Lara Croft ranks as one of the most well known in the world. Eidos’ popular heroine has explored the ruins of various cultures, fought human and supernatural threats, and solved countless puzzles on her way to becoming one of the greatest archeologists (or treasure hunters) in gaming. Two years ago, Eidos and Crystal Dynamics rebooted the franchise with Tomb Raider: Legend, a title that revamped the combat, control scheme and brain teasing puzzles that the series was known for. The follow-up to this adventure, Tomb Raider: Underworld, was recently released with hopes to expand on this formula. But has Lara learned some new tricks, or is this an old journey in disguise?
The pacing that you see is slightly due to the expansion and refinement of the some of the gameplay mechanics. For example, in Legend, players were given the largest amount of flexibility yet in a Tomb Raider game, with a lot of freedom provided to your agility, the speed at which you climbed or moved around ledges, and other control elements. That is pretty much retained within Underworld, so you still are able to easily manipulate Lara’s acrobatics when it comes to swinging on poles, scaling walls and other moves. Underworld attempts to build on these basics within a few adjusted gameplay systems. One of the first refinements is the removal of the quick time events from Legend in favor of Situational Adrenaline. Instead of having a button prompt that pops up onscreen that tells you what you need to do to survive a particular moment, the developers tried to give you a feeling that you simply need to react by moving and avoiding that particular threat.
Another adjustment that has been made within the gameplay is some minor adjustments to combat. Lara still retains the agility that allows her to perform actions like tumbling and firing weapons at the same time or aiming at targets from ledges or other perches. In Underworld, Lara now gains the ability to aim at and fire at two separate enemies that happen to be targeting her at the same time. This is particularly useful if you’re trying to take out swarms of bats or other creatures, but can also be used to hamper the progress of other enemies that attempt to close in on you and perform melee attacks. What’s more, Underworld provides Lara with sticky grenades that she can throw, ensuring that an explosive that you want to go off in a specific location will detonate at the desired place and cutting down on the frustration that frequently occurred in Legend.
While Legend allowed players to bounce behind an enemy and shoot
them in a bullet time enhanced motion, the flip has simply been included
into her normal repertoire. The focus system from Legend has been
somewhat replaced by the inclusion of an adrenaline system, which is
built up after each successful melee attack or bullet that hits its
mark. Players can trigger the adrenaline at any time, which instantly
slows down the actions of your enemies and makes your shots much
stronger. Alternatively, you can store your adrenaline until you’ve
maxed out your holdings, at which point you can get close to an enemy
and bounce off of them, lining up a reticule into a highlighted area to
potentially perform a one-shot kill. It’s not guaranteed, but if you can
get in place, it does allow you to get satisfying takedowns that are
worthy of Lara’s athleticism.
However, while the adjustments for combat do help to make the fights
you go through a bit more accessible, it does wind up raising a few
other problems. For one thing, the adrenaline system manages to make a
large number of the battles a bit too easy. Because you’re always
replenishing your adrenaline, you are frequently able to continually
move in and out of gunfights or other combat situations with an edge
over your opponents. Even though you can manipulate the game’s
difficulty thanks to the player-tailoring system (making it harder to
kill enemies), hits with your firearms still wind up adding
to your meter, allowing a player with an accurate flick of the analog
stick to effectively combo his or her slow motion attacks, giving him or
her an advantage in battle. Another issue comes in the fact that while
you are asked to select a weapon at the start of a stage, you still have
access to all of the weapons within the game thanks to your PDA, and
between quick swapping and accessing these weapons with your pause menu,
you’re more than equipped to take out any enemies that you face. In
fact, thanks to the unlimited bullets that you have with your basic
pistols and the lack of penalties for carrying this arsenal, battles are
relatively easy to get through regardless of who you’re up against.
While combat still isn’t the primary focus of the game, it occurs
frequently enough in a level to stand out as a weakness.
Tomb Raider Underworld Screens
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