How 4-Player Co-op & Gacha Mechanics Broke the Tomb Raider Spin-off - Lara Croft and the Temple of Osiris
1. Introduction
Lara Croft and the Temple of Osiris is a 3D twin-stick shooter for 1-4 players that combines level-based co-op with classic Tomb Raider-style tomb exploration. You play as Lara Croft and her team as adventure through Egyptian tombs. You will explore tombs, shoot undead monsters, solve puzzles, navigate traps, and defeat mythological bosses (much like its predecessor, Lara Croft and the Guardian of Light).
It’s the sequel to Lara Croft and the Guardian of Light, but most of the gameplay mechanics are so similar to the original that only a few things are truly different. So, it’s feels more like DLC for Lara Croft and the Guardian of Light than a standalone sequel.
The biggest mechanical differences between Temple of Osiris and Guardian of Light are the introduction of gacha-style loot chests and a day/night/weather cycle. But these new mechanics lack depth; they only establish a barebones framework and fail to elevate the overall gameplay. Ultimately, I still prefer Lara Croft and the Guardian of Light.
2. Gameplay
Level-Based Tomb Exploration with Loot
Lara Croft and the Temple of Osiris features an overworld, 5 challenge tombs, and 13 levels (7 main tombs, 4 boss arenas, and 2 DLC tombs). Unlike Guardian of Light, which features four distinct level types (as detailed in my previous review), Temple of Osiris only has two: tomb levels and boss arenas.
Overworld: After completing the first level, you arrive in an overworld that connects to the main tombs and challenge tombs (which once appeared in main tombs of Guardian of Light but now have been separated from the main tombs and placed directly into the overworld this time). There are 5 subzones in the overworld, each containing gems, red skulls, chests, and entrances to the tombs. Once you finish a tomb, you can replay it by revisiting its gate in the overworld.
The overworld also introduces a new mechanic: the ability to manipulate the day/night cycle and the weather. You can alter these conditions from a central control room. However, these environmental shifts only affect the overworld itself—they have zero impact on the actual levels. Consequently, this mechanic offers no fresh gameplay variety within the levels; its sole purpose is to unlock paths to the next main tomb.
Tomb Levels: These levels are highly reminiscent of the exploration levels in Guardian of Light. Each is set inside a massive ancient Egyptian tomb containing dozens of rooms filled with puzzles or traps. Just like in Guardian of Light, there are also red skulls, health/ammo power-ups, and weapons hidden throughout the environment. You must navigate traps, shoot the undead, solve puzzles, and ultimately reach the exit to recover a piece of Osiris.
The new exploration mechanics in Temple of Osiris include time bombs, light-beam mirror puzzles, and magic floor tiles that rise to form pillars. These new gameplay mechanics are all revolve around a magic staff.
You can roll a time bomb toward a wall that blocks your path, and its explosion will blast it open. You can also use the magic staff to delay the bomb's timer, which is the core mechanic behind many puzzles.
You can also use the staff to shoot a light beam. While the beam can be used to damage enemies, its output is so low that its primary function is solving puzzles. Temple of Osiris features numerous mirror puzzles where you must rotate mirrors to the correct angles, reflecting the light beam onto a specific receptor to unlock the door. Once the beam hits the target, the puzzle is solved and the way forward opens.
By using the staff on a magic floor tile marked with a special icon, you can cause it to rise into a pillar. Standing on the tile while raising it lifts you to otherwise unreachable platforms.
Despite so many elements—like rooms, traps, and enemies—feeling identical to Guardian of Light, equipment no longer appears traditionally within the levels. The equipment system remains, but instead of finding them through exploration, you must now spend gems (the in-game currency earned by completing levels) to open chests for a randomized drop.
I absolutely dislike this new method of acquiring equipment. Even though a few can be unlocked via level challenges, the vast majority are locked behind chests. If you want high-tier equipment, your only option is to grind for expensive chests and pray that RNGesus smiles on you.
This shift completely breaks the organic loop of exploration and reward. Guardian of Light nailed the risk-versus-reward dynamic (harder puzzles meant better loot), but that loop is completely ruined here. Now, after overcoming a punishing trap or a clever puzzle, your only reward might be basic gems that you could have found anywhere.
Boss Arenas: The boss arenas follow the same template as those in Guardian of Light. There is no exploration here; your sole objective is to take down the boss. Thankfully, each boss fight features its own unique mechanics.
For instance, the first boss forces you to balance on top of a massive rolling sphere while firing at the enemy. Since the boulder keeps moving throughout the encounter, you have to constantly adjust your positioning or risk falling to your death.
In my opinion, the exploration gameplay in Temple of Osiris feels like a cheap imitation of its predecessor. While everything feels incredibly familiar, the level design has shrunk significantly; I was able to breeze through most levels in under 10 minutes on my first playthrough.
The franchise's signature exploration has been stripped down to a bite-sized format. All the tombs are strictly linear; there aren't many side rooms to explore. Instead, every room is packed with monsters, traps, and puzzles. The combat encounters and puzzles actually outnumber those in Guardian of Light.
To be honest, the puzzles here are actually a step up from Guardian of Light. They aren't overly punishing, but they do require some clever thinking. The traps are also noticeably easier; I bypassed most of them without dying once.
Even though the devs added some new puzzle types, the foundational framework remains identical to Guardian of Light. It’s a shame that the day/night and weather cycles do nothing to alter the level design. If these dynamic shifts could alter the traps, puzzles, and enemy spawns within the levels, Temple of Osiris would have been an incredible game. That’s one of the main reasons why I say: ’It could be a better game but became a poor sequel.’
By the way, if you want to experience a game where shifting time dynamically transforms the levels, go try Deathloop—it's excellent.
Arcade-Style Twin-Stick Shooter
The twin-stick shooting mechanics are likewise pulled straight from Guardian of Light. The gunplay feels functionally identical. If you haven't played Guardian of Light, think of it as a typical arcade-style twin-stick shooter like Alien Shooter.
The combat is incredibly fast-paced. You need to shoot many waves of monsters in a short time. Enemy density per room is much higher than in the previous title. You can use Lara’s iconic dual pistols or an arsenal of other firearms, such as shotguns and assault rifles.
The gunplay itself feels quite satisfying. Temple of Osiris features solid combat feedback and responsive controls. The variety of enemy stagger and death animations adds enough visual detail to create a punchy combat experience.
The magic staff is the only non-modern weapon in your toolkit, but since its damage is abysmally low, I rarely found myself using it in combat. Aside from guns and the staff, you have access to remote bombs and a grenade launcher to deal with large groups of enemies.
The weapon roster has expanded significantly compared to Temple of Osiris, boasting over 50 options. However, most of these are just stat variants of a few base archetypes (pistols, shotguns, assault rifles, etc.).
Legendary-tier weapons inflict elemental damage (like fire or ice). You can also imbue normal weapons with elements by equipping and activating specific amulets. Unfortunately, this elemental system feels entirely redundant. Enemies don't have specific elemental strengths or weaknesses, meaning there's never a strategic reason to swap to a fire weapon to deal with a fire-weak enemy like you would in other ARPGs.
Enemy variety is incredibly thin, consisting mostly of skeletons, scarabs, and crocodile warriors. I could use just about any gun—even the default pistols—to tear through them. As a result, high-tier equipment feels pointless; you don't need optimized loadouts to take down elite enemies.
So, while the game adds a ton of elemental weapons, they do absolutely nothing to improve the core shooting experience. The shallow enemy and encounter design ultimately make the combat feel incredibly boring. With over 100 rings, 90 amulets, and 50 weapons—each offering unique stat buffs or nerfs—the game theoretically allows for deep build customization. Sadly, the lackluster combat design completely wastes this potential.
In my opinion, it's clear the devs added all this equipment and random loot to expand the franchise's core formula into the looter-shooter territory. If they had succeeded, it would have extended the game's lifecycle and given players a reason to replay levels. Unfortunately, they failed.
If each level had featured zone-specific enemies with engaging designs, the combat would have been a blast, and the equipment system might have actually mattered.
3. Progression and Upgrade
Weapons
As I mentioned, excluding the magic staff, there are over 50 weapons falling into 8 distinct categories (pistols, bolt-action rifles, shotguns, assault rifles, submachine guns, bomb launchers, machine guns, and flamethrowers) in Temple of Osiris.
You can pick up 7 low-tier weapons (such as submachine guns, shotguns, and assault rifles) in the early main tombs, while 11 high-tier variants can be found in the late-game tombs, DLC tombs, and challenge tombs. There are also 10 high-tier weapons obtained by completing the score challenges in the main tombs.
In addition to the standard tiers of weapons, there are 9 legendary weapons (featuring ice or fire elemental damage) obtained by opening legendary chests. Opening a legendary chest grants a randomized item—be it a ring, an amulet, or a weapon. Therefore, if you want those legendary weapons, you need to stockpile a massive amount of currency (as opening a single legendary chest cost 1,000 gems) to brute-force the drops. If you have bad luck with the RNG, you might end up with a mountain of rings and amulets but not a single weapon.
Every weapon is defined by three stats: weapon power (damage output), rate of fire, and ammo consumption. While a higher tier translates to better stats, you don’t need to grind for top-tier gear to finish this game. You can easily defeat the final boss using the basic weapons found in the early main tombs.
Considering that players must face overwhelming hordes during combat encounters, assault rifles and bomb launchers are the most useful weapons in this game. I only used a handful of weapons during my playthrough; the vast majority of the arsenal felt completely redundant.
Rings
The rings are very similar to the relics in Guardian of Light. They are a type of equipment allowing you to equip up to two slots to boost your character's stats. There are over 100 rings available; each provides specific stat adjustments. Lower-tier rings usually feature a trade-off, boosting one attribute while penalizing another.
There are 4 tiers of rings: common (tier 1), uncommon (tier 2), rare (tier 3), legendary (tier 4). The equipment stat design in Temple of Osiris diverges from Guardian of Light; some rings (across all tiers except tier 4) may boost certain attributes while actively lowering another. Conversely, other rings offer pure upgrades with zero downsides.
For context, the equipment stats logic in Guardian of Light was straightforward: lowest-tier relics had a stat trade-off, while top-tier ones boosted all four attributes with no penalties.
But that isn't the only mechanical shift. In Guardian of Light, each relic modified a pool of four core attributes: weapon damage, defense, run speed, and bomb damage. Besides these, the devs introduced an influx of new variables: 10% cheaper items, various elemental resistances/weaknesses (cold, fire, poison, explosive, lightning), bomb radius, magic shield life (only useful when controlling Egyptian characters), ammo efficiency, and torch range.
I suspect the developers wanted to extend the game’s lifecycle by introducing these varied stats to encourage build diversity. However, these bloated stats did nothing to improve the actual gameplay experience. The majority of the new affixes revolve around elemental damage, yet since most enemies only deal physical damage, there is zero incentive to equip elemental resistance rings. The traps aren't challenging enough to warrant using slots to negate environmental damage either. Thus, the ARPG-style equipment design is a total failure; it simply doesn't fit a Tomb Raider game.
The acquisition method of equipment has also been butchered. In Guardian of Light, you found equipment naturally by exploring tombs or completing side challenges. Now, you are forced to grind for gems just to gamble on randomized chests.
The loot chest mechanics of this game blatantly mirrors the gacha mechanics seen in Japanese mobile games:
You earn gems by playing through levels, which serve as the game's primary currency. The four tiers of chests are scattered across the overworld and placed at the end of each level. You can spend gems to open a chest for a randomized drop—whether it's a ring, an amulet, or a weapon (though weapons are exclusive to Tier 4 chests).
Here are the breakdown of the four chest tiers and their respective costs:
Tier 1 Chest: Cost 100 gems, offers Tier 1 or Tier 2 equipment
Tier 2 Chest: Cost 250 gems, offers Tier 2 or Tier 3 equipment
Tier 3 Chest: Cost 500 gems, offers Tier 3 or Tier 4 equipment
Tier 4 Chest: Cost 1000 gems, offers Tier 4 or Tier 5 equipment
While you can occasionally unlock equipment by completing level-specific side challenges, the overwhelming majority must be bought through chests. Crucially, legendary-tier equipment can only be acquired by opening Tier 4 chests, making it feel entirely pointless to waste time on side challenges.
In my opinion, this gacha mechanic ruined the reward of tomb exploration. There are no valuable items hidden within the maps to make scouring the tombs feel worth your time. I used to eagerly replay levels in Guardian of Light to uncover hidden secrets; here, I found myself mindlessly replaying levels just to grind for gems.
Ultimately, I got completely bored and gave up on completing the side challenges or collecting the remaining equipment. As a franchise fan, I always strive for 100% completion in Tomb Raider titles, but this is the first title where I simply threw in the towel.
Amulets
Amulets function identically to the artifacts from Guardian of Light. Amulets are slotted equipment that enhances your firearms or regenerates your health and ammunition while their effects remain active
There are over 90 amulets in Temple of Osiris. The acquisition method for amulets is identical to that of the rings. However, unlike rings, amulets span 5 tiers: common (tier 1), uncommon (tier 2), rare (tier 3), epic (tier 4), and legendary (tier 5).
Equipping an amulet grants you an energy bar that fills whenever you strike an enemy or collect gems. Each amulet possesses unique properties; once the gauge is maxed out, these passive perks activate. However, the moment you take damage, the meter is instantly depleted and your perks deactivate.
Each amulet provides a combination of perks. The available perk effects include:
Power Shot: increases your weapon damage
Bomb Damage+: increases your bomb damage
Bomb Reload+: increases your bomb’s reload speed
Regenerating Health: regens your character’s health per second
Regenerating Ammo: regens your character’s ammo per second
Scatter Shot: makes your shot become scatter shot
Treasure Hunter: increases the drop rate of gems
Supply Hunter: increases the drop rate of medic kits and ammo
Fire Bomb: adds fire elemental damage to your bombs
Fire Projectiles: adds fire elemental damage to your shot
Ice Bomb: adds ice elemental damage to your bombs
Ice Projectiles: adds ice elemental damage to your shot
Leech Bomb: adds leech elemental damage to your bombs
Leech Magic Projectiles: adds leech elemental damage to your shot
Poison Bomb: adds poison elemental damage to your bombs
Poisonous Projectiles: adds poison elemental damage to your shot
Explosive Projectiles: make your shot become explosive shot
As I noted before, even though the devs implemented an array of elemental equipment, there isn't a single enemy encounter that requires these elements to overcome. Consequently, hoarding high-tier amulets feels entirely unnecessary.
Power-Ups
Just like in Guardian of Light, there are two categories of power-ups in Lara Croft and the Temple of Osiris: health power-ups and ammo power ups. These collectibles permanently expand your character's maximum health and ammunition capacities.
While many are hidden throughout the environment, some power-ups are locked behind specific optional challenges.
4. Unique Flavor
(The reason why I thought it unique)
The majority of 4-player co-op twin-stick titles on Steam fall into the hack-and-slash or top-down shooter genres—experiences focused 100% on pure combat. As a result, combat-puzzle hybrids are uncommon on Steam, and 4-player co-op titles in this type are exceptionally rare.
Even though I am deeply disappointed by the bloated loot system and useless equipment in Temple of Osiris, I must admit its co-op puzzle design is stellar. The puzzles scale dynamically based on the player count.
If you dive into the campaign with three friends, the level layouts shift, introducing tougher puzzle variations that require all four players working in perfect synchronization to solve.
This makes it a fantastic party game for anyone who loves balancing puzzle-solving with combat. Imagine a weekend game night where you and your friends want a co-op experience but are burned out on mindless shooters. Now, you can collaboratively explore ruins and unravel mechanics together—you truly feel like a team.
5. Storytelling and World-Building
Main Plot and Narrative Quality
(Spoiler!)
The story of Temple of Osiris is simply an Egyptian version of Guardian of Light.
A long time ago, the Egyptian evil god Set slew the Egyptian God-king Osiris. Osiris’ wife, the Goddess Isis, used the Staff of Osiris to returned her husband to the world, and they had a son named Horus. Later, Set stole the staff and imprisoned Isis and Horus with it. Set tore Osiris’ body into pieces, and scattered them across the tombs.
However, Set is also trapped in Duat (the underworld of Egyptian mythology) for thousands of years, until Lara and her colleague Carter Bell find the temple and touch the staff. Isis and Horus are released when Carter Bell touches the staff, but Set is also freed. So, the two Egyptian Gods and two mortals must help each other find the pieces of Osiris. Finally, they find all pieces of Osiris and defeat Set.
It’s a very simple story. Right at the beginning of my playthrough, I already guessed that collecting all the pieces and defeating Set would be the entire plot.
Characterization Quality
The characterization of the bosses in Temple of Osiris is a bit better than that in Guardian of Light. For example, the boss Ammit, appears in the early levels; sometimes it will suddenly pop up and pursue Lara.
However, the characterization of the four protagonists fails completely, just like in Guardian of Light. There are only a few conversations between the protagonists. So, I didn’t know the personality traits of the four protagonists by the end of the game.
World-Building Quality
The world-building in Temple of Osiris is slightly better than that of Guardian of Light. A conversation at the beginning of every level introduces elements of Egyptian mythology. However, these dialogues are so barebones that you won’t really learn much about Egyptian mythology from this game.
6. Visual Experience
Art Style
The art style of Lara Croft and the Temple of Osiris is typical tomb adventure film style plus Egyptian mythology magic fantasy vibes. The environment and terrain feature a classic ancient Egyptian architectural style, but the inclusion of supernatural traps, mystical puzzles, and mythical monsters infuses the game with a distinct fantasy vibe.
Each level of Lara Croft and the Temple of Osiris has its own unique theme (timebombs, mirrors, water, vents & valves, traps, and giant gears). So, even all levels are based on ancient Egyptian architecture, every level will bring you fresh feeling.
The number of massive, epic structures in Temple of Osiris is significantly lower than that in Guardian of Light. It lacks soaring platforms or towering giant pillars, so the visuals failed to wow me.
To be honest, I love the epic ancient structures in Dark Souls and Uncharted. If this game adds some epic monuments into levels, it will be better.
Visual Consistency
As I mentioned, if you change the weather of overworld, it can’t affect levels. So, if the weather of overworld is winter, the rivers of overworld will be frozen, but the rivers of levels will not.
The mismatch between the outdoor weather and the indoor environments is not the only thing that confuses me. The majority of enemies are skeleton warriors, but their design lacks an authentic Egyptian aesthetic; instead, they look more like enemies that should appear in a medieval fantasy game. I was expecting that there will be many mummy warriors and mummy priests in tombs, but I only meet several mummies in late levels. These skeletons are not suited for an Egyptian-themed game.
Visual Details
Lara Croft and the Temple of Osiris’s models and textures are better than Lara Croft and the Guardian of Light. Due to the constrained camera in isometric games, players can barely make out the differences, even with modern AAA-tier tech, high-detail models and textures. So, I think this game has enough detail for an isometric title; its visuals are certainly not outdated by modern standards.
7. Controls and UI
Controls
The control scheme in Temple of Osiris is the same as Guardian of Light—it’s a typical twin-stick shooter setup. The only difference in controls between these two games is that you can press the LT button to raise the magic floor tile to a pillar or slow the explosion time of timebomb in Temple of Osiris.
UI
The combat UI is also the same as Guardian of Light, but the menu UI is not. Lara Croft and the Temple of Osiris’s menu UI is worse than Lara Croft and the Guardian of Light.
Because the devs added so much new equipment, you cannot easily find the specific items you want to equip within your inventory. I could know how many collectibles in every level by the level-select UI of Guardian of Light. But I can only know the number of collectibles of Temple of Osiris reading another player’s walkthrough.
8. Difficulty
Combat Difficulty
The combat difficulty is very similar to Guardian of Light. The majority of enemies rely on melee attacks while Lara uses firearms, allowing you to take them down in just a few shots. Thus, you can easily handle most combat encounters.
Tomb Exploration & Puzzles Difficulty
There are many puzzles and traps in Temple of Osiris, about half the rooms in each level are filled with puzzles or traps; some rooms even contain both.
The majority of puzzles and traps are not hard. Most of the puzzles are like: find a path where you can push a timebomb to the wall you want to break, or turn the mirrors to the correct angles and fire a light beam on these mirrors.
You can solve the puzzles in several minutes without searching for walkthrough. The traps' difficulty is the same as the puzzles'; even though there are countless spikes in the game, you can easily pass them without dying once.
Challenge & Get Collectibles Difficulty
The difficulty about the challenges of every level in Temple of Osiris is harder than Guardian of Light. If you spend your time finishing these challenges, the rewards are just a mountain of useless equipment.
For example, if I clean all enemies without dying in a level of Guardian of Light, I will finish the tier 3 score challenge and get a new powerful weapon.
However, in Temple of Osiris, you must avoid getting hurt, clear all enemies, break every jar, and collect all gems just to stand a chance at completing the Tier 3 score challenge. Even though I tried my best to complete the Tier 3 score challenge, I could only get a non-legendary item (as legendary equipment can only be obtained by opening a gacha chest).
To illustrate how hard it is to finish a Tier 3 score challenge in this game: this game uses a score multiplier that goes from 1x up to 4x. You build up your multiplier by beating enemies or picking up gems, and it maxes out at ×4. Once you’re at 4x, every point you get from defeating enemies is multiplied by four. But take any damage, and your multiplier drops straight back to 1x. So, if you get hurt once, maybe you can’t earn enough points to reach the tier 3 score goal.
If you just want to collect majority of equipment, you don’t need to finish any challenges. You just need to replay the levels many times to collect gems, and then spend them to open chests—which is easy for everyone.
9. Side Content
Collectibles (weapons, power-ups)
As I mentioned, there are only a few weapons and power-ups hidden throughout the levels of Temple of Osiris. The collectibles’ number in every level is slightly reduced, so you don’t need to spend too much time to search for them.
Score Challenge
The score challenge is same as the score challenge in Guardian of Light. Every level has three tiers score challenge, if the score you earn in a level reaches the goal of any tier of score challenge of this level, it means you finished the tier of score challenge.
Every time you collect a gem or kill a monster, you’ll earn points; conversely, every time you die, you’ll lose some of them. As I mentioned, this game uses a score multiplier that goes from 1x up to 4x, and if you get hurt, the score multiplier will drop back down to 1x. So, if you want to finish a score challenge, you need to do your best to kill the majority of monsters, collect all gems, and avoid to get hurt in a level.
If you finish the score challenge, you’ll get a new high-tier weapon.
Time Limit Challenge
The time limit challenge is same as the time limit challenge in Lara Croft and the Guardian of Light, too. Every level has a time limit challenge. You need to reach the exit of the level or kill the boss within the time limit.
If you finish time limit challenge, you’ll get a new high-tier equipment.
Red Skulls Collection
The red skulls collection is similar to the red skulls collection in Lara Croft and the Guardian of Light, but the red skulls’ num from ten down to five. Every level has five red skulls that are hidden across the map.
If you collect all red skulls in a level, you’ll get a new high-tier equipment.
Optional Challenges of Every Level
Same as Guardian of Light, besides score challenge, time limit challenges, red skulls collections, every level also has three optional challenges. Unlike score challenges, time limit challenges, and red skull collections, which are standard across every level, these optional challenges are level-specific.
For example, there are three optional challenges in the level Tomb of the lamplighter:
Complete this level without being hurt by hot water.
Use a spike wall to kill a crocodile warrior.
Step on all Ammit crumbling floor tiles in exit.
E Every time you finish an optional challenge, you’ll get a new piece of equipment or a power-up.
10. Conclusion and Score
Overall Impression
Lara Croft and the Temple of Osiris once had a chance to become an excellent game, but 4 player co-op & Gacha Mechanics ruined it. The developers spent a lot of time building many puzzles and traps suited for 1-4 players; every player count has its own puzzle variations.
That was not a bad decision, but SE didn’t give enough budget to help the Devs to fill more content to this game (They focused on develop Rise of the Tomb Raider at that time). Consequently, every level is smaller, and the equipment stat design isn’t suited for standard level playthroughs. The devs can’t fill this game with good designed levels. Instead, they packed the game with over 100 pieces of useless equipment that push you to grind for gems just to open gacha chests.
The gacha mechanic totally ruins the reward system. It makes tomb exploration and trying hard to complete challenges feel like a joke, leaving any completionist who wants to gather all collectibles feeling like an absolute clown.
Even I feel disappointed about Lara Croft and the Temple of Osiris, I still recommend you to play this game with your friends and family. It’s a unique twin-stick shooter game that support 1-4 player co-op together explore tombs, solve puzzles, shoot undead, and it’s a Tomb Raider game. The name Lara Croft is worth at least $10 for a fan of the franchise, and the game only costs $3 on sale.
Pros:
4 player co-op tomb exploration, puzzle and combat.
Good twin-stick shooter experience.
Good and easy puzzle design.
Cons:
Stupid gacha chest mechanics appearing in a premium standalone game.
Smaller levels with fewer collectibles
Useless weather mechanic & equipment
Target Audience:
Fan of Tomb Raider, players who are searching for a 1-4 player co-op twin-stick shooter game that can both solve puzzle and combat.
Rating:
Gameplay: 6/10
Story: 5/10
Visuals: 7/10
Controls: 8/10
Overall: 6/10
A Note from the Author
I‘m a fan of Tomb Raider. I was excited when Tomb Raider: Legacy of Atlantis and Tomb Raider: Catalyst were announced. I said my favorite old Tomb Raider game is Croft and the Guardian of Light because of its gameplay. That is the reason why I feel so disappointed about Lara Croft and the Temple of Osiris.
To be honest, this game is a decent game. Especially its 4 player co-op together solve puzzles and shoot gameplay is good. If you aren’t a fan of Tomb Raider, maybe this game is a good game for you. So, if you are searching for party games that feature puzzle and combat gameplay mechanic, you can try it.
Next time I will introduce the first title of Tomb Raider Series through Tomb Raider I-III Remastered. I will tell you the reason why Tomb Raider 1 was remade twice and remastered once.
BTW, if you had read other game reviews I written, you know my deep-dive write style. I’m a guy who loves old school style games. I always search for old games on Steam. But I found that old games' Steam pages often lack detailed descriptions of their gameplay, .and the majority of user reviews simply praise or dislike something without nuance, I can’t make decision to buy or not buy some game by the players’ game reviews.
So, I decided to try my best to buy all old games that I am interested in, play them, and write game reviews with full details. I want to introduce these old games to you. If you also like old games, please follow me and like this review.












