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Tomb Raider
| Price: | $26.27 |
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About this item
- It has superb physics-based gameplay
- A heart-pounding narrative in Lara's most personal, character-defining adventure to date.
- The games present a world in 3D: a series of tombs, and other locations, through which the player must guide Lara.
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Product information
| ASIN | B004FS8LYK |
|---|---|
| Release date | March 5, 2013 |
| Customer Reviews |
4.6 out of 5 stars |
| Best Sellers Rank | #44,422 in Video Games (See Top 100 in Video Games) #818 in PlayStation 3 Games |
| Pricing | The strikethrough price is the List Price. Savings represents a discount off the List Price. |
| Product Dimensions | 6.8 x 5.4 x 0.6 inches; 3.2 Ounces |
| Binding | Video Game |
| Language | English |
| Rated | Mature |
| Item model number | 91277 |
| Is Discontinued By Manufacturer | No |
| Item Weight | 3.2 ounces |
| Manufacturer | Square Enix |
| Date First Available | December 9, 2010 |
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Product Description
Product Description
After a brutal storm destroys the boat she was travelling on, a frightened young woman is left washed ashore on an unknown beach. On her own but not alone she has only one goal, to survive. Here begins the first adventure for a young and inexperienced Lara Croft in a story which charts the journey of an ordinary woman who finds out just how far she must go in order to stay alive.
Amazon.com
Tomb Raider is an Action-Adventure game that introduces players to the origin of one of the most identifiable video games icons of all-time, Lara Croft. The game features a blend of survival, stealth, melee and ranged combat, and exploration gameplay as a young Lara Croft is forced to push herself past her know limits to survive and unravel the dark history of a forgotten island. In the process she will unlock the adventurer within her. Additional game features include: weapons both familiar and new, upgradable items, a variety of play environments, and human and animal enemies.
Experience the origins of Lara Croft's adventurer's spirit in a reboot of the Tomb Raider franchise.View larger
A Survivor is Born
When the first ever Tomb Raider game launched in 1996 it was a revolution. Outstanding in terms of graphics, gameplay, and storyline, it changed the way that video games were played and developed forever. Fronting the games assault on the world was the central character, Lara Croft. Lara was also to have an incredible impact, quickly becoming the most recognized and celebrated female action heroine and an icon for the video games industry.
This newest rendition of Tomb Raider explores the intense and gritty origin story of Lara Croft and her ascent from a frightened young woman to the hardened survivor that she would become known as. Armed only with raw instincts and the ability to push beyond the limits of human endurance, Lara must fight to unravel the dark history of a forgotten island to escape its relentless hold.
Key Game Features
- Tomb Raider Rebooted - The new version of Tomb Raider is designed to reboot the game series for both the new generation of gamers, as well as longtime fans
- The Origins of Lara Croft - Set before even the earliest of classic games in the series, Tomb Raider serves as an origin story for Lara Croft, detailing her metamorphosis from an unsure young woman, to a superstar adventurer
- Diverse Gameplay - The game incorporates a variety of gameplay genres, including survival, stealth, melee and ranged combat, exploration, and more
- Weapons - Utilize a variety of weapons, including bow and arrow, an ice ax, and pistol
- PlayStation Trophy Support - Accumulate PlayStation trophies as Lara pushes beyond the limits of human endurance and unravels the dark history of a forgotten island
Additional Screenshots
Do what is necessary to survive.View larger Engaging gameplay mechanics.
View larger Utilize a variety of weapons.
View larger Diverse play environments.
View larger
Videos
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Tomb Raider - Crossroads
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Tomb Raider - The End of the Beginning Part 1
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Tomb Raider - Launch Video
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Tomb Raider - The End of the Beginning Part 2
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Tomb Raider - Guide to Surivial Part 2
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Tomb Raider Turning Point Trailer
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Tomb Raider FH
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Tomb Raider The Final Hours Video
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Tomb Raider Final Hours - Sounds of Survival Video
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Tomb Raider The Final Hours - Surviving Together
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Customer reviews
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To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
Learn more how customers reviews work on AmazonReviewed in the United States on March 27, 2015
Top reviews from the United States
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I was skeptical about anyone's ability to breath life into the dead Tomb Raider franchise, a franchise whose core focus on the sex appeal of its main character isn't even socially relevant anymore, and whose main gimmick of vertical exploration has been far outdone by such series as Uncharted and Batman: Arkham Asylum. Yet, with an emphasis on details, atmosphere, and pacing, this reboot of Lara Croft grabbed my attention and held on until the ending credits.
The reboot takes obvious inspiration from the television series Lost, beginning with Lara and a ship full of people hitting a storm and crashing on a mysterious island. Soon they discover there are "Others" on the island, who worship an ancient and mysterious Goddess. Lara then has to endure her own people disappearing, struggle to gain the trust of the survivors, climb into an abandoned plane, bring a makeshift transmitter to a radio tower and send out a distress signa--okay, so Tomb Raider doesn't so much borrow from Lost as it does blatantly steal from it, but that's okay in my book, because it's the only good Lost game we're ever going to get.
Unlike Lost, the mystery here is pretty obvious from the start. Most gamers will probably have figured out the villain's plot long before Lara does and be left scratching their heads when she dramatically "reveals" what's going on in the final chapter. But it's a very small hitch. Where Tomb Raider falls short (no pun intended) in delivering an interesting plotline, it does succeed in developing Lara Croft's character in an emotionally satisfying way. Over the course of the game, Lara distinctly changes, going from an unsure young girl who has never borne the responsibility of leadership to a survivor who won't compromise when it comes to doing what she believes is the right thing. A lot of attention was given to the details, here. No major action in the game occurs without the player getting to check in with how it's affecting Lara, and her reactions are never at odds with what the player is feeling. For instance, though Lara has an hysterical reaction to her first kill--it is an intense scene following a harrowing stealth section which will have most gamers on the edge of their seats--you can't expect gamers to realistically feel upset over the next hundred kills the game will require of them. Appropriately, after her third or fourth kill, Lara is asked by someone how she is handling being a murderer.
"It's frightening how easy it is," she says.
My favorite scenes were more subtle than this. The game developers found a way to consistently make things worse for Lara, and make them worse in a primal way that was very disturbing. Just little things, like the simple act of seeing Lara shivering with cold, are placed at the exact right moments to have a huge effect on the player. And every time Lara finds herself emotionally or physically damaged, it doesn't feel contrived: it feels destabilizing. Perhaps this is why I like the beginning of the game better than the ending: the beginning represents the most struggle for Lara, where she has the most obstacles to overcome and the most change to go through. This is a Lara who is learning the rules of the game along with the player, and that's where I felt the most connection. By the end of the game, she has hardened and feels less differentiated from other video game heroes. Regardless, the end result is that anyone who was nervous about Lara being just another female vehicle for fan service or a damsel in distress (with the player as her savior) will be impressed by the amount of depth she's been given and how humanized she is--including her bust, it's normal size. Maybe a little perky, but I think that's mostly because she spends a lot of time breathing rapidly after near-death encounters.
Details are one of the things which make Tomb Raider a successful experience, and nowhere is this detailing more evident than in the environment. There's this point where you first get to realize just how large the island you're on is and you start to feel like you are wandering around a substantial sandbox environment. This is an illusion. The island is hardly the size of even an older Grand Theft Auto title and nowhere near the size of Skyrim. However, the illusion works simply because every area has been given intimate attention. No two places are the same, which makes things feel infinitely bigger than those other titles I've mentioned. Actually, the game I was most reminded of while playing was Metal Gear Solid: Snake Eater. The same amount of care has been taken here, so that every corner of the island feels new and interesting and nowhere can you ever point and cry CTR+V.
Of course, I love that this environment is packed with things to find and challenges to complete. It reminds me of the old days of 3D exploration games, like Banjo Kazooie, Super Mario 64, or Gex: Enter the Gecko; because you wanted to explore every corner of those worlds, not just to see what was there, but because the game gave you active reasons to do so. Exploring in Tomb Raider is fun; not least of all because you often have to use your brain, rather than just your controller, to figure out how the heck to get Lara up to that relic or across that fallen bridge; also because you often get rewarded for your efforts with more of the back story of the island and the characters.
You have some tools to help you find this stuff. The most useful is survivor instinct. This is a little bit like Batman's detective mode in Arkham Asylum. Hitting the L2 button makes the world go grey, with objects of interest lighting up; whether they be object you can climb on or hidden relics and treasures. The difference is that the mode only lasts until you move. This solves the problem Batman had, where he was encouraged to go through his entire beautifully rendered adventure in ugly, textureless x-ray mode. The fact that movement disrupts survivor instinct keeps it in the category of a useful tool, rather than a filter that gets placed over the entire game. Maps are also available to help find most of the items, but for the truly adventurous, you can go for the unmarked challenges. These are things like finding ten mushrooms, or shooting down twenty skull necklaces from the trees. To find these you pretty much have to explore every corner of an area, stopping very often to pull up your survivor's instinct and see if anything glows golden. Players who complete these challenges will truly have explored all of Tomb Raider.
While exploration represents the highest design achievement of Tomb Raider, there are a few other areas a sequel could improve on. For one thing, in the next Tomb Raider I'd like to raid more, you know, tombs. Lara spends the majority of this game outside. The tombs here are relegated to special puzzle rooms where all of the game's physics and timing comes into play. I don't want to give away any solutions, because they are genuinely enjoyable to figure out, but I will say that this is where Tomb Raider feels the most like the games of old. There, the point was often to set in motion a series of chain reactions that opened up new areas to explore, or granted access to treasure. These Raiders of the Lost Ark style scenes were the heart-and-soul of the old adventures, and maybe the one aspect of them that shouldn't be forgotten as the series reboots.
Along the same lines, in future installments I'd prefer to be pitted more often against the environment and less often against human opponents with guns. While I'm glad Tomb Raider has evolved from being an awkward platformer, I'm not entirely sure it should fully embrace the third person shooter route. After all, we've seen that play out in titles like Uncharted. Shooters get repetitive and their staying power lasts only as long as their enemies and situations remain diverse. Tomb Raider enters this arena with an already recognizable set of baddies--from the standard guys with automatics to the guys holding riot shields who approach slowly to flush you out of cover--and relies more on dynamic set pieces to carry the weight of the entertainment. Lara's weapon set is also extremely limited, being made up entirely of four weapons, only one of which--the bow--feels like it adds anything blatantly new to the genre. It is immensely satisfying to pull off a difficult arrow shot and see a bad guy go down, clutching at the sudden protrusion from their throat.
I'm not necessarily complaining about how Tomb Raider has handled the third person action: the cover system is so smooth here that I didn't even think about it half the time (the game knew when I wanted to be in cover and, more importantly, when I should be in cover), the gunplay is hectic and varied, winning against a large horde requires constant movement and improvisation, and you are encouraged to make use of Lara's climbing skills in the middle of combat to get an advantage on enemies. In fact, the only truly mediocre combative segments of the game are the lackluster boss fights, the majority of which rely almost entirely on quicktime events. One boss was so immemorable that I didn't even realize I'd killed a major character until the NPCs started talking about it.
Even so, the combat cannot help but get repetitive by the end, and it is because we've seen it all before. Maybe not this smoothly, but still we've been there and done that. By contrast, one of my favorite moments of Tomb Raider was in the beginning, when Lara is pitted against a pack of ravenous wolves. They were large, mean, and generally scary. You didn't fight them in a cover-to-cover shoot out, but mostly by running away until you could desperately scramble to a place they couldn't reach you, and then pick them off with the bow. It was an intense and frightening encounter. Unfortunately, you only fight the wolves a mere handful of times--less then the fingers on one hand--and there's no other animals that Lara pits herself against (aside from the kind that run in terror from her mad bow skillz and whose supposed role as food for Lara was woefully underutilized). I would've liked to have seen more enemies like the wolves, which introduced a lot of atmosphere and intense pacing into the more generic gunfight.
And that's a good note to end on, because atmosphere and pacing are the key words of Tomb Raider. For most of the game, Tomb Raider will read your mind and know exactly when there's been enough drama and hand over some good ol' fashioned shooting. In turn, it is very careful about when to break that off and feed a player more atmosphere and more story. It's impressive to see it go from setting up frightening encounters with wolves, to getting your blood pumping right before a shoot out, to giving your trigger-finger a break and making you get cerebral with a puzzle or two. It's amazing the difference good pacing makes between a game like this and, for instance, Max Payne 3. Both had fantastic graphics and smooth controls, but Tomb Raider is more fun because it is paced out so much better. In Max Payne, I got worn out. Tomb Raider's pacing is so good that there's never an easy place to stop. My few complaints here are concerns for the future, rather than problems with what is here now. Crystal Dynamics and Square Enix have clearly picked up the ball that was dropped so long ago; I just don't want to see that ball dropped again.
And for the first time in a long time, I have hope that maybe it won't be.
-Story-
Lara's Story-After this game, I'm convinced that the writing and dialogue and all the aspects of this game's story would make a decent movie but a overly linear game. It's too dramatic and takes itself too seriously. I found myself laughing at parts of the story where I'm supposed to feel tense or worried for Lara, (She jumps into the river of blood and pops her worried little head out, had me smiling from ear to ear. That's the kind of thing that would happen in a cartoon.) while other times I felt nothing as Lara mourned over her friends death. "OK, Lara. Knock off the emotional garbage of your friend's sacrifice and let's get back to the story.. even though this is the story."
Characters-The characters are boring and forgettable. They introduced me to all of them at once and I couldn't remember their names, faces, or how they even knew Lara or what they were even doing with her! Filming a movie or something I guess, I have no idea. If it's explained more in the game through the journals found or something I probably didn't find them. There was no build up of the characters for me to form any sort of opinion on them, other than the shady Doctor who was the only character other than Lara to actually have some sort of screen time to show me who they were.
Mythology-In terms of the actual history or mythology of Yamatai I quite liked it! I was however disappointed with how little it was shown and how overshadowed it was. I was interested in Himiko and what was going on with the storms and the Oni! I wanted more! Sadly, it's so overshadowed by gunfights and awkward but safe platforming. I wanted more and more from the story and I really wish they did more with Himiko and the Oni and mythology surrounding Yamatai. I thought that finding the journals from World War Two or people writing about the crazy storms was fun, I liked finding those.. however I think some spent too much time describing one aspect of the island, like a couple were just about how it was scary that no one could leave and 'something' was keeping them there. I got that point after the second journal, no need to keep reminding me that something is keeping us here.
The Oni/Stormguard-One thing that really set me up and made me excited was the Oni. The first encounter with them slaughtering your foes and then just POOF! Gone. That was awesome. I enjoyed that! I feared them. I'd have Lara manhandle some goons over the Oni any day. For the lack of Oni experiences after the first was disappointing. You don't see them again for another forever, but this is when you actually sneak past/fight them despite hearing multiple conversations from Goons talking about The Oni being nearby. Where'd they go? That's what I wanted to know! I wanted them to pop outta a wall and kill some people or just be seen or heard.
Then you finally see them again and this is what disappointed me most. The Doctor being lead by Mathias and Sam. "Go talk to them! We have their Queen now" or however the dialogue went. The Oni were just standing there, having a smoke break. What? These are the warrior samurai I was fearing? Two of them are just standing around waiting for trouble to happen! I thought they'd have some big entrance! A cloud of smoke! Something mystical or magical or something after all! These people have the power of living forever apparently but the Queen didn't give them any sort of cool and amazing powers or abilities? That's a let down. I stopped fearing them at that point. They're just more Goons to take down, nothing more.
Overall-At the end of this game, I don't even know why they bother slapping 'Tomb Raider' on the cover anymore. There was barely any actual Tomb Raiding going on. Tombs shouldn't be 'side' things to explore.. Tombs should come naturally. You don't run around on a beach and BAM! Tomb to go in! No! Tombs are what you find along the way! They hold something or have a purpose to them. Not for XP or parts, but for something to help evolve the story. In any case, this game was about Lara Croft and her melodramatic journey on Yamatai.
The sequel looks the same way too! What was the trailer about? Lara in some therapists office. Lara shooting some guy with an arrow. It's Lara again, and she's back! Ready for more gunfights, obvious dramatic falls and scrapes and bruises and BAM! She's where she needed to go! Seriously, in this game did Lara even not fall down a cliff or river and not end up where she wanted to go in the first place? To me, this wasn't about Tombs or finding anything to do with history or mythology surrounding the island, but more about Lara, her friends, her survival, and after all that it's back to her again.. while she stumbles upon a tomb she finds and stays for a couple minutes before she's shot at or something falls or explodes or something. Preteen adult Indiana Jones with lady parts and 007 explosions and braindead goons.
-Gameplay-
Platforming-The game's platforming was a lot better than CD's previous LAU. White ledges were sometimes more hidden or they were blended in with the craftwork of a shack or a plane or something. The jumping to ropes or off beams felt awkward but safe. I felt like I had too much control of Lara and her featherweight body in midair but she homes in on ledges and things so it doesn't matter. She'll usually find what you're making her jump at...but all that removed the danger of it. It was too safe. There never was a time I thought "Oh wow, can I make this jump?" because it was either obvious I could because there's no where else to go or it's a small jump, just like in LAU.
Lara- Oh my god, my biggest gripe of all is Lara and her movements. She (and everything she interacts with) feel like nothing. Everything is made of styrofoam and feathers and falls over/rolls away when you exhale. That big crate there hanging from that rope? Jump on it and watch it swing as if Lara is either 200lbs or the crate is literally filled with nothing. Lara herself moves so melodramatically it's insane. Jumping in place even! She hops up, flails her arms and lifts her feet up. Why flail the arms? Is she unsure of how high she can jump in the air? And there's no pre-jump movement. She doesn't squat down even a little to give herself more of a push off the ground like how real people jump, she just uses her feet to do all these leaps and jumps from beam to rooftops to cliffwall. She's so responsive and quick she's like a supercar. Everything she did in the game was extremely jolty and quick. I say jump, Lara says "How far and which way in mid air should I sway?"
Interactables- I feel like the phrase "Good in moderation." was never used in this game. Crates full of XP? They're everywhere. Animals I can hunt if I want because I only fed Lara once? They're everywhere. Things to light on fire? They're everywhere. Bones of thousands and thousands of previous people? They're everywhere. Enemies willing to shoot anyone on sight or have a 2 minute conversation with each other? They're everywhere. Explosions? They're everywhere. Things falling apart when Lara steps on them or someone tries to kill her? They're everywhere. Collectables to which there's no real reason to collect them? They're everywhere. Campzones only a mere couple of feet away from danger or enemies OR other campzones? They're everywhere. Was there ever a point of instant travel? Most of the campzones were so close to each other that it'd take less than a minute to go to the previous one. I can see wanting to instant travel between Campzone D to A, I understand, but what's the fun in that? Instant travel should've been unlocked after completion of the story.
XP/Salvage-This is what ruined my experience the most I think. I wanted to be on an adventure but I'm constantly reminded of XP or finding salvage or upgrading Lara or her weapons to which after a good couple of hours I stopped caring about it all. I finished the game with over 3000 salvage to use. I didn't want to upgrade my guns because it just ruined the immersive atmosphere of the adventure to me. I hated being constantly reminded I was in a game. DING DING XP!! DING DING SALVAGE! DING DING TOMB AHEAD!
-Environments-
Overall-I can't say the environments were bad. They looked good! I enjoyed them. I never got to explore them though since every couple of feet is a battalion of goons armed to the teeth ready to fight me.
Wow, look at the mountainside! THERE SHE IS! GET HER!! *gunfire from multiple directions*
Wow, this area is kinda creepy.. *Random goon conversation about his boss/his job/his wife/his fears/his goldfish/his dinner/The Oni/Grandma*. Most the time I couldn't listen to their talking anymore and I just went in and shot them in the head. *HEADSHOT XP* If I wanted to play Call of Duty, I'd go play that.
Wow, this temple area looks cool! Love the architec... THERE SHE IS! GET HER!! *gunfire from multiple directions*
From what there was, the level design was good! Could have been a lot less linear.
The tomb with the wind and the shutters on the windows blowing all around was my favorite. I enjoyed that a lot! Felt mystical and dangerous to me. Should have been a lot more ancient sites along the way and not just things to experience.
Her environments changed way to quick. In the beginning after she escapes her first cave and ends up on the cliffs, she somewhere slides down a hill and it's all dark and stormy out in a matter of seconds. Kinda bad transition.. or maybe it's purposeful to show Himiko's powers? I don't know, just something I noticed.
-Sound-
Overall-I don't know about everyone else, but I played on PS3 and the sound consistently got choppy or completely went away for short instances. Some sound effects felt out of place. Some cave I was in featured a dripping water sound but there was a steady stream of water falling from the ceiling.. that's not drops of water.. that's a stream. I don't know if anyone else noticed this but I'm aware of level design to an extent and the atmosphere it projects. Sounds and lighting really can make or break a cave feeling.
-Rating-
My rating would be a 4.5 out of 10 stars. As a game, it's pretty meh. Nothing really sets it apart from any other game out there. It's got the XP thing. It's got the multiplayer thing. It's got the melodramatic story thing. The scripted gameplay thing. It's following what a lot of games are doing and it's not setting itself apart from them. Why should I buy the next one? What makes it unique? Or is it going to be the crap I can get in other game, only done better? I feel that Tomb Raider as a franchise is going through it's awkward teen years of finding itself while being peer pressured into things from it's friends and what they're doing. It's not making it's own mind up anymore, TR is following suit of what handfuls of other games are.
In all honesty, I don't think I'll be picking up another Tomb Raider from this point on. If this is what it's evolving into, I don't want any of it.
Going into this game, I wanted Adventure and Danger, Mythology and History, but out of all of those I only received Danger and that was only in the form of constant gunfights.
Top reviews from other countries
Third person action-adventure/light RPG games are my favourite and this fit right with my taste. Pretty similar concept to Uncharted. Really neat game mechanic in highlighting objectives (similar to the Batman: Arkham series goggle vision -- but less easy to abuse since you can only use it when you're standing still). Also neat upgrade system that really makes you question which abilities would best benefit your situations and personal play style.
The Shipping could have been a bit more professional.
I recommend this game to all adventure lovers. You get a bit of everything in this game. Could easily get lost on the Island playing this game!
The wildly successful Uncharted franchise was enough to introduce me to the 3rd-person adventure/puzzle genre. the first game was great for what it was at the time, but it's the 2nd and latest 3rd installment to the franchise that really got me hooked. Uncharted 2 "Among Thieves", i can proudly say, is one of my most favorite games on the PS3. and though i have completed it several times ever since i first bought it, it is one of the handful of games that i intend to keep for as long as my gaming hobby keeps me entertained.
when i first heard about this game, i was highly skeptical. i wasnt sure if this was going to be a revamp of the already existing franchise, or if this was going to be an entirely new vision of Lara altogether. even more so, because of the overwhelming success of the Uncharted franchise, my initial reaction was to brush off this new Tomb Raider game as merely attempting to be a clone, riding on the coat tails of nathan drake and the success Naughty Dog has had with the Uncharted franchise.
as i read initial reviews of critical acclaim from sites such as Metacritic, i knew that this initial judgement could not be any more further from the truth. after reading over dozens of reviews of the course of one afternoon, i knew that this Tomb Raider game had to atleast be given a fair shot. so, since i was really in need of a new game to play over the course of the past few months, i bit the bullet and ordered the game from Amazon.
i was surprised that the Amazon Exclusive was selling at the price that it was (about $29 cdn) while brick and mortar retail outlets were selling the game for $49. this was no-brainer decision for me. not sure if they still offer this exclusive deal but if they do, jump at the chance to order it! i ordered the game on a friday afternoon, and i recieved it the following tuesday. Amazon's expedient process of delivery has always shined in my eyes and it continues to stand out as being the ideal place for all of my bluray and ps3 game orders.
over the course of roughly 2 weeks since i first recieved the game, i beat the game in about 3 or 4 days, with a final completion score of 82%. i would play the game for a couple of hours at a time, and always looked forward to coming back to it. the game is in fact an origin story. that is, provides an interesting idea of how lara croft did became the strong survivalist character we identify with her as a being pop culture icon we know her as today. The game is developed by Crystal Dynamics. to my knowledge, they havent done anything previously that has really stood out to me in the gaming industry (though if anyone wishes to suggest a game of theirs i should check out, please do). they have done a truly great job with the game. the overall visual design of the game is absolutely beautiful and the play mechanics of controlling Lara are smooth, clean and precise.. the sound design captures the immersive environment incredibly well varying from a thick jungle to a sprawling mountain town with accompanying various changes of realistic weather as you progress through the game. the combat, which drives about 75% of the gameplay, borrows subtle incredients from the recent Resident Evil games we've seen in recent years and is fluid, engaging and thanks to the rich various different environments, i never found dull.
if you appreciate the more technical aspects of current gen games, the game has a lot of great visual effects that add to the overall experience which one would really appreciate, not to also mention things like realistic destructible cover during the intense shoot out scenes and its environments, ragdoll physics mechanics with the bodies of enemies as they hurl through the air during explosions and the like. overall, these elements done so amazingly well help to drive a fun game play experience.
the game has a compelling storyline with a few subtle plot twists, and it is easy to identify with lara as a protagonist. this game is rated 'M' for mature and for good reason. Lara gets bloodied, beaten up and in an extreme capacity that would make even the most hardened gamer or even horror movie fan of gore cringe occasionally. the game is of course an adventure/shooter game with lots of shoot-out set pieces. it offers lots of use of weapons for lara to find and learn to use - anything from a pick axe,a pistols, machine guns and even (my favourite) the awesome bow and arrow. this game offers a warm welcome to such a primitive weapon. it's fun to use and being able to pull off headshots is just incredibly satisfying.
one of the great things about the game is that offers tons of replayability. you're able to return to previous places in the game you couldnt originally access, thanks to new gear you find and upgrade later in the game. by accessing these new areas, offers new treasures to be found, which of course provides reward to the player. extending on this, is the upgrade and experience system. lara is able to upgrade her weapons as well as her skills (survivor/brawler/explorer), and by doing so, lara is rewarded a boost of XP (experience points) during fights, and through various interactive activities as she progresses through the game.
one thing i of course must mention is the puzzle solving aspect to the game. the puzzles arent as heavily placed in prior games. in fact, they are entirely optional to pursue. you can get by without engaging in any of them - which are found in tombs placed all throughout the game, but ignoring them completely even on a second playthrough would be discouraged. the rewards from solving these puzzles rewards Lara very generously with bonus XP - and that is always a great thing! on a personal note though, i felt that they often slowed down the pace of the game and as i came across these tombs, i really debated with myself if i really wanted to do them at all.
as said earlier, the story line is engaging and rarely has a dull moment. the action never lets up, and is a great game that offers the player tons of replay value to return back to previous locales to look for any outstanding secret areas. i cant see this as game that too many people will be returning, trading or selling for something else in the long term. i recommend this to anyone who likes the puzzle/adventure games but also enjoys the intense action of 3rd person shooter. This Tomb Raider game has in some ways set the bar for future games of its kind to model after.
i would happily rate this as one of the top 10 games for 2013. don't miss out on it !



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