It's not often that a game truly lives
up to my hopes.
My expectations are another matter.
There are plenty of games that provide the sequences that they
display on their trailers, along with the overall story and
experience that is advertised by the increasingly terse blurb on
their box covers. But with playable demos becoming increasingly rare,
it is less and less common for me to buy a game because I've already
played the entire first level and I want more.
In this environment, the game I
actually buy is often one of several possible ideas of the game that
I've got floating around in my head after absorbing the promotional
material. Inevitably, there is a favourite amongst them – the
version that I would have made if I'd had the opportunity to run with
the concept the adverts are pitching at me. Often, this isn't the one
that actually got created.
With Tomb Raider, I knew exactly what I
was hoping for. I wanted a gritty game that focused on story. I
wanted that story to be based around the development of the lead
character. I wanted that development to show the transformation of a
normal person into a full-on action hero without ever losing our
initial empathy for the ordinary person we were presented with.
Finally, given what we were seeing of the character's experiences, I
didn't want the increase in power to be treated as 'empowering' by
the character. The game that I got ticks every one of these boxes.
Tomb Raider 2013 is very much a linear
story-based adventure game. Navigating your way to the objective will
often trigger a cut-scene or extended set piece, the climax of which
often serves to relocate you to a new area or at the very least
provide you with pressing business at the next waypoint. This may
bother some fans of sandbox style gameplay, but I found many of the
set pieces to be far more exciting and engaging than anything the
normal game AI could have served up from the default third person
view.
I was initially disappointed at the
lack of dialogue trees in the cut-scenes – having just played
through the Walking Dead, I wanted to be forced to make the harsh
survival choices myself. In the end, though, I came to accept the
benefits of the less interactive approach. Lee Everett is a perfectly
good character, but he basically became a mouthpiece through which my
own views were expressed as I played Walking Dead. Having Lara
declare what she wants to do and then having to go through with the
result provides the character with a specific defined identity that
you get to know over the course of the game.
You can explore most areas with some
degree of freedom as you head toward your objective and a quick
travel feature eventually becomes available to return to previous
areas. Lara's level of agility is pleasing, but slightly dependant on
whether a path is intended to be taken. Compared to the things you
scale in the course of the adventure, the obstacles that can defeat
you seem pretty minor if they aren't designed to be climbed. Each
type of climbable surface always looks the same, so pathfinding is
not a problem – although sometimes you feel a little led by the
nose.
I found the story so engaging that I
didn't use quick travel until after I'd completed the plot – going
back to dig up artefacts and other items never seemed as pressing as
the next objective. I did then take the time to achieve 100%
completion, which also made narrative sense – the game even
includes a final journal entry that only unlocks when you begin
post-game play. Interestingly, most of the game's puzzle tombs are
optional side areas that can be returned to in this way. This pleased
me a great deal, since it meant that being stumped by a tomb didn't
lock away the whole rest of the game for me. Although I was
eventually able to solve them all, it was nice to be able to walk
away after I got bored of missing the same jump and come back later
after more practice.
Continuing the subject of traversal,
Lara lacks a 'stealth crouch' which makes you feel awfully vulnerable
when trying to sneak past enemies. This is perfectly appropriate when
you consider how over-generous many games are regarding the
invisibility this supposedly brings. Unfortunately, she also lacks a
proper sprinting speed. It's undeniably impressive that Lara can keep
moving at all after the punishment she takes, but I did sometimes
wish she would amble toward cover a little faster when the air was
filling with death. It's also unnerving to take such an unhurried
run-up before jumping – but the reduced need to do so makes the
jump puzzles far less frustrating.
Combat is satisfyingly bloody and
vicious, with the regular foes being smart and tough enough to be
scary at first and fragile enough to rack up a terrifying body count
when you get your hand in at head shots and close combat kills. An
obvious problem with portraying Lara's gradual evolution is that the
player is probably already quite good at this. Lara might cry and
puke the first time she kills someone, but once the gamer gets
control of her she instantly becomes lightning fast and terrifyingly
accurate.
The main way in which this is addressed
is via the voice acting. Lara speaks quite often, and the gradual
evolution of what she says does take much of the game. While an early
game Lara says things like “please, you don't have to do this!”,
a late game Lara says things like “that's right you bastards, I'm
coming for you all!” The verbose enemies also become increasingly
scared and desperate as the game goes on, displaying little of the
suicidal misogynistic optimism of Catwoman's foes in Arkham City or
the enforcers facing Nilin in Remember Me. I especially enjoyed
hearing the last few enemies in a lengthy combat-filled level
expressing dismay that I must have already killed everyone between
themselves and the entrance. This in-game dialogue does a lot to
limit the inevitable dissonance between play and cut-scenes.
The second technique used to portray
the gradual rise in deadliness is the purchase of increasingly
merciless skills with Experience points. Lara doesn't even get to hit
people with her climbing axe until you reach tier two. Kneecapping
someone with a held arrow before forcing your shotgun under their
chin and pulling the trigger is very much an endgame move. The only
thing I disliked about this progression was that (on the PS3 at
least) new moves tended to overtake the key assignments of old ones.
Burying an axe in someone's brain might be a lot more efficient than
slinging grit in their eyes, but I still missed doing it.
Narratively, the game very much keeps
to a lone character approach. Whilst several other crew members
survive the shipwreck that strands Lara on the island, events usually
conspire to split you up by the end of each shared cut-scene. I found
the main character arc to be pretty satisfying as a heroic origin
story. The first main area of growth lies in her responsibility
toward the others – moving from miserable guilt and begging for aid
to assuming leadership and acting as a defender. Indeed, her frequent
moves to rescue the others instead of just looking out for number one
stand out as the main thing that differentiates her from the head of
the enemy cult. The second field of change lies in her attitude to
the supernatural – initially dismissive, Lara gradually comes face
to face with the kind of ancient magic that has always been a feature
of her previous incarnation's adventures. The mix of these two
elements alongside gradual toughening up provide the script with
enough material to sustain the story. The final conclusion also
provides motivation for further adventure – which thankfully
doesn't come down to a need to repeat the adventurous thrills or make
use of her new-found power.
Visually the game looks great. The
graphics aren't quite as sharp as they look – hit pause and you'll
see a fair few jagged lines in the frozen image – but are pretty
effective when in full flow. For those of you with a PS4, an
otherwise identical 'definitive edition' has recently been released
with graphics upgraded to the specs of the new console. More
importantly, the designers have faithfully adapted the distinctive
style of the concept art to produce a recognisable style.
Unlike the previous Tomb Raider games,
the protagonist isn't really presented in a sexualised way. Lara is
still beautiful of course – and her voice is exquisite if you have
a thing for posh British accents – but her clothing is pretty
modest, her proportions realistic and the camera angles keep their
mind on the job. Gradual model changes do cause her clothing to get
torn to pieces during play, but this isn't done in a titillating
fashion and is accompanied by subtle but copious scarring on the
exposed skin.
It's not a perfect game, of course. The
opening sequence is a bit disjointed and the game doesn't immediately
hit its stride. Keep Lara separated from her companions limits the
development they receive – each is distinctive but they don't
really get to progress beyond one-dimensional stereotypes.
Regenerating health undermines the grittiness of the violence, with
damage only being consequential for a few seconds outside of
plot-related injuries. Plot injuries are quite lasting, but being a
Croft somehow seems to confer immunity to internal bleeding and
infection. The decision to capture both motion and sound from Camilla
Luddington's performance makes Lara's heavy breathing a little
intrusive during arduous physical manauvers and the phrase 'I can do
this' gets rather over-used in early voice-overs. Thankfully it
largely gets phased out as she starts to actually believe it.
Some players may be displeased that the
strong female lead spends sections of the game taking direct
instructions from a male leader/father figure over her radio. On the
other hand, this kind of voice in your ear feeding you objectives is
perfectly normal for an adventure game and is less intrusive here
than in many cases. Frankly the game probably needed a strong
positive male figure somewhere – for various plot reasons almost
all of the enemies are male.
The relentless suffering of Lara has
also prompted some to question if the game is guilty of
gender-inspired sadism. When you think about it, however, most action
games consist almost entirely of being targeted for personal violence
and struggling out of harmful environments. The difference here is
that Lara reacts emotionally to these ordeals. There aren't many
games out there that portray so much fear, anguish and uncertainty in
a male lead – but it'd probably be better if there were.
Another possibly legitimate criticism
is that this game isn't really a true successor to the Tomb Raiders
we've seen before. Most of the tombs are literally optional side
areas, the protagonist isn't there to titillate and whilst the game
is in theory a prequel it is also a reboot that doesn't really work
as a warm-up for the later games as they stand. However we might feel
about these changes, it might be fairly complained that this game
should have been an original title rather than cashing in on an
existing brand name by paying lip service to it.
On the other hand, having a sense of
where we are going really helps this origin story feel like it has
direction – much like the reboot Batman Begins probably wouldn't
work so well if we'd never heard of the guy. In particular, a couple
of references to Lara's old twin pistol style give a sense of
impending destiny that wouldn't exist otherwise.
DLC for the single player game is
pretty limited. This probably speaks well of the basic game's story –
it would be very hard to produce a story module that would plug in
wherever you happened to be in the game at the time. I'd have liked to
see a parallel story module covering the rest of the survivors,
though. Available DLC consists of an optional extra tomb (which took
me 40 minutes to strip at a very leisurely pace, including the extra
'this is DLC' loot-fest at the back) and six purely cosmetic extra
costumes (each focused on one aspect of the character and all at
least as modest as the default). These don't get damaged over play,
but are otherwise fully integrated into the cutscenes. If it bothers
you that Lara never loots a coat, get one of these. Oh, and you can
also pay money for a limited selection of weapon upgrades and skills
that are otherwise earned through salvage and EXP expenditure during
play. If you really have no shame.
The game also has a multiplayer mode,
which follows the common formula of using the game engine to run team
deathmatch in a fashion that has changed little since the days of
Quake. It's quite clever and pretty as such things go, but I really
don't get why people value this part of these games as much as they
do. Annoyingly enough, the multiplayer mode DOES feature croutch and
sprint buttons that only work in this section of the game.
Some of the bad guy skins technically
count as spoilers, so I wouldn't recommend going online until you've
finished the single-player experience. If you're riding high on the
feeling that you've survived all to emerge as some kind of invincible
apex predator, a few rounds of multiplayer ought to kill that feeling
for you nicely.
DLC is far more plentiful for
multiplayer, consisting of new skins, new maps and (in a weird piece
of market synergy) the weapons from Hitman: Absolution. Clearly, what
the new Lara really needed was to be pointlessly associated with this:
Of course, no review of the game would
be complete without mentioning the scene that attracted so much
pre-release comment. Although barred by her NDA from attempting to
cut in on all the free publicity, script author Rhianna Pratchett
(the first woman to get the lead on a Tomb Raider game) has since
made it clear that the scene is not intended to be about sexual
assault, but entirely about the act of killing. Although there is an
undeniable air of sexual menace to the sequence, failing any of the
button presses appears to result in an immediate death by
strangulation (the attacker has previously given the order to 'kill
them all'). Succeed and the scene's lasting image will be how the man
spends several seconds alive and trying to speak AFTER you blow a
hole through his head (which funnily enough was omitted from the
trailers).
Pratchett naturally wasn't too pleased
about producer Ron Rosenberg's comments regarding the scene. She has
stated that she absolutely didn't intend for the sexual assault
element to be a pivotal moment in Lara's backstory – or she'd have
made it worse. In her words, “if I felt that a female character
needed sexual assault or rape as part of their backstory, it would be
in there fully. Not as something you might see on Eastenders of a
weeknight."
Final Score: 9/10. This game will
likely remain one of my long-term favourites.
Best line: (Lara, dismissing
supernatural myths about the Sun Queen) “A woman wields that much
power, sooner or later someone will call it witchcraft.”
Worst line: (Excerpt from a found
journal by another survivor) “I wish I could be more like Lara...
she just blows me away. Not only is she brilliant, she's also an
amazing ass kicker.”