Tuesday, 26 March 2013

PS3 Review: Tomb Raider

I’m not proud of this, but I’ll be honest and say that I wanted to dislike Tomb Raider. I’ve never been a fan of the franchise in the past, and the knuckle-headed pre-release PR, coupled with my general dislike for reboots meant that I was positively looking forward to this game being mauled by the press. Imagine my annoyance, then, when I found myself enjoying Lara’s origin story more than any other game so far this year.

I’ve always seen the Tomb Raider series as a cynical play for the hormonal teenager market, so I was pleasantly surprised to see that this latest entry avoids the lechery of its predecessors. While Lara is obviously supposed to be attractive, the game never sets out to titillate, avoiding leery camera angles and improbable breast physics. Instead of her body, the focus of Tomb Raider is Lara’s extreme bravery and resourcefulness. Little touches such as Lara psyching herself up before tough jumps remind us that she is new to adventuring, but it’s clear that she’s far too capable for anyone to feel the need to protect her. My only complaint with Lara is that she is a stiflingly humourless character. Of course, her situation is dire, but the game could have benefitted tonally from some well-placed gallows humour.

As well as presenting a believable character in Lara, Tomb Raider employs a clever design that accommodates divergent play styles. If you want a focused third-person action-adventure game, you can play it in a strictly linear fashion, allowing the game to funnel you expertly through its serviceable but bland story. But if you choose to go off-piste, Tomb Raider rewards exploration, with new items often allowing access to whole new sections of previously visited areas. Exploration is essential for collecting the parts necessary for upgrading Lara’s weapons, and doing so confers significant benefits in combat. Deviating from the game’s path also allows you to access the game’s optional tombs. These usually consist of a single, self-contained puzzle, and can often be completed in under a minute once you hit upon the solution. This is probably disappointing for long-term fans of the series, but I found them just substantial enough to be satisfying. 

It's baffling that Lara never thinks to pilfer a jumper when looting dead enemies (Picture: Tomb Raider)

There are some distractions from the main quest that add little to the game, however. Trinkets, letters, and diary entries fill in the story, but sitting through the grating voiceovers that accompany them is a chore. Hunting animals also proves to be a disappointment. I had hoped Tomb Raider might have included some interesting survival elements similar to those seen in Metal Gear Solid 3. Unfortunately, slaying animals is simply a way to farm meagre amounts of experience points, and feels unnecessary as a result

For all the pre-release talk of survival on a remote island, then, it turns out that combat makes up the most substantial portion of  Tomb Raider, so it’s a relief that it’s been handled so well. When enemies are nearby, Lara readies her weapon and adopts a low profile, ramping up the tension even before threats are visible to the player. When Lara is spotted by her foes, the pace of the game becomes noticeably frantic. Driving congas are added to the soundtrack, and bullets whistle menacingly through the air as Lara scampers on all fours to get to cover. Without access to body armour, Lara feels appropriately delicate when under fire, meaning even small groups of foes can be dangerous. Enemies regularly throw explosives your way, which is frustrating, but it keeps combat dynamic and prevents you from finding a safe spot and staying there until you've cleared the room. When you do get the chance to line up a shot, Lara’s weapons feel extremely satisfying to use. It’s a shame that some shootouts outstay their welcome, with combat fatigue doing much to kill the drama in the later portions of the game.

Much has been made of the disconnect between Lara’s tearful first kill and the bloodbath that comprises the rest of the game. It’s true that Lara’s reflection on her actions is rather fleeting within the narrative, but subtle factors beyond it add to the feeling that Lara is developing into a killer, rather than having simply flipped a switch. Lara’s finishing moves, for example, go from desperate lunges to cold executions as they are upgraded. That you’re unlikely to unlock the most violent takedowns until the game’s final act gives a convincing sense of Lara increasingly abandoning her morals as she faces a more and more hostile environment.

After I saw Tomb Raider at E3 2012, I was convinced that it was destined to be a second rate Uncharted clone. Having played it now, while there are similarities, Tomb Raider surprised me by holding its own against Uncharted, even bettering it in some cases. For example, like Drake, Lara spends much of her time climbing. However, climbing in Tomb Raider lacks the predefined paths and glowing ledges that sanitise the experience in Uncharted, and Lara’s adventure feels far more satisfying as a result. Uncharted’s trump card, though, is its memorable cast of characters. Little more than a checklist of lazy stereotypes, Lara’s friends are badly acted and unlikeable in the extreme. Clearly, there’s still work to be done if Lara is to steal Drake’s crown when Tomb Raider returns for a sequel.

Since we’ve established that previous Tomb Raider games haven’t appealed to me, it’s a testament to the excellent work that Crystal Dynamics have done on this reboot that I’m excited for Lara’s next adventure. Brilliantly believable, the Lara of 2013 is a world away from the caricature that became a pop culture icon in the 90s, and to my mind Tomb Raider is immeasurably better for it.

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