Tomb Raider: Legend
Hands-on with the PS2 version. She cleans up good.
Lara couldn't be much farther away from the Parisian night if she tried. Some of us may be in Leipzig, but Lara's in Africa. And, just as they said she would be, Lara is back to her old tricks - leaping from ledge to ledge, solving ancient puzzles and dancing through traps that would've claimed Indiana Jones many times over. She's not just clinging on any more; she's clinging on, hauling herself up, jumping and tumbling past circular blades and then using her new multi-purpose grapple hook to smoothly swing across a spike trap with a rope - all in one fluid motion. Those of you hoping for something closer to the Prince of Persia may yet be satisfied.
Of course, the Tomb Raider: Legend team have been very vocal about wanting to take Lara Croft back to her roots. Out of the random European city and back into the caves. Back to what she's good for. Their determination for the game to stand apart from recent versions is obvious from the name alone. None of this "Lara Croft Tomb Raider Angel of Darkness" pin the colon on the run-together-game-names nonsense - just simple and memorable. Today, we got our first chance to see just how far Toby Gard and Crystal Dynamics have lead Lara - and the only slight disappointment was that we did have to journey to a random European city to do so.
Having got to Leipzig without feeling stronger or killing any helpful professors en route, Eurogamer's Patrick Garratt was one of the first to take in the new-look Lara one-to-one, and phoned through his observations earlier this morning.
The demo focused on a level set deep in Africa. Running on PS2, the code at Leipzig apparently constitutes a quarter of one of eight huge levels that make up the game, which the team reckons will take 12-15 hours to finish. And "huge" is the operative word. Starting in a cave, Lara surveys the area and makes her way out through an entrance to be greeted by a gigantic waterfall - likely to be the one seen in the screenshots - and the sense of scale is said to be overpowering. Birds are flapping around, and Lara can be seen fiddling with an earpiece.

At this point we were told about Lara's new body. Crystal Dynamics wanted to give her "the look of action and athleticism, and retain her beauty and sensuality, but without making her look creepy". (Good grief.) They've certainly achieved the former by the sound of it, with a slightly more muscle-bound heroine - almost cartoon-esque, but still very identifiably Lara. In terms of getting back to her roots, she can take the literal path if she likes and wallow in the mud - the dirt clinging to her until she next takes a dip in nearby water. After that her clothes will be sodden, and water will drip off - she may even wring out her hair during quiet moments. Beyond making her look like a more advanced, athletic Lara, the team has tried to give her a broader range of animations - and she won't always be wearing her trademark shorts, green top and backpack either.
Having caught our attention with a gigantic waterfall, Lara pulls a lever and opens a gate behind it. It won't be long before she's leaping and, of course, fighting. One of the other things Crystal Dynamics wanted to do with Legend was modernise the control scheme - and that's obvious in various areas, including the way the combat works in a manner that's unlike any of the previous Tomb Raiders. Combat is said to be 35-40 per cent of the whole game, and a lot of work has gone into it. A health bar and individual ammo stocks for your weapons spring up to remind you of the conditions as you fight. But instead of just giving you a gun and having you point, a new "combat lock mode" allows you to lock onto various enemies so that each is assigned a face button - in a manner not dissimilar to Sony's The Mark of Kri. Lara then uses her individual handguns to take shots at the enemy corresponding to the button you're hammering. As you dance back and forth trying to evade them, you can focus your attention without having to juggle the third mental ball of cycling through targets. A clever move.

Clever moves will be a common theme, by the sound of it. Solving puzzles demonstrated that Lara not only solves problems in various ways, but is also hugely versatile in terms of getting around and, crucially, not dying pointlessly and easily.
One puzzle involved starting a water wheel, where one of the paddles was obstructed. She surveyed the scene with binoculars first (these will apparently have different uses, but you can guess which was the only one we saw), and then got to it. The first option was to use her magnetic grappling hook - and this tool will serve her very often in Legend, from what we could make out. In this case, she found a way to swing toward it, Indy Jones' whip-style, and kick the obstruction. Another option, it turned out, was simply to chuck a grenade to clear the paddle's path. Another still involved clambering up the opposite side of the room and taking advantage of a stationary gun emplacement. The possibilities sound inviting, even if the early example is quite mundane - the idea of finishing a platform-puzzle game, starting over and saying "right, I'm not going to use any of the means I did last time" doesn't just appeal to us, it practically has our pants off. But back to Lara...
With the water wheel now clear, Lara can grab hold of the paddle and use it to reach higher platforms. Not the first time, mind you. The first time, she screwed it up. And this helpfully illustrates the point about not dying needlessly. In past Tomb Raiders, missing a ledge could be fatal and cost you lots of progress. Heck, walking down a corridor without watching your feet left you impaled on spikes - missing a ledge was like being told you were dead, and the developer had gone round your parents' house and told them about the time you stole £10 from your Mum's wallet and used it to buy pornography. Not so in Legend. Hanging from the paddle, Lara swung but failed to catch the lip of the ledge and tumbled - only to spring athletically back toward the paddle and not just grab it but actually stand up on it too. Like many recent platform games, Lara won't just fall off ledges either - she'll turn around and grab them if she stumbles off; the idea being that you'd have to make the game think you really wanted to leap off if you were to fall.

Having navigated this section, she started encountering traps. In the dark, her shoulder-mounted flashlight turns on automatically, and the red flares she can toss into deep pits add grim highlights to the darkened spikes at the bottom. With dynamic light and shadows, of course. Simple traps are like something out of Raiders of the Lost Ark - spears hurtling forth from every crack in the wall and Lara having to time her run to avoid them - while some of the latter traps and puzzles are said to involve water currents. And we can't imagine they mean she just gets her phone wet and swept a bit off course.
Overall, Tomb Raider: Legend is looking like it could be focused in the right areas, smoothly pieced together and actually capable of proving the doubters wrong. After the farce that was Angel of Darkness, this was always going to be a critical moment for Lara, and early impressions are hugely positive. They even seem to have the camera right - it's automatic, and "loads" of work has gone into it, but during our demo it never became an issue, and could always be tweaked with the right analogue stick. With so many good ideas flowing into it from various sources - not just the first Tomb Raider - the signs are very positive. Just as the developer has worked hard to hang on to ideas that work and scrap the things that don't, their latest incarnation of Lara is equipped to grab hold of anything in her environment - an environment that she seems more than adequately equipped to navigate quickly, fluidly and beautifully. Hey, we don't know about the sensuality part yet, but we still left disappointed we couldn't take her home with us.
Tomb Raider: Legend is due out on PS2, PSP and Xbox in Q2 of 2006.
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Comments (93) Latest comment 7 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Sounds.....ok! Which might be faint praise but at least it's praise when you consider AoD was pap!
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What has the series come to
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And, really, it sounds like the things that made me hate the series (that bloody inflexible, over animated movement) have been atleast somewhat remedied. And I liked prince of persia. Looking forward to it.
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Crystal Dynamics have proved they can do huge puzzles that be rewarding with the first Soul Reaver game (less the next one and Defiance though). The game in motion looks fluid and pretty and if they get the controls correct then it could work very well.
Hell it could even become what Prince of Persia 2 was meant to be. Without Godsmack aswell, Bonus!
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I might not buy this myself, although I'm not ruling it out yet. However, I'm still hoping it's good, for all our sakes.
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Shame I have GOW now, which pretty much satisfies my urges in this department....for now.
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the screens and videos i've seen for this look excellent.
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But then, she liked Angel of Darkness!
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You can read that totally the wrong way!
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Its an interesting element to bring into a Tomb Raider game though, Plus itll make a refreshing change from the "target nearest enemy shoot until dead, target next enemy shoot until dead. Repeat" Imagine jumping all over room shooting individual guns at different enemies, sounds cool to me, sorta like Tomb Raider mixed with Gungrave.
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They should do an anti-trailer featuring scenery and puzzles for the likes of us.
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I'd agree there's someone in this thread who looks stupid, but I don't actually think it's the people saying they liked Tomb Raider 1.
KG
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It was an impulse buy at first upon seeing it on a tv GAME and a bit a slow starter but from level 5 (Saint Francis Folly) onwards its was just pure gaming bliss.
Each to their own ... and this was mine.
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The first one was shit, admit it! and had a lot of tits
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I can't believe you had the nerve to post that considering the maturity (or lack of) in your post.
TR1 was great, although it was all downhill from there. Hopefully this new one will capture the good parts of the original.
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Oh you stupid fuck. That's DOAX volleyball you're talking about. Oh wait, that didn't sell. See my point?
Lara's boobs don't even jiggle. Do you seriously think looking at the same ass for hours and hours on end is an incentive to finish the entire goddamn game?
I'm going to make a wild guess and say you've never played a TR game for more than five minutes. Just get the fuck off my internet.
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Also, I hope that earpiece that was mentioned doesn't mean you're now going to have some tard behind the computer in the office back home yellling in your ear all the time like in so many action games. That would ruin any sense of isolation and adventure.
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Man, that is funny. Do you know what irony is? This isn't one of those "laughing with you" moments by the way, just so you know.
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There was ever-so-slight boob jigglage going down in Angel Of Darkness, when you had her up against the wall (Matron!), in the stealth postition (Nurse!), and then had her step away, they would swing gently closer together, and then bob a little...
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Well...if the earpiece was for some really hot sounding minx (maybe Lara's lesbian lover) softly purrring sweet nothing's in to Lara's ear as she guides her through the caverns, I could handle that.
"Oooo Lara baby why don't you explore that dark moist crack ahead."
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Peter, I doubt you can appreciate this as you were no doubt still in nappies when it came out. My guess is you are about 12. The original tomb raider came out nearly ten years ago. That makes you 2 when it came out. I rest my case.
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Film at 11!
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Tomb Raider's never done it for me before, we'll see with this latest outing if anything changes.
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There.
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Fair enough, since you are obviously a little slow...
"Tomb Raider was a fantastically playable game".
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Edit: im not talking about graphics here furbs (although on the subject i think they were pretty poor even for their day)
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Saturn peak performance: 500,000 non-textured, non-shaded triangles per second.
Slap some textures and lighting on there and that number freefalls.
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I certainly had no probs with the controls. And yes I played it. To completion.
Edit: Oh and hardware limitations can affect gameplay, not just graphics.
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Yes, but the leap in graphics and effects is much further than the leap in gameplay and controlls, is it not? Until games are controlled by the power of the mind and joypads are ditched, and 3rd and 1st person games are replaced by something altogether new, this will remain the case.
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I too completed TR without finding the camera control to be a "major flaw".
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That is until Core Design ditched the Saturn version of Tomb Raider 2 because of 'technical difficulties' with the system. When Lobotomy software successfully ported a pretty nifty version of Quake to the platform though, it just showed how incompetent Core were.
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This is exactly what I expected you'd say, and as such you've missed the point entirely. I doubt anyone would argue that the controls or the camera were perfect, but people don't love TR1 for it's controls or camera, and neither of those things are bad enough to have a negative effect on the experience of playing it.
You just don't 'get' it. That's fine, we don't all like the same things, but don't try and argue that it's a bad game, or worse claim that people only like it for the tits. That just makes you look like an idiot.
*sigh*
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That's a classic, we're not in the least. We're responding to everything you say. You're the one doing the ducking and diving.
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Holy crap, you really are ignoring everything we're saying.
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Edit: lol im not changing my posts mofo my freindly clown friend ,its the EG staff deleting me as i go along lol theyve nothing better to do...why not make up some new speculative news stories about PS3 that tell us nothing and leave me alone EG)
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GTA3 onwards used the same third person camera format as TR1 and suffers from the same issues because of it. Now are you also saying that GTA is a crap game with no "playability" because the camera sucks?
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/resumes banging head against brick wall
Um..nope, I said neither the controls nor the camera were perfect but that "neither of those things are bad enough to have a negative effect on the experience of playing it". The controls were a little slow and cumbersome and took some getting used to, and the camera was occasionally annoying, but no more or less than an awful lot of otherwise excellent third person games.
You seem fixated on the word 'playability', and the reason people loved the game is entirely lost on you. Do we need to spell it out?
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Weird that there's a moderator with the exact same name as you Peter, isn't it?
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Can I just point out though, that for someone in their 30s or older, your spelling is horrendous. Not that I'm a spelling nazi (I make typos and grammar faux pas' all the time), I'd just expect better from a grown up. Course, if English isnt your native tongue, my apologies.
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This is compounded by games like Mario 64, where you run around and jump the very instant you actually press the jump button.
If you can't see or 'feel' the difference between the two games then there's something wrong.
I don't see why that has to cause all of this shit though. :S
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"JESUS ! You ppl make me laugh! Im sorry but you all go on about "its the playability that matters blah blah f***ing blah" and here you are getting excited about a Tomb Raider game? Has a TR game EVER had decent playability ? (dont say yes,you'll only look stupid) TombRaider sells because teenage boys ( and sad pc oober geeks ) like to play with there party pickles while thinking of Lara, so cut the pretence ok boys its not like you're mums here now."
But you were the one insulted first?
Might I also suggest, as per your troll comment in the FIFA/PES thread the other day, that posting a negative comment about a game you have no interest or care about is symptomatic of someone who at best has too much time on their hands?
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I have experienced this with Smelly and Teeth, when I pointed out that Nintendo's market share was falling. This is an objective fact, yet did they accept it as such? No, they went on and on and on about Nintendo's appeal to gamers, their style of games, the handhelds etc. Basically ducking, diving and jumping over every valid point I made to try and defend their pride and joy to the death.
This is the fanboy.
I'm not saying that this is what's happened here, cos to be honest it really doesn't look like a fanboy discussion, but you have to be aware of it. People like Smelly and Teeth are all over this site like flies on shit.
I wish it would be possible for people to just look at everything ojectively and say "Yes, they are losing market share and will be in trouble at this rate if they carry on, but I love them anyway and enjoy their games" or maybe you will feel that in this case it would be "Yes, Tomb Raider was sluggish compared to many other games I can think of, but I enjoyed the game anyway".
Takes all sorts mate. Don't get too worked up over it.
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Considering I'm undoubtedly your senior I find that a pretty hilarious remark. Maybe when you stop resorting to personal insults we can have a proper discussion.
As Mofo said every one of your points has been responded to. Why you keep insisting that we're 'ducking and diving' your arguments is quite bizarre.
Games with cumbersome or arguably unresponsive controls can still be worth playing, and in the case of TR1 the controls and the camera aren't even a problem when you get used to them. Not all games are about skill and quick relexes, and in the case of TR1 it's the atmosphere and immersive game world that for me makes it very much a classic.
Fair enough sometimes it could be frustrating when you screwed up a jump, or had to struggle to solve a puzzle even when you knew exactly what you needed to do, all because of the delay in transition between animations or the camera, or got killed because of the slow turning circle, but it never bothered me much.
I was hooked on the atmosphere and the sense of isolation - for me games are all about losing yourself in a game world, not necessarily about 'playing' and 'beating' them. I can forgive imperfect controls or other merely mechanical shortcomings if a game has managed to suck me in.
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Yes we all agree that Tomb Raider's controls were flawed, but that wasn't your only point. This whole argument started because you implied it was a "crud" game for that reason - a point we've all been arguing and which I think you hopefully accept is completely unfounded - and because you chose to open the little debate with...
JESUS ! You ppl make me laugh! [...] Has a TR game EVER had decent playability? (dont say yes,you'll only look stupid) [...] TombRaider sells because teenage boys ( and sad pc oober geeks ) like to play with there party pickles while thinking of Lara
You might well have a valid point to make about the so called flawed 'playability' of the game, but that's not really the best way to make it is it? Unless of course you want to rattle some cages and start an argument, which I suspect was your intention. Now you've chilled out you don't even seem like the same person who made that initial post, so what was it all about?
Yes, games with cumbersome controls can still be worth playing. I don't see how anyone could argue with that but I guess we all want different things from our games.
TR1 is an excellent, immersive experience; dripping with atmosphere and chock full of good level design and puzzles, and for me it only loses a few hypothetical review score points because of slow animation transitions and occasionally frustrating controls.
It's all about the experience, the chilling sense of isolation and exploration and the solving of puzzles. It's not about quick reflexes or the fast, responsive control of your avatar, and it's certainly not about tits for crying out loud.
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"
You put it on top of the character's head, looking outwards. It's hardly rocket science.
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So its never going to be perfect.
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He really doesn't know when to leave it alone, does he?
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Enough of this totty, and back to the subject of the article.
I'm pleased to hear that it that it sounds like they're trying to recapture some of the aspects that everybody (Except petay pan) liked about the original whilst also trying to address the inherent shortfalls of TR.
I do worry that it will turn out to be too combat focussed with all this 'button assignment targeting' - it all sounds a bit too gimmicky for my liking.........
Hope they learnt from the errors of the 'warrior within'!
Edit: changed 'expect' to 'except' my spelling is terrible.
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I want cube version!
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Oh and Tomb Raiders controls were absolutely perfect for the job.
No soundtrack to speak of? No atmosphere? Jesus holy fucking Christ on a crutch man. Seems like you're continueing the argument just to stick to your first post, which you now realise was completely retarded, because you don't want to look as if you changed your viewpoint. And this makes it very tiring talking to you at all. Hey guess what, sticking with your first post only makes you look like more of a retard than when you hadn't.
I quit.
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Petay, you say "controls of the main character are paramount no matter how atmospheric/nice or any other "qualities""
So in effect you're saying you'd be happy to play a game that's got bugger all scenery or visuals so long as the camera control is spot on. I suggest you go play Pong.
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nuf said.
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If this is up to scratch, as EG suggest it may well be, I think I might give it a go.
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First one was awesome too.
Second was ok.
The others were complete shit.
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Petey, seriously, how old are you?
If you actually were thirty-something, that would be unbelievably sad.
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/bets 20p that come mid Sept we wont see any posts from Petay between 9am and 3.30
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/looks at Petay pan with pity.
/shakes head solemnly with disbelief
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