Women face many a tough challenge in the modern world,
not least the age-old difficulty of getting men to quit staring at their chest
and begin to see them as a real person. Spare a thought for poor Lara Croft
whose boobs were so enormous they tended to divert attention from her
incredible feats.
In previous games she has evolved to a degree in line
with graphics capabilities, developing from her cartoonish origins into more of
an animé (basically a higher form of cartoon) creation. The latest Tomb Raider endeavours
to flesh her out, if you’ll pardon the expression, as a three-dimensional
character in the more important sense and invites us to look at her anew with
more grown-up eyes.
Outlandishness, absurdity and exaggeration remain a feature
of the action and the world she inhabits, but her physique at least is one
thing that hasn’t been pushed to the limits of credibility. As part of a new
motif of gritty realism, she spends much of this adventure battered and
bruised, wounded, caked in blood and dirt. For all that, she’s a looker. But
you’re no longer looking at her like some comic-book heroine, which is quite an
achievement on the part of the designers, given some of the stunts she is
required to pull in the course of the adventure.
This being a reboot of sorts, a fresh beginning, Lara’s
youth mixes an empathetic level of vulnerability with the strength and
independence. It works and leaves you more invested in the story. Complete with
all those familiar feelings of vertigo and the stone hitting the pit of your
stomach when she plunges to her death.
I’m afraid of heights. Why do I play games like these?
This is more or less the Tomb Raider you know and love.
Which is to say, it’s both more – and less.
While Lara’s younger, the content is more mature. Grim
and gory, with a pretty effective command of suspense and, at times, fear born
of more than mere vertigo. Lara’s stranded and, most of the time, alone and
with skilfully orchestrated repertoire of mood and meteorology the game
captures and conveys that sense of isolation well. Crucially there are also
moments of respite and reprieve, which serve to heighten the moments of tension
when they spike.
Gritty reality veers way out into Hollywood blockbuster
action – and then some – but it wouldn’t have felt at all like Tomb Raider if
it didn’t. The developers push that envelope and walk as fine a tightrope on
that edge as they dare. And I think they just about get away with it. We are
confronted with a story that has its share of the supernatural, after all, so what
does it matter if some of the white-knuckle stunt sequences ask that you
suspend your disbelief by the fingertips?
It’s fun, fast and exciting, but doesn’t forget to afford
a bit of breathing space for some roaming and exploration.
Aspects of the menu interface reminded me of Assassins Creed – and Lara’s ‘instincts’ feature seems to be borrowed from AC’s Eagle
Vision. The use of camp sites as bases for assigning skills, upgrading weapons
and fast travel points makes sense, as does the acquisition of spare parts from
abandoned supply crates dotted about the island. It’s not totally free-roaming,
but the facility to return to previously visited sections of the map and hunt
for those collectibles is welcome. The combat is fairly straightforward and
intuitive, pacey and challenging, although it doesn’t have the swash and buckle
flow of the AC games. And while there’s no particular provision for stealth
skills as such, the game does at least reward the stealthy approach where it’s
an option. Plenty of times, shootouts are your only choice, so be prepared to
duck and weave and don’t be conservative with your ammo. Luckily there’s always
more to be had from supply crates or looting fallen enemies.
Most of Lara’s unfortunate deaths, I suspect, will come
from mini-action sequences which are dependent on very unforgiving QTEs (Quick
Time Events), where a too-slow (or even too-fast) button press will be her
doom. I might have preferred a bit more margin for error and a wider range of
outcomes than failure equals death, but thankfully these are reasonably well
dispersed and they do ramp up the tension stakes when they occur. Some even
ramp up other kinds of stakes.
Where it principally falls short is in the Tombs
Department. Tombs can be found along the course of Lara’s journey, but you’ll
discover they involve very little actual puzzle-solving – which was always a
prominent feature (not surprisingly) of the Tomb Raider brand. Sure there’s an
element of working out routes to the treasure, but each essentially boils down
to a single (simple) puzzle and the main challenge in one or two of those
(where, for example, the timing of your jumps is everything) lies in the
execution. They’re even referred to in the interface as ‘Optional Tombs’.
Which is almost like having Mortal Kombat with optional kombat.
But never mind. The island is, in a sense, one big tomb,
where Lara has to negotiate her way over, around and through a number of
death-defying and often dizzying obstacles with a nice variety of tools and tricks
that she picks up en route.
And the developers have included at least one major
puzzle. Namely, the mystery as to why on earth they felt the need to
incorporate a deathmatch-style multiplayer feature into a quintessential solo
adventure game. More than that, they’ve given it undue prominence, with a third
of the game’s achievements and all future DLC dedicated to this multiplayer
angle. (No plans for any solo play DLC, folks.) Now, it must be said, I can’t
speak as to how good, bad or indifferent it might be, because the truth is it
interested me about as much as the multiplayer runaround Ubisoft thought to
bolt on to the later Assassin’s Creeds.
Not only does it strike me as a bit pointless and a poor
fit, on a purely superficial level gamers don’t turn to Tomb Raider for the
chance to play some grizzled sea dog or a tattooed shotgun-wielding cultist.
They play it for Lara Croft. And those tombs.
Ultimately, giving the multiplayer a miss didn’t feel
like missing out. Quite the opposite. Albeit, the developers might, I suppose,
have been free to make their tombs and puzzles a little more elaborate. As it
is, it’s an immersive, involving and generally rewarding game.
The franchise has evolved along with its heroine and
feels like a worthy 21st-century remodelling of a classic. Similar,
in some respects, to the makeover administered to James Bond for the Daniel
Craig era, this manages to have its far-fetched action-setpiece cake while
eating its gritty ‘realism’, so is more Skyfall than Casino Royale. It feels
new and different, but at the same time passably familiar.
And at least it always offers more than a Quantum Of Solace.
SAF
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