Finished it. It is basically a forgettable experience that feels like you just ate some decent junk food or saw the latest Hollywood explosion fest. I'll probably just do some pros and cons thing in order for people to easier understand and counter-argue my assessment.
Things I liked
- Visuals: Aesthetics and graphics go hand in hand to create an impressive, coherent style. Although I would like more saturation, I understand the decision to go with a grey, washed out look, since it supports the cold, windy and drap island setting
- Polish: This game has really tight production values with a lot of polished developer-controlled segments.
- The game successfully achieves setting up Lara as a cold-blooded killer with a side-interest in archaeology, myth and history.
- Great character design of Lara.
Things I didn't like or care for
- The plot was throw-away shit. While this criticism could be levelled at the earlier entries as well as other video game narratives, Tomb Raider is much more exposed to it because the game puts its narrative front and center - cutscenes, dialogue, texts, etc. all constantly force the atrocious plot down your throat and you cannot simply ignore it like you can in other games.
- Loss and restriction of player agency. Many, many times I felt like my controller input hardly mattered in the game. And whenever I wanted to play the way I wanted to play the game, it wrestled the control away to correct my movement or jumping. The amount of scripted sequences also worsened the experience.
- Straight up offensive supporting cast. Direct and straight-to-the-point black woman? Indian guy with intuition for the mystic? Distant scientist/professor with no regards to ethics? Grumpy Irish drunkard? I cannot for the life of me imagine a creative person sitting in the writing team and saying "okay, so we need a calm Indian, a loud-mouthed Black, an Irish drunk! Let's get started!"
- The game never comments on Lara's murderous nature, except for that one final sentence by the villain. This is simply a bad cop-out, as one guy briefly and randomly mentioning the amount of kills you have committed as a player is simply insufficient and arbitrary.
- The game fluctuates in tone - one moment is about the warmth of a friendship with witty banter, the next you're exposed to lots and lots of macabre deaths and corpses bordering on genocide.
- The game starts off badly and uneven. Characters are immediately thrown into the thick of the conflict without much establishment of their motivations and backgrounds. Although we do receive a straight-forward exposition through a video camera, the game is still fighting an uphill battle in making me care about what happens to its cast.
- Stupid moment: Let's have this one guy protect the most important MacGuffin for the entire game *and* also have him carry all of Lara's weapons and equipment. How fucking convenient.
- False sense of urgency. This is a common problem with cinematic games, as they are so incredibly scripted that they have to wait for the player to do something before triggering the coming events. This is especially jarring when the terrible plot tells you to hurry to save someone or escape something, yet the events won't start until you hit that particular cliff/tree/boat/etc.
- Ludonarrative dissonance.
- There's a crazy amount of people living on that island.
- Music is ultimately forgettable and non-distinctive. The restrained tribal drums were cool in some moments, but otherwise the soundtrack fails to provide a unique and distinctive texture to the events in the game.
- There is simply too much combat. There are certain points in the game where it feels like padding for the sake of padding. Waves of enemies are thrown at you and as a result the encounters become one big blur of blood, headshots, and arbitrary XP.
- The "THIS IS A VIDEO GAME" crates, boxes, chests, white platform indicators clash with the cinematic style the game is aiming for.
- Tombs are an exercise in going through the motions without thought - you never care and you never feel like you achieved anything after "solving and overcoming" the puzzle.
- Camilla Luddington is not a good voice actor in this game. She sounds monotonous and occasionally drift between accents. The one moment on the beach sounded like an entirely new person for some strange reason.
- Shanty Town and the Temple of Explosions were the lowest point in the game for me. I almost gave up on the game during those parts thanks to the over-excessive combat encounters and idiotically unbelievable explosions.
- For some reason, the loss of friends never seems to have an everlasting effect on the characters. The characters do react to it in the immediate moments after the death of a couple of important characters, but the plot rushes the player to the next epic setpiece instead of lingering on the dramatic moments. This results in me thinking that the deaths are unimportant and everyone is expendable in order to serve the plot or the next game objective ("character X is here -> Lara goes there -> character X dies -> Lara goes back")
- The similarities between Mathias and Lara could have been used to mirror the actions of the player against the purported villain. They both think that they cannot leave the island thanks to supernatural powers and they both have to convince their entourage/followers of this fact. This could have potentially been an interesting method for commenting on the mass-murders by Lara and the extents she and the player goes to in order to "break the curse"
- The game sometimes tries to scream too much at the player, as if he or she was ADHD and couldn't hold their attention if things weren't exploding or characters weren't yelling or over-dramatic events took place. Letting the ambience and consequences of the drama can be very helpful in making those intense moments appear significant, yet the game rushes on to the next explosive attention grabber.
- By the end of the game I didn't care about any of the characters. The fact that the game quickly glosses over the many, many events of the game and how it impacted the surviving characters frankly punctuated with a big exclamation mark that everything that had happened was of almost no importance.
I know I have listed a lot of negatives, but I would still say that it's a decent cinematic low-risk game with almost no innovations or creativity. It's a by-the-numbers, tickbox game with no heart and no identity, but it executes most of these tickboxes admirably. It takes the Uncharted formula and improves upon the level design, but comparatively falls short in the narrative department.
All in all, the game is worth a play-through if you like some decent empty calories with no thought or heart. It is a well-executed uncreative cinematic game with bad writing, decent combat mechanics, and inane platforms and puzzles.
I'd give this game a 4 or 5 out of 10 (using the whole scale, not the 7-10 bullshit, so please don't misunderstand my quantitative assessment).