Lara Croft Tomb Raider: Legend Review
A return to form, but only just.
Version tested: Xbox 360
Almost three years on from the Angel of Darkness debacle, Eidos knew it had a mammoth task on its hands to restore public confidence in a brand that had suffered the most humiliating critical backlash in years. Only Driv3r came anywhere near close in terms of a public mauling, and the indifferent commercial performance of Parallel Lines suggests that consumers aren't as forgiving as publishers might hope. What are the chances of Crystal Dynamics' debut Tomb Raider offering of turning the tide of ill will?
Wisely, the Californian developer has gone for the 'safety first' policy of taking the gameplay back to basics, back to the late '90s vintage when Lara's improbably proportioned torso bestrode every other magazine cover. Almost everything that made AoD a painful, hateful experience has been ditched, with much of the old-style Tomb Raider II-era globe-trotting, Tomb Raiding that so many of us loved brought back to the fore. Right from the opening section of the Bolivia level, it's immediately obvious how much homage to past glories that Legend pays, but this familiarity largely breeds warm, lasting nostalgia, rather than instant contempt.
No one should expect any kind of gameplay revolution here, though, and rightly so. Legend is full-on old-style Lara adventure, complete with its fair share of levers to pull, pressure pads to activate, traps to avoid and neuter, blocks to push and ropes to swing.
I feel stronger now

Lara in rare cosy jumper moment.
But (wait!) it's not the tired, cynical retread of the past you might expect, with the obligatory New Gadgets and Equipment(TM) increasing the interaction with the environment like never before. Chief of these is the Metallic Grappling Device, which not only plays its part in many of the puzzles, but also helps as a jump aid to help you swing across huge gaps, and a means of dragging enemies towards you in combat. To avoid the potential frustration of trial and error, all items you can grapple with have "visually distinct surfaces" (i.e. they look shinier than everything else), and once you've attached it, you can then drag it towards you, allowing you to yank pillars, boxes, switches and the like as a means of getting from A to B. Sometimes it's simply to provide a means to block the slicing blades of death from ripping your limbs asunder, other times to give you a means to avoid being roasted alive, or even to weigh something down. In many ways, Legend would be more aptly summed up as Tomb Raider Grapple, such is its reliance on this new gizmo, but it's definitely one of the better new additions. As a result, there's actually far less switch-pushing and pulling during your adventuring, and much more time spent wondering which cunning way you can use your grapple next.
Elsewhere, Lara's also been kitted out with binoculars and a Metroid Prime-style scanner, known as the Remote Analysis Device which allows you to scan the environment and find weak spots, or whether items can be moved or operated in some way - though most of the time it's pretty self-evident anyway. In addition, you also have access to a Silent Hill-esque chest-mounted torch (a - get this - Personal Light Source), which shows off the lovely dynamic lighting effects rather nicely, but - annoyingly - runs out of batteries if you leave it on for more than about a minute and then quickly recharges, begging the question, why not just let you switch it on and off? Why frustrate the player for no reason at all? Game designers, eh? Cuh.
Another item in your 'gear' is a stock of health packs (up to a maximum of three), which you can administer yourself (with a quick push of 'up' on the d-pad) when you're about to die. It's certainly a useful addition but in terms of New Things About Lara, that's about your lot. Sure, the game also tries its hand at new ideas in other areas, such as punctuating the general action at key points with some short 'cinematic' slo-mo action sequences where you have to press a specific button when prompted, but they're hilariously basic, more than a little bit pointless and not worth dwelling on, to be honest. Even less worthy are the game's two motorbike driving/shooting sections, which come across as a feeble attempt at variation, but merely serve to illustrate that Crystal Dynamics should stick to what it is best at.
Pixel imperfect

She'd be stuffed without that grapple.
Aside from silly novelties, though, perhaps the most significant - and welcome -change to the gameplay is that Lara has been set free from the old grid-based control system, which is both a Very Good Thing, and occasionally a Not So Good Thing, as you'll discover. Old hands will notice immediately that her movements definitely feel slicker than ever. Every acrobatic somersault, every ledge shimmy and death-defying leap can now be pulled off with an assurance and a confidence that makes the game instantly feel more responsive and more enjoyable to play. The previous pixel-perfect precision that dogged some of the older games has been replaced by a system that - more often than not - reads the player's intentions. Leaps of faith to and from ropes, for example, work the way you always wanted them to, with a certain amount of invisible 'assistance' from the computer to make sure you connect. No longer does scaling crumbling rock faces and vaulting from one wobbly ledge to another require such a testing degree of "whoops, one pixel out" trial and error, with mis-timed jumps often resulting in a one-handed grasp, where players have to quickly press the Y button to steady themselves. This all makes the game feel a whole lot easier than Tomb Raider veterans might remember. It's certainly more forgiving in many respects, although there are occasions where not having a grid system means you can't just take the required number of steps back and do a run-up like before, but we can't say we missed that approach.
The combat controls certainly make things pretty straightforward for the most part, too, with a simple system that tasks the player with little more than holding down the left trigger to lock-on and fire with the right trigger. Thanks to a combination of generous controls, infinite pistol ammo and some pretty dim enemy AI, the occasions when you're heavily outnumbered pass off without incident at every stage of the game. Enemies obligingly stand around waiting to be killed (sometimes, gasp, moving behind cover), and even the ones that wield riot shields can be dispatched with a single well-placed grenade. As a nod to the past, Legend even throws in a few Leopards (and Pitbulls) throughout the game, but even they can't be bothered to put up a good fight, and the bosses - almost without exception - are unimaginative in the extreme and incredibly easy to dispatch, and only tend to hold you up via some illogical puzzle element. That said, it's just as well the combat amounts to a tiny portion of the overall gameplay - if it was a remotely important part of the experience we'd be more bothered by how utterly useless it is, but we're prepared to be slightly more forgiving than we might be because we enjoyed the main adventuring element.
A special mention has to be made about Legend's sensible checkpointing system. Often the difference between a satisfying game and a hugely frustrating one, Legend gets it right here by stopping short of the hideously forgiving quicksave method, and keeps you wanting more by never forcing the player to redo more than a few minutes of gameplay. But with several 'second chance'-type mechanics, and an unprecedented degree of hints and prompts flashing up to remind you which button to press, most experienced players will romp through the seven main levels in no more than 11-12 hours. While this undoubtedly makes the game feel somewhat shorter than previous epics, the payback is that frustration levels are kept to a minimum as a result, entertainment levels are generally high and you might actually feel compelled to see Legend all the way to the end.
Once around the block
If you do, though, don't expect an awful lot in the replayability stakes. Fair enough, there's the Time Trial mode (which is nothing more than the same level again, against the clock), and the temptation of earning more achievement points through completing these (on the 360, at least), or via the Hard Mode. But the various other unlockables (like costumes, art, pistol upgrades, cheats and the like) are pretty underwhelming compared to, for example, games like Resident Evil 4, and at the end of it, you'll wonder exactly why you spent so much time scooping up all those hard-to-reach artefacts.

Swimming's barely featured in Legend, but it's a nice trip down memory lane when you do.
But as much as we've laboured the point at how straightforward and easy Tomb Raider Legend is, there are a few memorable moments (towards the end) where it feels like the team completely neglected to adopt the same 'always make it fun' mentality. Inconsistencies creep in. Levels suddenly seem chock full of red herrings. Control prompts fail to appear. Suddenly you'll be running around wondering what the hell you're meant to do. You'll try everything. Shoot everything. Leap off everything 29 times. Grapple everything 134 times. You'll swear 97 times. And then, almost by accident, you'll do something that works. Something you swear you tried the very first time you arrived in the room. Something so simple that you feel shame-faced with stupidity. And then the same thing happens in the next room, and then the easy-as-pie boss stumps you for the same reason. It's crushing. The fact that the exact same things happened to a colleague made us feel slightly less idiotic, but even so, it highlights the fact that there's a fine line between forgiving game design and being frustrated to death by the lack of signposting (that appears in every other instance in the entire game) and presence of numerous red herrings (which haven't appeared anywhere else). Just so you know. Maybe the game's delay was to try and make it more accessible? They so nearly got it right, too.
Assessing Tomb Raider Legend's technical merits is a bit of a cloudy issue. If you're expecting its arrival on the 360 to herald some kind of next-gen dawn for Lara, then you'll be sorely disappointed. Much like so many of the early 360 games, it's an obvious port that's essentially been given the next gen 'treatment', for what that's worth. This means that, yes, it's by far the best-looking console version, but one that bears all the hallmarks of 'last gen' game and level design, albeit with the added benefit of some nice lighting effects, and, of course, high definition resolution. There's also the issue that some levels are far better than others, so the quality actually varies quite significantly between downright bland and delightful. Some of the more traditional Tomb Raiding levels seem to work best, with lush foliage, crumbling ruins and nice water effects to admire. Even the Japan level, stood on the rooftops, works well, but then you'll be wondering what on Earth went wrong with the Russian level, with its sub-GoldenEye surroundings. With only eight levels (including the Croft mansion) in the entire game, it's strange that Crystal Dynamics couldn't pull all the stops out for what is, after all, quite a short game.
Cruddy frame

Amanda in full perv suit. She's not nearly as evil as she needs to be.
But one thing that's simply unacceptable is the sludgy frame rate that seems to follow the game like a bad smell throughout. If the game could be seen to be pushing the mighty 360 beyond its means, then you'd accept that this was a small price to pay. But although the normal mapping, intricate texturing, lighting and particle effects help make this by far the best looking Tomb Raider adventure yet, there's really nothing outstanding or amazing on view to suggest that this should cause the game's frame rate to chug so noticeably for much of the time. It's not as if the levels are exactly epic in scale or ambition. Indeed, for the most part, they're tight, intricate and focused, and there's nothing on the scale of some of the more memorable ones in the original, ten year old Tomb Raider. Not even close.
That said, Lara herself is wonderfully animated, and can now pull off some remarkable acrobatics with grace and style. Climbing, swinging and vaulting around looks incredibly slick, and there's a real sense of foot tingling momentum as you pull off the more improbable feats. However, as detailed and delightful as Lara looks these days, much of the effort invested in her suite of new attacks has been wasted. For example, thanks to the ease of the gun combat, almost all of the new melee moves (slide attack, power kick, aerial attack, grapple attack) are completely redundant, as is the ability to do endless somersaults.
Also, Crystal Dynamics seems to have inherited Core Design's tendency to make all of the enemies look totally generic. So, as great as Lara looks, the baddies you're facing off against look almost identical throughout the game. Yawn. The bosses certainly look quite impressive, but their attack patterns are so limited that any sense of excitement soon dissolves. Overall, there's this lingering sense that the game has been primarily designed with the PS2 in mind, and as such the limitations that places on the game design is really transparent. 360 owners should be advised that they're only getting a shinier version - and one that doesn't even run as smoothly as it should.
Almost nearly there
Panning back to the bigger picture, there's no doubt that Tomb Raider Legend is, overall, a pretty entertaining game that long-term fans of the series will be reasonably satisfied by. The way that Crystal Dynamics has, on its debut for the franchise, managed to recapture a large chunk of what made the game such a hit in the first place is truly commendable. The adventuring, exploration, atmosphere and puzzling essence that we've been hankering after makes a stylish return, and with a control system that's - for the most part - slick and well implemented. After the shock of Angel of Darkness, getting the series anywhere close to being back on track feel like a victory.
But let's be realistic: Legend is not all that it could have been. It's justifiably irksome that the combat is so utterly lame from start to finish, and that there are some truly awful driving sections and pointless slo-mo action sequences that boggle the mind with their spellbinding rubbishness - and were it not for their fleeting appearances, the game could have easily been a disaster. There's no doubt, too, that the game could and should have been much more impressive on a technical level. In 2006, on a machine as powerful as the 360, we should absolutely not have to put up with creaking frame rates and silly clipping issues (where metal jaws can apparently go through giant fish monsters and Lara can walk on air). It's fairly obvious that Legend game wasn't designed for the 360, but even against the best action adventures of recent times (like God of War or the Prince of Persia trilogy) it falls some way short of matching the standard we've become accustomed to in recent years - both on a gameplay and on a technical level.
Tomb Raider Legend is not the stunning return to form we were hoping for, but is certainly a leap in the right direction that clings on by its finger tips to being generally solid, and mostly very entertaining addition to the series. Legend bodes well for future releases, and the Welcome mat may be out for Lara this time, but there's only so long Eidos can trade on past glories.
7 / 10
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Comments (138) Latest comment 6 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Incidentally *is* there any limit to the size of the ignore function?
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"add 5 for ps3"
Twas meant to be ironic/sarky in response to the first 2 comments (Though I guess that slurpy was also being ironic/sarky as this is the 360 review)
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I'll wait for trade in (easy, as it will sell bucket loads).
Glad to see they havn't made a complete hash of it though.
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/tumbles
/is glad has ordered PC version!
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And not ds.
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good review
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I don't want to be fighting commando's in the middle of a damn tomb.. I want to feel alone out there, like I'm the only person to see that area in thousands of years. When you go in to a cavern and there's army jeeps, spotlights and guys with machine guns, it really jars with the isolated experience I want to be feeling.
Imagine you're running through the first few levels of the original Tomb Raider, and, instead of there being a T-rex in the Lost Valley level, there's a bunch of army guys shooting at you. How shit would that have been?
They got so much right with this game, but abundance of enemy soldiers, terrible bike riding stages, and some bizarre stage choice design limit this to being just very good, rather than a classic. I enjoyed it immensely however, and since there will be certainly be a sequel, let's hope they listen to the negatives and put them right.
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Had hoped for so much more from this, but after playing the demo and reading the review, I think I can safely say I'll be waiting for a cheap 2nd hand copy. Shame, I miss the giant caverns, cautious exploring, complex puzzles and precision jumping of the originals.
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Ah right. Well I'm up to the third level and didn't know about it, so I would've preferred to find out for myself. I did watch the Marketplace trailer and didn't see anything about it.
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Why would there be a limit? All you need to do is make a table called 'ignoreTwats' with the userId & ignoredUserId (& some other stuff). You could fill it endlessly*.
*Theoretically.
Played the demo last night, was smooth & well presented. Very nice to play. Its low on me to-buy-priority-list though, ill buy it when it drops to 30 E or something...
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Really then, what's the point? Oh well, there's Lara...
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How long did you laugh for?
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Nice review, anyway. I'm almost certainly going to pick this up, although I'll probably wait a couple o' months 'til it's a bit cheaper. Because I'm a tight git.
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Oh and you didnt mention the miniskirt and suimsuit unlockables. That surely adds an extra point for sad tossers like myself who really should have stopped being aroused by Lara in 1998?
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However, I have never played a Tomb Raider game and doubt very much so this is going to make me approach, let alone purchase.
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/leaps of Sphinx, goes to make cup of tea.
*crump*
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To pay £20 extra for the developer to move the 'texture qulity' slider up a bit before hitting the re-compile is not on IMO.
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Correct - many games on Xbox 360 even runs differently in 480p vs. 720p... shame
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Okay... perhaps a noddy question but... why are you running at 720p or 1080i if that's the case? Why not drop it to 480p and forget about it?
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There is one such point in the game.
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Predator review coming next week - ran out of time, sorry!
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I was only stumped at one point, on one boss, apart from that, the whole game was a breeze, and I totalled it in under 8 hours.
I'd love to know where you guys are getting fantasy numbers like 11 to 12 hours from.
Oh, and I 89% completed it first time through too, looking for pick ups as I went, so it was no rush job.
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My fiancée and I don't plan on having kids.
Ever.
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Well... yeah. If it got all wonky in higher resolutions. You hardware whore, you.
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did they put those in so that they could make screenies and demo movies of rendered stuff containing "in-game" footage? gets around the new ITC rules i guess. cheaters.
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Everything in the game is done in real time, including the QTE's, there are no FMV's apart from the splash intro screen for the logo.
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@BBIAJ: Never mind the babies - just let me have your assorted spittings and excrements. That will help me through Oblivion!
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I'm running the demo in VGA 1280*768. No problems there. Then again I never saw any glitches in GR:AW."
Funny, coz I'm running in VGA 1280*768 on a decent 17" LCD PC monitor and I am getting the glitches. However, in the same mode on GR:AW, I had very few, except for when there was a lot happening on screen - helo landing with dust, large gunfights etc.
Curiouser and curiouser said Alice......
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If you can wipe it up off your keyboard.
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Further proof that you shouldn't take anyone's word for anything until you've tried it yourself. Some people can spot slowdown while some people seem oblivious to it.
It's a weird world.
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Interested to hear what the Next-Gen content added (that was disabled in demo)..
Ran brilliantly compared to the 360 demo, so would love hear what they've added over the demo
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Even the wife remarked on how crap the frame rate was on the demo. This despite her reckoning most console games look the same even though she can tell the difference between 46 shades of pink.
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You said...
This means that, yes, it's by far the best-looking console version, but one that bears all the hallmarks of 'last gen' game and level design, albeit with the added benefit of some nice lighting effects, and, of course, high definition resolution.
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Your card will need to support Shader Model 3 though, and it comes at a massive performance hit, even on high end systems (although they are sorting this out with a patch).
If you want to test it out, I think they are adding the NexGen content to the PC demo at some point today or maybe over the weekend. They left it out since it adds a huge amount of data to the file size that not everyone needs.
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Jesus dude, What the fuck is your problem. Talk about over-reaction. So full of fury were you that you couldn't even spell your FOAD acronym properly. Have a glass of milk or something and count to ten.
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I didnt notice the personal insults in his post. I guess like the framerate issues though, if you dont notice it, it must not exist.
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Man, your response was not even close to proportional to his post. What he wrote was a cheeky sideways slight about your platform objectivity (and only alongside defending the integrity of the staff of this site). What you posted in return was an unconstructive foot stamping anger fest.
I don't mean to get on your case and this is very last thing I will say about it, but take another look and see if maybe your expletive count was a touch out of place. Its the bigger man that will admit he was wrong you know, thats what makes us adults instead of children.
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I didnt notice the personal insults in his post. I guess like the framerate issues though, if you dont notice it, it must not exist.
Exactly.
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So Lara eh? Anyone know what other unlockables there are?
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There's a policy? I thought if you were going to ban people for gratuitous personal insults, the comments section would be deserted by now
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I liked what I saw of the PC one..........silky smooth at 1920x1200 on a 7800GTX..
The 360s frame rate though killed the game for me after seeing it on the PC. Can only imagine later levels running same or worse.............so I may plummet for the much cheaper/better PC one..
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Yeah thats an absolutely disgraceful argument. I'd be just as mad as you. No really.
And if suggesting you are biased towards the 360 is an attack on your character, then you really have self esteem issues, not least because you've admitted you are in the past - self abuse is never a good thing unless theres a pile of kleenex to hand.
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So, on a lighter (and somewhat superficial) note. Hands up for Lara or mad evil nemesis woman. I think my vote has already been cast.
Oh yeah, and some game related stuff like what is unlockable, like Furbs said.
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Lets let it go now. An apology was given. Either way, lets get the thread back on track please.
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Hehe, that poxy Oblivion horse armour would be put royally in its place.
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same shit, different day
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Aaaaanyway, who's playing it atm? Good fun?
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But yeah, bannage is in order.
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Me, and not really.
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I got this to keep me a bit busy between long Oblivion sessions. Perfect for that. Sadly it never touches the best action game of them all... Ninja Gaiden 2 where are you?
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LOL, I simply can't read that without thinking of Scooby Doo.
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That can wait until NGB is completely fixed on 360. Then I can work my way through to Master Ninja again. And get my arse kicked again. And again. And...
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as for morriss, good fun playing ATM, eh? Disgusting...
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Exactly the same here, and it seems to be a common problem - from what I've read, the "next gen" option is just a straight (well, as straigt as you can port something over, no idea) port from the 360. There are rumours they're going to fix it in a patch. Happens independently from the resolution or the rest of the options, too.
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German link
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Because I can't imagine playing TR with inferior camera relative controls. That would destroy the precision. Then again, reading the review I get the feeling it's not as precise it used to be, anyway, and instead has become what almost all 3D games are: vague, wobbly, slightly random approximations of what we used to know as "gameplay".
the hideously forgiving quicksave method
Finally someone who says it. I'm surprised that there haven't been any PC wussies coming to defend their save anywhere function.
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Anyway i'm loving this game so far,just been playing around 4 hours non stop,and it certainly is one of the more instantly enjoyable 360 titles out there.I'm using it on a Samsung hdtv with a component connection,and have to say I've seen very little if any slowdown,or framerate issues:/Certainly nowhere in the realm of Oblivion's.Maybe i'm justy not as picky as everyone else,and don't have the special eye for picking out these faults.So far i'd give it an 8 out of 10,but i'm a bit easily pleased and even liked the motorbike section.
Ohh and to the poster above,yes that rediculous turning on the spot control method is out the window,and the game is all the better for it.I couldn't stand any of the other Tomb Raider's for that reason,so this one must be doing something right.
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it depends, has it fun gameplay?
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Oh, please. Games without quicksaving are for people with too much time on their hands At least TR has a very decent checkpoint system, but usually, a silly save system has nothing to do with difficulty, and a lot with frustration. Where's the skill in having to play the same section again and again (without failing), and then dying at the same spot again and again?
It's just inferior games that need to rely on the tension of a stupid save system.
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To get the next generation of fun games? The ones that aren't released on the old consoles.
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There's an epidemic of this in the States. Drives me nuts when I hear even videogame TV show hosts who should know better talking about the new "Laura Croft" game coming out. They're two different names, FFS.
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Cause he likes to troll.
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One of them's out already.
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No, controls that sway around with the camera angle are ridicilous, at least they are in a game like TR. From the sound of it you're just one of those people who fail to grasp a game and then fumble around with it like a 10 year old before dropping the controller and exclaiming the game sucks. Funny to watch, really. To people who do get it, the controls as they were are far superior.
Oh, please. Games without quicksaving are for people with too much time on their hands At least TR has a very decent checkpoint system, but usually, a silly save system has nothing to do with difficulty, and a lot with frustration. Where's the skill in having to play the same section again and again (without failing), and then dying at the same spot again and again?
It's just inferior games that need to rely on the tension of a stupid save system.
Ah, there you are, I wondered when one of em would show up. Go back to playing Tetris on an emulator with savestates, wussy.
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I love the easter holidays! \o/
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If you somehow planned to sound cool, let me assure you that went horribly wrong.
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Grrrrrrrr
/head hexplodes
Oh and sorry B_G.
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I understood the post, thanks (hence writing replies). I don't understand why you asked a stupid question that you already knew the answer to, unless you're just stiring for the sake of it.
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Heh... have you been away? Derbs, meet Bored_Gamer; B_G, Derbs.
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But this grabbed me like the first one did on the PS1. Just looked a bit hazy cos it's got AA turned on, but it ran like a dream, 720p into a projector.
But the soldiers do suck. It's not GRAW, they shouldn't be there.
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If you somehow planned to sound cool, let me assure you that went horribly wrong.
Hah, well I would certainly hope you didn't seriously read it like that, or I might have gravely overestimated my audience. There was, however, a point hidden in there.
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No, controls that sway around with the camera angle are ridicilous, at least they are in a game like TR. From the sound of it you're just one of those people who fail to grasp a game and then fumble around with it like a 10 year old before dropping the controller and exclaiming the game sucks. Funny to watch, really. To people who do get it, the controls as they were are far superior.
Wow Doc,you got me in one,you got that big analysis of how I play games just from me saying the original Tomb Raider control method sucked,which it did bigstyle(Take a step foward,no no too far go back,step forward again,no not quite enough this time,again,too far whoops I've fallen off a cliff.God help you if you needed to jump anywhere).Anyway to get to my point you my friend are some kind of genius.
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sorry, just gone back a page and seen previous comments!
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Yay for release day patching!
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In a chimp's fucking arse they do.
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6 hours first play-through! - Rock On! \oo/
4 hours second, and on Hard! - Killer! \oo/
yes - i have been playing too much Tomb Raider and Guitar Hero this weekend
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"Bigstyle"?
Anyway. See what's happening there? You're fucking around like a retard with something that you don't get. I don't need a big analysis, anybody can see it right away. The early Tomb Raiders were thinking games. Not action games. Anybody who tries to play it like an action game (instead of thinking and observing) is, of course, going to look rather stupid while playing it. The problem is you. You're just doing it wrong.
Here's something I wrote somewhere else:
And how people oh so hated the old turn on the spot controls.
Camera was a non-issue back then, since the controls were completely independent from it. TR1 was, to me, a sort of spiritual sequel to the old Prince of Persia games. Very precise and calculating, allowing for some insane level design.
But the kids wanted camera-relative platformer controls, and now they've got them.
There is no more insane level design, like the reviews mentioned, because the camera issues make it impossible. The levels are all softened up now, nice and easy for kids like you. Boring as hell.
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pity the ememies were so dull, oh boy evil goons with helments, wheres the trex, apes and bears from TR1?
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