This Tomb Raider reboot mostly ticks the right boxes. It puts players in the shoes of a much less experienced, much more vulnerable 21-year-old Lara, who's just trying to survive after being shipwrecked on a mysterious set of islands. This origin story will both reveal her strength of character and show her to be a more believable, relatable character than in previous games. So far, so good. A heroine that's flawed and human gels well with what we expect from modern video games.
The obvious comparison is, of course, with Uncharted, and that's not the only cue taken from Naughty Dog's series. The sequences we've seen so far are very directed, with many of the things that made the Uncharted games so special, such as custom animations for one-off situations, like squeezing through a narrow gap. There's no doubt the result is highly cinematic, but it also inevitably raises questions. Will the rest of the game be more open, with multiple paths? How heavily will Tomb Raider lean on quicktime sequences?
Check out the first sequence of the Tomb Raider demo Crystal Dynamics was showing in 2011.
Thankfully, Crystal Dynamics has indicated that there will be multiple routes through the world, as well as areas that Lara can return to - and explore again - once she has new abilities/tools. That's certainly the direction we hope the game will be taking, with the existing demo sequences serving as a more focused introduction to the world and character.
Until we've played a decent slice of the game for ourselves, however, we can only take Crystal Dynamic's word for it. The temptation would definitely be there to ape Uncharted, and while that series is hugely successful, the trade-off for its cinematic intensity is certainly freedom. Outside of shoot-outs, the player is entirely led by the nose. While we'd like to see a more realistic, relatable Lara, and an intensely cinematic, polished world, I'm not sure that it would be worth it if the game holds the player's hand too much. Here's hoping it finds the right balance.
The obvious comparison is, of course, with Uncharted, and that's not the only cue taken from Naughty Dog's series. The sequences we've seen so far are very directed, with many of the things that made the Uncharted games so special, such as custom animations for one-off situations, like squeezing through a narrow gap. There's no doubt the result is highly cinematic, but it also inevitably raises questions. Will the rest of the game be more open, with multiple paths? How heavily will Tomb Raider lean on quicktime sequences?
Check out the first sequence of the Tomb Raider demo Crystal Dynamics was showing in 2011.
Thankfully, Crystal Dynamics has indicated that there will be multiple routes through the world, as well as areas that Lara can return to - and explore again - once she has new abilities/tools. That's certainly the direction we hope the game will be taking, with the existing demo sequences serving as a more focused introduction to the world and character.
Until we've played a decent slice of the game for ourselves, however, we can only take Crystal Dynamic's word for it. The temptation would definitely be there to ape Uncharted, and while that series is hugely successful, the trade-off for its cinematic intensity is certainly freedom. Outside of shoot-outs, the player is entirely led by the nose. While we'd like to see a more realistic, relatable Lara, and an intensely cinematic, polished world, I'm not sure that it would be worth it if the game holds the player's hand too much. Here's hoping it finds the right balance.
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