that I was going to remember each area that needed an advanced item to access. I wish that the game had a better mapping mechanic so that players could be reminded where these areas are. If I was more patient I could have gone back and tried to find every metal barrier or broadhead climbing area--or it could have appeared on a map! Simple solution that probably only irritates completionists like me.
Weird cover system. During combat Lara can take cover behind certain obstacles. Once behind cover there is no way to shoot over or around those obstacles--you instead have to poke Lara's cute lil' head out of cover to shoot. This is a minor gripe, but if it was just a little bit different it would have been a lot easier to use (usually Lara is scuttling her butt off somewhere else so using cover is limited).
I mostly enjoyed this game so coming up with things I didn't like is difficult. I haven't really delved into the additional gameplay modes which seem to be a solution to that replayability issue that I talked about before. Lara Croft is still the scrappy, tough, independent heroine who has become one of my favorites and Rise of the Tomb Raider is an intense and enjoyable chapter in her epic saga.