Tomb Raider
Right, so I haven't played a proper adventure game in a while. It's been even longer since I last played a Tomb Raider game; in fact it was 1997 when Tomb Raider 2 came out on the PlayStation.
So why come back?
Tomb Raider (2013) is a reboot to a series, as well as a prequel story for the now-cultural-icon Lara Croft. It's following in the vein of most reboots since the mid 2000s: it's gritty and grimdark and other buzzwords that have been floating about. I don't think it's a bad thing that these types of reboots exist, and its really the signature theme from the first decade of the new millennium. It can't be worse than the hairstyles of the 90s, at least.
As far as reboots go, Tomb Raider is an interesting choice. The original Lara Croft, accidentally disproportionate though she may be, has become a wholly recognizable character in the video game lineup, competing with Mario and Sonic as media-defining institution. The decision to remake this character means at least partially shedding what has gone before to make Lara who she was, perhaps even moreso given that the game is also a prequel story.
So have Square-Enix made a good job of it? The answer, maybe surprisingly, is yes. The character is a bit more real than previous iterations, and not really just in terms of physique. The journey she takes through the game is really one of suffering, and this is reflected well in the character, through her clothing that becomes more distressed as the game progresses and the vocal and facial cues that demonstrate without subtlety the anguish she faces. At times, it borders on jarring to see and hear the pain Lara suffers through.
The sword here is double-edged, however, and Lara isn't averse to causing pain either. Like fellow adventurer Nathan Drake (of Uncharted fame), Lara is more than handy with weapons, and you can expect her body count to be high over the course of the game. The pain she seem to suffer is visited again on her enemies, with some especially brutal set-pieces for dispatching weakened foes in evidence. It's curious to wonder if the execution moves are included to balance the shock factor of the hurt that Lara herself experiences, just from the other side of the coin.
Suffering aside, the gameplay of Tomb Raider is very enjoyable, with tight, refined controls - a blessing when the platforming elements of the game come to the fore. There is a distinct RPG element involved, with every action from foraging for food (either finding berries on bushes or taking on the local wildlife), to killing enemies, and on to finding artifacts and documents providing an amount of experience points. These act as you would expect: after obtaining a set amount, Lara gains a skill point that can be put into one of 3 disciplines: Survivalist, Hunter and Brawler. These equate to foraging and movement, ranged weapons and melee combat respectively, and each skill points will usually give an additional ability, such as being able to stun enemies with a melee attack or finding more ammo on defeated foes.
There isn't a set way that is better or worse with regards to where you allocate your skill points, and by the end of the game you will have picked up the majority of them. Something else that fits the roleplay mechanic is the weapon modification system. This works in a similar fashion to experience levels, with a collected resource forming the 'currency' through which weapon upgrades (faster fire rate, better accuracy, better damage) are purchased. As with the skills, progressing through the game will net the majority of these by the time the end of the game comes round, so picking your preferred upgrade path will work out just as well as any 'build' that may be recommended.
All in all, Tomb Raider is a fun gaming experience that draws from a number of different sources, but ultimately makes each component its own. Although Lara may suffer throughout her adventure, as a player you're unlikely to.








