CouchMaster
Member
Preorder kept
Is it?
Since you played the game, what else didn't you like about it?
So at this point picking up Eidos has been basically the one great thing Square have done this gen, right?
Square Enix's Western arm (ie. Eidos) has been pretty rad between stuff like Just Cause 2, Deus Ex Human Revolution, Sleeping Dogs and now this.
The first hour of play is pretty depressing. It's also embarrassing, unless you have thick walls or neighbours who will regard the noise as adding ambience to the violent pornographic film they're making. When Lara's not screaming, shrieking, panting or squealing, she's busy getting chased, groped and tied up. When she dies, it's with the kind of orgasmic groan that would make Ben Dover demand another take that's less over-the-top.
So at this point picking up Eidos has been basically the one great thing Square have done this gen, right?
Square Enix's Western arm (ie. Eidos) has been pretty rad between stuff like Just Cause 2, Deus Ex Human Revolution, Sleeping Dogs and now this.
However, for every pretty view or pleasing puzzle, another prolonged bout of hiding behind walls and shooting things is waiting around the corner. It's as if the game is terrified the high-level intellectual thinking involved in working out how to open a door will tire the poor dim player out, so a bit more mindless violence gets chucked in for relaxation purposes.
There also seems to be a constant worry that the player is not being given enough Things To Do. So meaningless tasks are offered up endlessly - Find All the Vases! Collect All the Mushrooms! Burn All the Flags! There are so many diary pages and collectable objects lying about that the island feels like a rubbish dump for a deeply dull museum.
Combat remains the dominant component as the game progresses but thankfully, it improves in other areas. The tide of blood and gore subsides and Lara stops shrieking. There are some excellent exploration sections complete with satisfying routes, beautiful vistas and atmospheric tombs. The latter are mostly found by diverging from the main path, and solving the puzzles contained within them is voluntary.
This is a smart idea. Many of the puzzles are as tough as those in the old games, but the option to walk away means there's no risk of getting stuck and frustrated for six hours, like that time in Tomb Raider 3 with the key and the dead monkey. Also every other time in Tomb Raider 3.
So this is what vindication looks likeNever doubted the game for one second....
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Tomb Raider: Survival Edition
Fears assuaged.
Steam preordered.
Too linear probably.
lolol
Combat remains the dominant component as the game progresses but thankfully, it improves in other areas. The tide of blood and gore subsides and Lara stops shrieking. There are some excellent exploration sections complete with satisfying routes, beautiful vistas and atmospheric tombs. The latter are mostly found by diverging from the main path, and solving the puzzles contained within them is voluntary.
8/10I dunno. The Eurogamer review does little to assuage my fears.
The first hour of play is pretty depressing. It's also embarrassing, unless you have thick walls or neighbours who will regard the noise as adding ambience to the violent pornographic film they're making. When Lara's not screaming, shrieking, panting or squealing, she's busy getting chased, groped and tied up. When she dies, it's with the kind of orgasmic groan that would make Ben Dover demand another take that's less over-the-top.
It's a shame the other characters don't get much screen time, and are therefore unable to move beyond archetypes like Feisty Black Chick, Nerdy White Dude, Hot Asian Babe and Dirty Foreign Rapist of Unspecified Baltic Origin. The plot does move along at a decent pace and the characters have conversations that are about more than just exposition. However, it feels like there are two conflicting forces at work here - a story that wants to be told, and a game that wants keep reminding everyone it's a game.
The most obvious example of this occurs early on, after Lara performs her first kill. A short cut-scene shows her contemplating the gravity of what it means to take a human life, and realising she has crossed a threshold over which she can never return. The pathos of this moment is somewhat undermined by the fact she spends the next 10 minutes blasting away at everyone like a toddler in a water fight - one who has been promised extra biscuits for headshots.
Within a couple of hours Lara has overcome her moral qualms to the point where she's blithely hacking enemies to death with a pickaxe, mainly in the head. This kind of excessive violence may be common in video games but it feels incongruous here, alongside a storyline that's trying to be subtle and realistic. Despite the narrative's best efforts, the transition from ordinary innocent to violent murderer happens with about as much thoughtful discourse on conflicting moral complexities as there is in an episode of The Wright Stuff.
There are some excellent exploration sections complete with satisfying routes, beautiful vistas and atmospheric tombs. The latter are mostly found by diverging from the main path, and solving the puzzles contained within them is voluntary.
There aren't many mandatory puzzles and they aren't too tricky. They involve a lot of ropes. For the first few hours of play, it feels like this core element of the series has been sidelined and dumbed down to a disappointing degree.
However, for every pretty view or pleasing puzzle, another prolonged bout of hiding behind walls and shooting things is waiting around the corner. It's as if the game is terrified the high-level intellectual thinking involved in working out how to open a door will tire the poor dim player out, so a bit more mindless violence gets chucked in for relaxation purposes.
There also seems to be a constant worry that the player is not being given enough Things To Do. So meaningless tasks are offered up endlessly - Find All the Vases! Collect All the Mushrooms! Burn All the Flags! There are so many diary pages and collectable objects lying about that the island feels like a rubbish dump for a deeply dull museum.
The multitude of menus via which the objects are curated don't help, and nor do the endless onscreen messages. It's hard to get about excited about "2 OF 3 CEREMONIAL FANS FOUND!", no matter how that sentence is capitalised or punctuated. I am not ashamed to reveal that my final tally reads "0% VASES". (Although I am proud to have managed "67% KANPO HERBS".)
When the game is not throwing art galleries around, it is lobbing everything else in sight at the player in a desperate bid to be liked. XP, "Skill Points", weapon upgrades, "Salvage" (the obligatory arbitrary in-game currency, found in crates and used to purchase yet more weapon upgrades). It's hard to keep track of all this gubbins and even harder to care about it. I do not need to spend Skill Points on a Survivor Upgrade to get a little badge with a leaf on it. I left the Woodcraft Folk in 1993.
The boxes can be ticked, several times over - collectables, upgrade systems, big fat guns, blood and gore, pretty graphics, set pieces, boss battles, cut-scenes where the characters' lip movements almost match what they are saying, multiplayer modes, art galleries, quick-time events, more collectables. All of these tricks are pulled off with competence and polish.
But they're just tricks, and they leave little room for the elements that set Tomb Raider apart to shine.
So goodbye, old Lara. Your time is up. Hello, new Lara. If you can stop hacking people to death for five minutes, we'll get along fine.
Ellie Gibson's review on EG is really good. I'd recommend reading that.
Hype at 11, people acting like tomb raider was never shooting heavy hahaha.
If the game quickly glosses over the fact that Lara becomes a killer in an instant, then it is obviously a problem for the narrative when such a complex character development is treated carelessly.
Great game.
Bad Tomb Raider.
I'll probably still get it. But they need to add Short Shorts DLC.
It's a video game, the same can be said for almost every other game.
The violence in this game really appeals to me. I like it brutal.
If the game quickly glosses over the fact that Lara becomes a killer in an instant, then it is obviously a problem for the narrative when such a complex character development is treated carelessly.
There also seems to be a constant worry that the player is not being given enough Things To Do. So meaningless tasks are offered up endlessly - Find All the Vases! Collect All the Mushrooms! Burn All the Flags! There are so many diary pages and collectable objects lying about that the island feels like a rubbish dump for a deeply dull museum.
So, Rihanna Pratchett put all her effort into Lara but the rest of the writing is mediocre. Oh well.Thankfully she does not do too much thinking out loud, unlike some video game characters (yes you, Alan). Lara's persona is mostly sketched out through interactions with other characters, and she comes across as likeable and believable. Shrieking aside, the script does a good job of depicting a character who possesses real inner strength, while being plausibly unnerved by the constant prospect of violent death.
It's a shame the other characters don't get much screen time, and are therefore unable to move beyond archetypes like Feisty Black Chick, Nerdy White Dude, Hot Asian Babe and Dirty Foreign Rapist of Unspecified Baltic Origin. The plot does move along at a decent pace and the characters have conversations that are about more than just exposition. However, it feels like there are two conflicting forces at work here - a story that wants to be told, and a game that wants keep reminding everyone it's a game.
Any impressions of the PC version in any of these reviews?