Garrett Hawke
Member
I decided to make this thread because I finished the game yesterday for the third time (once on PC the year it came out, once when it came out on PS4 and again a few days ago). Something about this game has stuck with me since the first play, and every time I keep coming back to it expecting it to be different, and finding what makes me love it all over again. It's a little disjointed, so I tried to categorise my impressions and thoughts so as to make them as readable as possible, I hope it worked! My impressions form the first few categories, whereas my analysis and thoughts round out the bottom (imo, that's the more interesting bit).
- First of all, I played the Definitive Edition on PS4, and the game is absolutely gorgeous. There is so much detail in the environment, particularly in the forest sections, and the game has a super cool aesthetic that mish-mashes ancient Japanese history and 40s technology together. It really works and creates one of the most unique settings in gaming.
- Animation can be bit funny - Lara in particular often looks like shes going from keyframe to keyframe as opposed to something like The Last of Us or Uncharted, wherein the animation blends smoothly with only the occasional warping as the character shifts to be in place for an animation. However, its not ugly, and it adds an almost cartoon style to Lara - most games feature exaggerated animations in order to properly convey to the player what the character is doing, but Lara is very much larger than life. It works imo and it still looks fantastic.
- Another issue is that other character models arent anywhere near as detailed as Lara which is kind of expected but the gulf could be a lot smaller (although it doesnt seem to be from what weve seen of Rise of the Tomb Raider - Lara still looks way, way better than Jonah).
- The music is absolutely fantastic, its very similar to NBCs Hannibal (RIP) in that its more atmospheric, but there are times when the orchestra kicks in during impactful moments and it perfectly enhances the on screen action.
- Additionally, the tone of this game is absolutely awesome. It's this really exciting mix of survival horror, with some fantasy elements and a lot of action. This allows the game to have some fantastically designed enemies, like the huge samurai warriors, the crazed fanatics and even the Sun Queen herself. It's quite unique in my opinion and I really hope they keep a similar tone for Rise of the Tomb Raider.
- Lara feels amazing to control. Shes super fluid and she seems to have movement driven animation rather than animation driven movement, meaning that shes incredibly responsive and there were very few moments when she couldnt do what I wanted her to do.
- Combat is fantastic - not only did they absolutely nail the shooting, the scrambling mechanic is also pretty cool and the stealth is awesome - until you get seen by one person, then its all over. It would be cool if in Rise of the Tomb Raider they fix this and allow you a brief window to take out the person whos seen you (like in Arkham Knight), or if they allow you to be able to lose the enemy - something you cant do in Tomb Raider. Once youve been seen, everyone knows where you are - forever.
- The puzzles are really fun but they can be quite simple. For example, the wind-based tomb that a lot of people seemed to have trouble with is actually incredibly simple, as there is a really obvious tell during the puzzle which tells you exactly when you should be doing things. Most of the puzzles are like this - theyre pretty much always a one stage puzzle where you have to do one or two things in one room and then thats it. Compared to something like Uncharted 2, where you could be in a room for a good 10-15 minutes doing layer after layer of the puzzle, its a bit of a shame.
- The platforming is mostly split into two sections, and theyre both pretty fun. Theres the more traditional platforming where Lara has to move up a wall or whatever, and then theres the action platforming which is when stuff is exploding all around Lara and you basically just have to run forward and jump at the right time. These sequences are often used in comparison gifs between TR2013 and the older games, as if to show that theres no depth to the game anymore - something which annoys me, as these sections dont REPLACE proper platforming, rather they are there in addition to proper platforming sequences.
- I feel like the story comes under criticism a lot - particularly the writing. I really have to disagree with this, but Ill get to it a bit later. The scenario thats been set up is a great one - I love the disaster feel to it, and the characters behave and react as you would expect them to in a scenario like this (with the exception of Lara). The setting is awesome and unique as well, taking into account Japanese mythology, WWII history and Chinese politics. Visually this makes the island really distinctive, and the clash of WWII military hardware surrounded by ancient Japanese temples is a cool aesthetic. While the side characters arent particularly special, I did like the camera sequences where you saw life aboard the Endurance, as it helps establish relationships as you go. I also particularly like the Lara/Sam relationship - its really refreshing to have both main characters being female, and theyre both written well.
- So the main issue seems to be the way in which Lara goes from sobbing over her first kill to killing people moments later without a word. A lot of people attribute this to the writing, however I would propose that it is a failing of both the writing and the game design being unable to reconcile, neither of them bothering to try and address this properly. Laras transformation from fresh faced gap year student to survivor isnt that unreasonable, given the circumstances - its literally do that or die, and she has all of the survival skills to back it up. By the end of the game, Lara is screaming threats as she goes into battle. At the very end of the game, Lara decides that she needs to isolate herself from other people and that she can never go back to normal life, now that shes seen what shes seen. Additionally, the very first trailer for Rise had Lara in therapy, something which is very rarely touched upon in games. The idea that Lara could snap in a combat zone and find it difficult to readjust to normal life is a perfectly valid idea, and Im glad that they seem to be going down this route as its a very interesting one. However, this narrative is at odds with the gameplay somewhat - instead of gradually ramping up the number of combat situations Lara is in, the game designers have her immediately start fighting large groups of enemies as soon as shes done with her first kill. This doesnt seem to take into account the story at all, as no other death in the game has anywhere near as much impact on Lara. I dont think it's fair to place the blame solely on the writing - yes, the writing couldve been adjusted to accommodate for early level design, but the level design could also have been adjusted for the writing.
- In my opinion, this couldve been solved by having her fight very few enemies at the start, before gradually ramping it up, thus matching it with her growing survival instinct. Alternatively, early combat encounters after her first kill couldve involved her sneaking through most of them until she is literally forced into combat. There is a stealth section directly after her first kill, but its quite short and from then on its back to killing.
One thing I see get thrown around a lot with this game is how its basically Uncharted with a Tomb Raider skin. You can absolutely see the influence of Uncharted on the game, its undeniable. And yet I feel like it does forge its own way quite a bit, and may have even influenced Uncharted 4 (alternatively, Crystal and Naughty Dog may both have just seen the logical progression of how Uncharted's gameplay could be improved and coincidentally have headed in the same direction).
- Tomb Raider 2013s combat is leagues ahead of the first three Uncharted games (havent played 4 yet, obviously). Combat has always kind of been a weak point of the Uncharted series imo - a distraction added to make the set piece even more impressive or to pad out the game. In Tomb Raider, combat is one of the stars of the show - Lara has many ways of dispatching enemies, including using the environment in unique ways, and as she upgrades her equipment and skills she has even more options and variety. In most encounters, you can choose your approach; stealth is an option (far more than in Uncharted games), you can dispatch enemies by pretty much only using the environment against them, you can face them guns blazing, or you can tackle them with melee. Combat encounters feel super open in this way, rather than Uncharteds shooting galleries. Additionally, the shooting in TR2013 controls way better than the Uncharted games. Its super slick to line up a head shot, and the feedback is much more punchy and impactful. TLOU did a lot to alleviate the floaty-ness of Uncharted combat, and U4 looks to make it even better, but controlling Lara during combat just feels really great.
- Tomb Raider 2013 features hub based world design, allowing you to go back to areas you previously visited with new tools and explore. I absolutely adore this kind of level design (another excellent example being Arkham Asylum) as it allows you to see the same levels in completely new ways, and gives a strong feeling of accomplishment when you come back to it later and youre able to do everything or get around easier. While Uncharted 4 doesnt seem to be giving up being completely linear, in both demos shown so far the level design was far more open than any Uncharted level previously. The forest demo in particular reminded me of Tomb Raider 2013 - multiple ways to complete the encounter, multiple ways to traverse the environment, and the ability to avoid the encounter altogether (if youre careful).
- Tomb Raider 2013 also features a lot of destructible cover - I particularly remember in one room, pretty much everything could be destroyed, including the floors of upper levels. This means that you have to constantly move between cover or youll be left out in the open. There is some destructible cover in the first three Uncharted games, but its ramped up a lot here and it feels really good.
- Tomb Raider 2013 was criticised a lot for Lara being a psycho killer at the end of the game - something which Nathan Drake also gets accused of a lot. However, I would propose that both of them make sense given the tone of the games theyre in. For example, Nate kills hundreds of people - but theyre basically cardboard cut outs. Uncharted clearly tries to ape the feel good fun of the Indiana Jones films - there is no consequence to killing the goons because theyre not really there for any purpose other than that. You dont feel bad for them because they scream comically, have really stupid conversations when they think theyre alone, and dont display any of the depth of a human being. On the other hand, in Tomb Raider, the goons are malicious - many of them will talk about wanting to kill that bitch, get revenge, kidnap her - etc. Lara responds in kind - these goons are out to get her, and by the end shes out to get them. Theyve killed most of her friends, tried to kill her multiple times, and have her best friend hostage - it makes sense for her to be angry with them. You dont feel bad for the goons in this game because they are terrible people, unable to listen to reason and openly malicious.
- This game is deeply feminist. I love it. Crystal transformed Lara from the sex icon into something far more appropriate and relevant for the modern gaming industry. Laras smart, driven, caring, sometimes funny and generally self confident. There was absolutely something to be said about old Lara in terms of feminism, in that she was at least always going on journeys of her own accord rather than having them thrust upon her, and she was pretty much always in control of the situation. However there were some serious presentational problems with old Lara, particularly her chest (which was apparently a slider error which nobody bothered to correct. Smh) and the way in which she was handled by the IP owner, who massively capitalised on the sex aspect of her design. I love that Crystal seems to have a lot more respect for new Lara - I cant even imagine new Lara being used as a digital pin-up with the permission of Crystal.
- The story is about a woman, of course, but it brings up some really interesting points about womanhood. For example, the whole Priestess Hoshi/Queen Himiko subplot is super interesting and looks at the unique expectations and burdens placed upon women in ancient Japan, some of which is still relevant today. As a quick summary, Hoshi is taken to live with the Sun Queen, Himiko, without being told why and is raised as one of her Priestesses. Himiko chooses Hoshi to be her next vessel, and Hoshi decides that it is her duty to her other Priestesses and future daughters of this society to kill herself during the transfer so as to prevent Himiko from inhabiting anyone else. I really enjoyed this sub plot (which ends up working its way into the main plot) because very few games focus on the expectations placed upon women by their families and societies. Obviously today nobody is being sacrificed to the mystical Sun Queen, but there are still many societies and cultures today in which women are treated as commodities or objects, used as bargaining chips or to fulfil goals.
- Additionally, being able to choose who you want to be as a woman is a recurring theme in this game. As well as Hoshi, there is Lara, who struggles with the guilt of being the one responsible for bringing them to the island. Lara eventually accepts that the guilt she feels is misplaced as there was no way she could have known it would lead to this. At the end of the game, Lara also decides that this is who she was meant to be - that the sense of adventure that she felt but always ignored is now overpowering. The most feminist part of this game is the fact that Lara is treated as a real human being - the Rise of the Tomb Raider therapy trailer in particular shows just how much thought has gone into Lara as a personality that is both influenced by and subjected to Lara's experiences.
- This is one of the most impressive things Crystal did in my opinion. Rebooting a character and having that design go on to be as iconic as the original design is incredibly difficult. And yet Crystal managed it. There are two tools which I now mentally associate with Lara Croft: her bow, and her pickaxe. Both tools grow and evolve through the course of the game as Lara does - both start as weak, makeshift creations, and by the end of the game have been replaced and modified into ultra strong, ultra precise tools, forged in battle.
- Both tools are integrated very well into the game - theyre used as both stealth weapons, melee weapons, and devices used in puzzles and traversal. Laras bow is probably the most important piece of equipment she has, and its also one of the best - its very easy to pull off headshots with it, and theres a perk which allows you to reclaim arrows after use, making the bow a great weapon for early on in the game (and familiarity with it is likely to make people keep using it). The pickaxe meanwhile can be upgraded to make climbing easier, stealth takedowns even quicker, and allow Lara to open lock boxes containing useful salvage. They also both show up firmly on her silhouette, which is apparently an important part of character design.
- By integrating both items so well and making the player use them at pretty much every opportunity, they are cemented in the players mind as objects that are associated with Lara Croft.
Tomb Raider 2013 is honestly one of last gens best games, and its definitely the best on PS4 (if the DE had come to PC I wouldve said that, but honestly, even with all the res and framerate enhancements you want on PC, itll never look as good as the PS4 version). I really feel like this game was underrated a bit by the community. It doesnt have a story as strong as The Last of Us, but in terms of gameplay it feels fantastic and it is one of the best survival experiences of last gen. The semi open level design and combat are absolutely excellent, and I honestly cant think of a single game on the PS360 (and even the PS4/X1) that controls quite as well as this game. Crystal had a massive task in front of them to rescue this franchise, and they absolutely managed. Rise of the Tomb Raider looks to be addressing many of this games criticisms, and I cant wait to see how it turns out.
When it comes to Tomb Raider 2013, I get that its not like old Tomb Raider. But it doesnt try to be, and imo, it stands by itself as a phenomenal and unique experience, inspired but not derivative, cinematic but not on rails - not perfect, but close.