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Tomb Raider: Underworld |
PlayStation 3 |
Action |
November 18, 2008
Tomb Raider: Underworld Review
November 23, 2008 by Celeste O'Neill If there were ever a fitting case to demonstrate that familiarity sells, it would be the case of Lara Croft. Now the eighth game in the series, Tomb Raider: Underworld has a lot of expectations to meet. When the franchise changed developmental hands from Core Design to Crystal Dynamics, the team resolved to bring back the heart of the first game whilst simultaneously offering new features to players. Three games later, with the release of Tomb Raider: Underworld, it looks like Crystal Dynamics may have finally accomplished its goal. Gameplay
The impact that these amendments make to the gameplay experience cannot be understated. Lara’s reactions feel far more natural and create a greater sense of freedom for the player, an experience that was at the heart of the early games. But it’s not just Lara’s practical abilities that have been improved. All of Lara’s traditional movements feel more visceral, due in no small part to the motion capture employed in Underworld, which is a previously untried technique for the Tomb Raider franchise. Lara also reacts to environmental stressors such as fire and overarching foliage by using her hands to protect herself. This really helps Lara to become a more believable character.
Combat is much the same as it was in the previous two games, with the adrenalin-charged ‘head shot’ remaining in tact, and seems a little underwhelming as a result. A somewhat risky adjustment to the formula, however, has been to allow the player the choice of only one weapon to compliment Lara’s standard pistols in some missions, with the opportunity to change this weapon between missions. All the standard weapons are available to choose from, with the extra inclusion of stick grenades, which are consistently accessible. Overall, however, these tweaks seem to detract from rather than add to the combat experience. Music has always been an integral dimension to the Tomb Raider experience, and the music of Underworld is another element that has been realigned to the series’ authentic style. Different game areas will trigger a different piece of emotive music, reminiscent in particular of the original game. For moments of combat, Crystal Dynamics previously used relatively bland ‘action’ style pieces of music such as those you might find in a Hollywood action movie, in complete opposition to the compelling sensory experience that Tomb Raider was originally designed to be. Underworld replaces these unequivocal themes with more enchanting and unique pieces.
PlasmaFactor The franchise has an inconsistent history; gameplay in the early days was quite challenging, designed with hardcore gamers in mind. Sequels from Angel of Darkness onwards have involved relatively uncomplicated gameplay, resulting in less appeal for serious Tomb Raider fans. Underworld’s PlasmaFactor is therefore its balance of the traditional and the modern. Gameplay feels authentic, but includes a broadened range and better rendering of Lara’s moves, which should increase its appeal to both long-time fans and new players alike. |
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