Hi I'm Kane Gord, Journalist graduate who writes about stuff, usually entertainment stuff, some random stuff as well
Wednesday, 25 November 2015
Rise of the Tomb Raider: Review
(This is a review of the single player mode only, and on the Xbox One version)
I adored the 2013 Tomb Raider reboot, I loved it so much that I completed it on the original 360 version and the definitive version on the Xbox One. It was a thrilling joyride, with great combat and immersive platforming, everything I love in a video game. So I've been long anticipating its successor.
To give a brief outline of the plot, in Rise we see Lara Croft one year after the Yamatai incident from the previous game, she follows her father's research into the lost city of Ketzah and the Divine source, which promises immortality. On the way she is hunted by a paramilitary organization called 'Trinity' who are after the same thing. Much like its predecessor, the story is one of the game's weaker points, which I'll allude to later in the review.
It briefly begins in Syria, and then moves to Siberia for the vast majority of the game. First things first, the game is absolutely gorgeous to look at, the environments feel alive, whether it's the vivid sunset in the Syria section or the sheen surface of the ice cliffs you climb with the pick axe. The game is a visual masterpiece, the environments ooze off of the screen and the character models are sublime. The production values really are second to none.
Crystal Dynamics appear to have listened to criticisms that the reboot was too linear and lacked any meaningful tombs, so they've made Rise more expansive than its predecessor, and it encourages more exploration through the large hub areas in-between the game's progression. In these hubs are collectables to pick up and optional tombs to explore. Some of which can't be explored until you have certain items or ability upgrades. They're not quite open world, but they increase the length of the game, and give more agency to the player.
Transcribing murals and collecting documents adds to the story, but it doesn't always work, while it does give the game some length and player agency, the hubs can feel a little tacked on. And although it's hardly open world, it does allow the game to suffer some of the consequences that plague open world games. And that's gameplay filler, which is when small mini game tasks are taking precedence over something more meaningful, such examples include shooting down small drones, breaking communication boxes, etc etc.
The tombs are amazing, they look beautiful, their bigger role in the game is welcome and much needed. But most important of all, they're cleverly challenging. As with Tomb Raider tradition, they make the most simplest of tasks appear impossible. However, I can see why some fans will be disappointed that they're still optional for the most part, and not really at the centre of the game.
Much like the previous game, Rise is in large parts very combat heavy, and acts as a corridor shooter to get from one location to another. The combat is very fun, the targeting system is precise, and the ability to use the environment to shield yourself works perfectly fine. The range of arsenal is roughly the same, you have your basic pistols, shotguns and rifles and the slightly modified explosions option. But it's the bow which still takes centre stage.
The upgrade system has been expanded and given a bit of an overhaul, without being too complicated. The game does shoehorn in stealth elements, which work fine, and there is a certain pleasure in outsmarting the enemies and killing them from behind. But using your array arsenal is far more fun and rewarding. In regards to enemies, it's great to see the bear return to the series, and more prevalence given to the wolves, both are challenging to defeat.
As with all of the previous Tomb Raider games, my favourite part is the platforming that links the game's narrative from one place to the next. Jumping from one ledge to another, climbing up a wall with the pick axe, and swinging from one area to another (with the return of the grapple hook) is exhilarating. In general the interactions with the environments make it feel very accessible and fluid. But those moments feel too short before you're overwhelmed with more combat.
The plot is interesting at face value, but nothing is ever done with it, unlike its predecessor there doesn't feel like there's much at stake, there's no real surprises, and it's all very predictable from start to finish, aside from a minor twists. The main villain Constantine is very generic and lacks any kind of impact, There are less supporting characters, but they have a wider role, but ultimately end up being very forgettable. And the early Syria section of the game could have been utilised for far longer and it comes across as a bit of a missed opportunity, because while the game is great to look at, the Siberian snow and grey does lack variety after a while.
In conclusion, I loved Rise of the Tomb Raider, it's a glorious game that should never have been a timed exclusive for the Xbox One, and I'd recommend it to any XBOX One owner. But despite the welcome introduction of the hub worlds, it doesn't take many risks and all it feels familiar (which isn't necessarily a bad thing). And there's a serious lack of extras once you've competed the game. So it just misses out on being a masterpiece.
Verdict- 8.5
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