Tomb Raider Anniversary Review
Raise a glass.
Version tested: PC
It's just as well Tomb Raider fans are a patient bunch. For the large part of the past decade it seemed like the interminable wait for some kind of return to 'form' was never going to happen. But last year's polished but undemanding Legends was certainly a promising step in the right direction. All it needed, you felt, was to get back to basics - back to the sort of fiendish design vision that made the series such a phenomenon when it burst onto the scene in 1996.
And so it has proved. By re-energising and revitalising what people loved about Tomb Raider in the first place, Anniversary is, in all respects, the best Lara Croft adventure to date. It's back to palm sweating platform puzzling on an extraordinary scale, with feisty combat elements put well and truly into the background to add tension and drama only when required. It feels like its own game again despite 'only' being a remake of the celebrated 1996 original. But it's also a 'celebratory remake', and one that manages to improve on almost every aspect of the original by rebuilding the game from the ground up without taking anything away from what made it so special in the beginning.
Pixels bigger than your face

Discussions with the natives over the new bypass route weren't going as planned.
What made it so special was, to put it bluntly, fantastic (and hugely memorable) level design, allied to the fact that it was one of the very first games to fully realise the potential of 3D gameplay. That said, if you were to go back and play the original now, you'd be appalled at how clunky the control and camera system feels, how evil the checkpointing was (unless you played the 'save anywhere' PC version), and, eek, how badly the visuals have aged. Like many of the cutting edge 3D games of the mid 90s, it's a humbling and harrowing experience to fire them up now, and only a respectful remake could hope to preserve the memory of what such iconic games stood for. Fortunately, Anniversary does the job remarkably well, and as good as we could have possibly hoped, in truth.
When you first trudge through the desolate temples in the Peru levels, you'd be forgiven for assuming that it's little more than a delightful graphical makeover. Large chunks of entire levels are exactly how you remember them - or at least how you think you remember them. In truth, though, it's really only the shell that's the same. While most of the basic geometry is admittedly very similar, the way Crystal Dynamics has shaped the game design to take advantage of the enhanced control and move set used in Legends turns it into a very different, and far more enjoyable game.
For example, seemingly minor additions like the ability to grapple objects and yank them down, or fire your grapple at a ceiling-mounted hook and wall run along changes your whole approach to getting around and solving puzzles. Not only that, the fact that the game automatically grabs onto a ledge when you slip off the edge saves you from untold amounts of unnecessary frustration, as does the ability to balance or do a 'safety grab' when necessary. Another godsend is the game's tendency to checkpoint after every single significant chunk of progress, meaning that no longer do you have the pad hurling annoyance of having to traverse large sections to get to the one thing that's barring your progress. It's as if Eidos and Crystal took a look at the long list of perennial bugbears anyone had about the game and scrubbed them off with a big red marker until every one was gone.
Time to let go

Cranking up the action.
With such a sound platform to build the game upon, the only thing between you and making progress are the levels themselves, and almost for the entirety of the game, they're some of the most wonderful examples of platform puzzling you'll ever come across. A lot of people moaned at us last year for 'only' giving Legends a 7, but playing Anniversary, that score seems more relevant than ever. For whereas Legends held your hand almost throughout, there was rarely a sense of delighted discovery or satisfying realisation, because the game's routinely linear design and incessant prompting always left little doubt what to do next. Anniversary strips out the handholding nonsense, save for the odd subtle grapple icon that pops up when you're in range of a hook to fire at, and thanks to an array of huge, non-linear levels, you're forced to play the game properly: like an explorer looking for tell-tale environmental features. If you're really stuck, a journal apparently gives you a few hints, but we never felt compelled to use it, which is a good sign.
Quite often, this freedom to just get on and figure out what to do means that some of the game's 14 levels can take an age to suss out. But while this can often lead to relentless leap of faith annoyance, the solution is almost always right under your nose, and it's hugely satisfying once you get through a section that's been holding you up. After a while, you might learn to stop blaming the game for your own failings, and start paying more attention to the clues all around you.
Duck and dive

You'll believe a woman can fly.
With only a smattering of combat to worry about, Anniversary is nothing like the pointless fairground shootout that Legends was. For a start, you won't have AI-free goons popping up obligingly for you to lock-on and blast one after the other. More likely you'll be diving out of the way of feisty lions, deadly panthers, fire-bombing winged demons, slavering wolves, or pesky bats. And when you do, you won't just lock-on and blast away, but you'll often have to dive out of the way of a marauding pack, or get blindsided by one that's bowled into you at full pelt from behind. They're not mucking about, that's for sure, and as a result the combat - when it does happen - is really entertaining.
Although you can generally win out by diving around randomly and taking advantage of the generous lock-on, it's more fun if you take advantage of an enemy's 'rage attack' (denoted by a little flash of red above their head) by performing the slo-mo 'adrenaline dodge'. It's not the usual lazy bullet time crap, but a genuinely tense, exciting way of capping a determined enemy just as they're about to pounce. Just as Lara dives out of the way, two reticules slowly move over the target, and once they're together you can loose off a deadly shot that - at the very least - will do a lot more damage than just blasting relentlessly. When it comes to the various boss encounters, you generally have to use this technique, or you'll just die - simple as that.
But less thrilling is the reliance on Simon-says Quick Time Events, in a tiresome concession to modern day action adventures (You can point the finger of blame at God of War and Fahrenheit all you like, but Shenmue started it years ago). But unlike most QTEs, Tomb Raider's are even less demanding, mostly requiring little more than up or down - and with a generous amount of time to pull them off, too. Just like all the other games around currently using this technique, it does give a more interactive feel to what might otherwise be plain cut scenes, but they're so easy to pull off that you feel like they might as well not bothered. And - I have to agree with Oli here - Crystal has somehow managed to reduce the seminal T-Rex slaying moment to what amounts to an anti-climactic cut scene. Such moments of abject disappointment are mercifully rare, though, so you'll get over it pretty quickly.
PC or PS2?
One point to consider before you part with your cash for Anniversary is what platform you buy it on. With no 360 version (yet), you might be tempted to dust off the PS2 and buy that version - especially as a) it looks absolutely stunning, and b) it even supports widescreen progressive scan. Certainly, that was my first instinct, on the basis that it's a game best played with a joypad, but, to my utter delight, I discovered that the far superior PC version works perfectly (with no configuration required) with a wired or wireless Xbox 360 pad right out of the box (just buy one of these). Hooked up to a TV, with the 360 wireless pad, it was seamless, and certainly makes up for the lack of a 360 version for now - assuming you have a reasonably specced rig of course.
Both versions feel identical to play, but the PC wins out by virtue of the sharper resolution and a plethora of more advanced graphical effects. Given how undemanding the game is on average systems (for example, running on a Radeon 9800 or X1600 Mobility was no bother, and even a Geforce 7400 equipped laptop ran without a single hitch with all the settings on), I'd heartily recommend anyone go for the PC version, even if they've given up buying games for their creaking beige box.
And while we're on the subject of how the game looks, Crystal Dynamics deserves massive applause for the overall art direction and the way the premise of the original has been enhanced so massively. Given the game is rather sparse in terms of enemy count and so on, it's evidently given the team the chance to really go to town on pushing up the texture variation within the environments. The overall atmosphere within the game has been improved no end by the delightful attention to detail, with painstaking inscriptions and intricate patterns livening up the innards of these forgotten temples. Even when you're in a seemingly bland stone room, imposing statues with mossy feet always give that chilling feeling of abandonment, and the subtle ambient lighting, floating dust motes and watery reflections help all the more.
Snap, cackle, crunch

A familiar sight: a locked door.
Even Lara herself looks better than ever, with a more fluid interaction with the environment, and a more convincing physics-based approach used to convey the sickening effects of a severe fall. Some of the small touches - like the way her skin glistens after a swim, you won't even notice immediately, but then the camera might offer an unexpected close up, and show her face in absolutely stunning detail. Other moments, like the little smoke trails after you fire a shot, or the splashes you see when running through a puddle, all add up to making the game world come alive, and help build a wonderfully immersive atmosphere that keeps you going when the chips are down.
Equally worthy of credit is the audio work, with a brooding soundtrack that fits perfectly with the dynamic ebb and flow with the action. You might not even notice the discordant ambience while you're desperately pulling off a death-defying series of jumps, but now and then you'll sit back and soak it all up and appreciate that palpable effort has gone into making it the best game it could be.
But enough with the gushing praise. There are moments of agony to endure in Anniversary too, albeit mercifully rare occasions when the design team either overlooked something obvious, or the QA department wasn't listened to. Apart from the occasions where you'll fail to spot some obvious visual cues (and you will, mark my words), there are a few notable occasions when the game appears to delight in being utterly evil for the sake of it - such as when (near the end of level 13) you have to first defeat two fire-bombing winged hell cretins (without getting knocked off into a fiery abyss), and then get about 15 seconds to do five perfect jumps in quick succession, followed by two insanely difficult wall runs and grab a wall on the opposite corner. Only two hours of solid persistence saw me through this single ludicrous event, and were it not for the game's instant reload and sensible checkpointing system I'd have not bothered seeing the otherwise excellent game through to the end. Some of you won't be so persistent, and rightly so - it's galling when a game throws an unreasonable challenge at you, though luckily nothing else in the game demanded such obsessive compulsive repeat play.
Falling in love again

Just how did that wood stop from rotting? Eh?
If you're utterly beset with incalculable OCD tendencies, though, you'll be delighted to learn that the game's rammed with unlockables and rewards for nabbing all the hidden treasures in the (even more) difficult to reach parts of the game's 14 levels. Everything from commentaries to character biogs, art and costumes are there to be unlocked, and with time trials being included as well, there's reason to keep coming back for more long after the 15-20 hour first play through is over with.
So, if you've just skipped to the end, or maybe haven't quite got the gist yet, we rather loved Tomb Raider Anniversary for giving us so few things to dislike about it. It takes the inspirational level design of the original, improves upon the atmosphere, and makes the whole thing so much more fun thanks to the hugely refined control and camera system. Far from being a tired, cynical cash-in exercise of a brand past its prime, Tomb Raider Anniversary goes back to its roots and shows how remakes should be done. As such, it has ended up being one of the stand-out games of the year so far, and also one of Eidos' best ever. It's a must buy for any Lara fan, simple as that.
9 / 10
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Comments (137) Latest comment 5 years ago
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Cue pages and pages of "eurgh, when's it coming out for 360?"
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Incidentally, any news about the rumoured Wii version?
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I'm gonna have to buy this now for my PC. I still don't believe a word of the review, I mean, a modern day tomb raider scoring 9/10?
Nah, seriously, stop pulling my leg......
/hopes beyond hope
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My PC is for RTS/MMORPGs
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Cheers, really almost forgot that. As I use 2 PCs which are 600 kms apart with my Steam account, that's quite handy.
Only I didn't like the demo. But a 9!
/ponders
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Have we got a release date? I'm wondering whether to hold off getting this until the Wii version arrives...
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http://ww w.play.com/Games/PC/4-/3299122/...
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/expects to see GAME pre-order sitting on door mat when I get home
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Is that a hint there may be a 360 version on the horizon? As that would be my preferred version (achievement whore).
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\o/
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With Paypal, it's still 35$ = £17.7. I won't bother with a delivery and I have far too many game boxes at home anyway.
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The PC demo (and I suspect the full version as well?) lacks most of the "next-gen" graphical options that Legend had, though. While some of them were a bit overdone, I still found the Anniversary demo a bit graphically lacking, in comparison.
All a bit weird, really.
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id try off, for old times sake
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is this the same anniversary game core were working on? (remember leaked vid)
did crystal d simply take over or start from scratch?
i wonder if core would have changed the t-rex part?
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They'll charge you £18.32 for $35.24, and Gabe Newell will just spend your extra 33p on DOUGHNUTS and CRISPS.
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Funny how all the points Eurogamer have mentioned that they love (going back to the traditional exploration, not knowing where to go next), Games TM loathed and marked it a 6/10 for this reason.
But I'm inclined to side with this review as the exploration is just what I wanted. I can't stand this crappy hand-holding nonsense. Let me do it myself please!
Oh you have done!
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Quick Time Events though? WHY?!
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The NTSC seems to.
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But there is some really really hard moments where you have to do some really stupid and long jumps and rope swings.
Also the checkpoint system is good but it also fails you by the fact you can re trigger checkpoints which can be very annoining if you've spent the last hour working your way up a room, slipped up fallen to the bottom and re triggered the bottom checkpoint.
Que much swearing.
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Legend was, imo, awful (7 was far too generous), tomb raider in name only.
hopefully this will establish the template for future installments.
observation:
lara didnt have that ponytail in the original
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That is all!
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is it a pal ps3 ?
is the game a pal version?
Pal ps2 games dont work on ntsc ps3s
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At that point in time, it was either give up or put my head in the oven.
And regarding death, they use some lame ragdoll now, i used to love the death animations in the original, the way her body got twisted and the sound of cracking her neck.
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because of frustration. (btw you forgot the "?"
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Thanks for pointing out the errors. I was up til 4.15 AM this morning finishing the game, so I'll blame tiredness and Tom being away! - Krudster
----
ANYWAY sounds good. The whole Tomb Raider thing kind of passed me by somehow, despite having briefly rented the first couple. I guess they were kind of ponderously paced for me at the time. Did like the Legend demo but weirdly, didn't like the modern kid-gloves pacing, so I thought "what I'd really like is the old-school level design with the new controls and presentation". Et voila!
The Legend demo was rather choppy with the next-gen options up though, as the old beige monster is looking a little long in the tooth these days. Hmm, whether to wait for the Wii / 360 version... ?!
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As I said earlier, this verison doesn't have the next-gen options, and looks and performs (on my PC, judging by the demo) like Legend with these options all turned off.
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Eurgh.
Edit: fixed. Damn my tired brain.
As soon as they announce the 360 version I'll order it.
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I dont have a ps2 anymore, and i hate playing games on my pc
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Just ordered the game today and am a bit worried now
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Surely Dragon's Lair started it years ago? Shenmue just made it 'popular' again.
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I tried to play through the first game but my computer died when I was about 2/3 through it, and I never bothered to play it again... Legend was the only one I really played through (didn't play #5/Chronicles and #6/AoD at all)
what's with the Legend hate BTW?
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Hmm, no.
Controls are still fine (better than the modern camera relative controls) for the climbing and jumping puzzles. Admittedly not so for the battles, but who the hell plays Tomb Raider for the shooting anyway?
Camera system: Well, one of the first games with a button to fix the camera behind you, and frankly, it holds up better than loads of modern efforts.
Evil checkpointing? There are save points. There is nothing different about them or, their placement, from modern games. So, Idunno? And on another note, save anywhere systems are thinly veiled built-in cheating, they're the spawn of Satan and they're only for total pussies.
And sure the visuals are lowtech, but combined with the music and ambience they still manage to convey the atmosphere properly. I don't understand why some people can be so hysterically appalled at older games' graphics, when the art direction still holds up. You don't go into pretend convulsions each time you play a DS game, do you?
All in all, I find this whole overreacting at old games slightly cliché. So many of them, including the original TR, are still better in almost every way than 90% of the rubbish we get these days.
That said, I'm obviously looking forward to this. Despite them including the awful Legend controls.
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eh? Erm.. most people run pc games at high res you know...
People just wouldnt buy a ps2 port on the 360 - no matter how up-resed it was. I might be wrong, but i'd say that's why its not happened.
Besides.. The ps2 version appartently works on the ps3 (for those that have one). And they're doing a wii version. So that's the two most popular formats covered
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Sure, hence the "PC look" that some PC games have when played at higher resolutions, where the polygon count and the texture size aren't high enough in comparison to the resolution. Making everything look flat, undetailed, etc.
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Confirmation/denial of this would be greatly appreciated."
I played the demo with a PS2/USB combination. It works fine.
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What is it with gamers nowadays and their hate of challenge?
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it makes the experience a bit more involving, let go of ledge/button and your dead.
sotc is another good example of manual grab making a platform game better.
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Having been playing TRA since yesterday I have to say it is just as glorious as this review would have you believe. And thankfully no stupid ass bike sections to be seen.
Oh and I'm proud it appeared on the PC and PS2 formats first respectively, next generation console owners have had it too good for far too long if you ask me. 'Bout time they had something to moan about missing out on instead.
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It's like the online music thing - the costs are so low for the music companies, but they refuse to pass on any of the savings to the consumer. There is probably some price-point where the majority of people would just buy it legally rather than steal it. I don't know, $.25 for a song or something like that maybe.
Ah, forget it...
/rant over
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A quick time event (QTE) is when the player must get through a sequence of instant action required situations via the pressing of an appropriate button when it appears on the screen.
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Haters saying it's old just need to stfu and try it
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if you mean the next gen graphics option that was in legend then no, there are no next gen graphics options at all.
shame really.....
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Look, the game simply does not need all that shiny bumf to be a worthy buy. It's 100% fine as it is in the looks department on a PC and due to the lack of "next gen" content it canb e run quite safely at high resolution and settings with plenty of FSAA too. And it looks incredible.
If all that next gen pulava was going to be used the game would have taken at least twice as long as it did to develop, and that simply was not necessary at all. They did the right thing and concentrated on what really made a good to honest TR adventure by making the graphics a secondary issue. They are competent/brilliant as they are. And that's all a decent game needs surely?
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can't be bothered to compare effects though...
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that said.... I'm really enjoying it anyway, it's that good I would glady wait for a 360 version (fingers crossed) and buy it again
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Shall be picking up this on PS2 tomorrow
And even though I own a 360, I couldn't give two shits and a rat's arse wether it comes out on a 'next-gen' system or not.
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I've been playing the game this evening as it arrived from Gameplay a day early. It's great fun although whether or not it deserves a 9/10 is somewhat questionable as although it's a great action adventure it's not doing anything particularly ground breaking...
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No it does not. However it brings that sweet sense of nostalgia to those of us who, like you, back in the 3Dfx era were old enough to compare it to all those awful looking travesties that game companies were trying to peddle as 'photorealistic'. Remember that?
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You are wrong. This thing has all the bells and whistles running full tilt. The word is OPTIMIZATION. Everything that was in Legend is here but running about 4-7 times faster.
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The fact that it's actually you who are wrong makes your post an amusing read, caps and all. Unfortunately though, the "next gen" options of Legend are not in Anniversary.
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It just had that desolate intriguing interesting feel to it, the lack of music as you ran around near empty tombs but when the music did stir really got your heart racing, and wandering around for a bit wondering what to do is part of the experience, dammit with kids and their 5 second attention spans!. It felt right and good and thank god they've made this game and not bodged it up. Now, all I want is a 360 version (cos I don't have PS2 and despise PC gaming, especially since my PC ran the demo pretty slowly, alas).
Please someone, 360 version (and PS3)!
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I'm in Greece level now
Cheers
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Legend did so hopefully this does too.
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Oh, and no Lara didn't have a ponytail in the first game, they couldn't figure out how to animate it properly at the time etc etc I believe, it was introduced for TR2.
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Like Greece Lightening?
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who me? nah....
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AMD XP1900, Radeon 9800 Pro, 1 gig memory.
On my Toshiba latop, no go. It's choppy with cracking sound.
P4 3.00ghz 512 memory, nvideo geforce 5200.
Both using XP home edition. Hope this helps.
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After that, I've not really played any TR game. Wasn't overly impressed by the second, or the games that followed it. Thought snowmobiles were completely unecessary, as TR isn't about vehicles. Some of the levels lacked charm, in the second game in particular. It was as though the developers were clutching at straws in order to put something new in the game, be it vehicles or unusual locations.....IMO they got TR bang on the first time.
I hope this game gives me the feeling of playing the first TR game again. It probably won't, but if it's near, I won't be disappointed.
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Be it as it may, no reason not to say that it looks worse than its direct predecessor (on the PC, I mean).
I've only played the demo, but the lack of proper lighting definitely killed some of the atmosphere for me.
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Oh, and is the mansion still there?
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A demo isn't always the most upto date or even a finished version. It is not unusual for the full release to have better graphics than the demo. Don't accuse people who actually own the game who say "the graphical effects are the same as TRL" of being wrong. They might be (I don't know, I'm getting the full game today), but their opinion is still weightier than yours.
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As for "weightier opinion": well, you can have more info and still be entirely wrong. Espcially as this is a matter of facts, not of opinions.
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It makes me want to hurt things.
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Now I wish Game would hurry the fuck up with dispatching it. Gits.
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Besides, just because you don't care (fair enough) doesn't mean others aren't allowed to care and talk about it.
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For those without a PS3, the game supports progressive-scan in addition to widescreen and 60Hz - I like !
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Was so hoping this was going to be good, as I loved the first one (which incidentally led me to get PS1 after playing it on my mates Saturn back in the day). But I was highly doubtful that they'd actually truly live up the the promises of keeping the old games sublime atmosphere. Just got back from town to get it, and once I've done cleaning out the house rabbits' cage (yeah, i know....) I'm going to lock myself up in the Living Room and go back in time...
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It has finally been dispatched! HURRAH!
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city of valcambia is tiny next to the original version. its missing a fair few areas
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Other than letterboxing on my PS3, I can't honestly fault it!
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city of valcambia is tiny next to the original version. its missing a fair few areas
Really? God dammit god dammit god dammit.
See? That's why games used to be better. Rose-tinted glasses or not. These days it's usually just one straight line. No confusing diversions, thinking is so bothersome! Hand-holding all along the goddamn way. I guess they want to sell more to the majority: dumb people and teens with ADD.
I suspect in 2020 every game will be an on-rails shooter.
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However, there are also bad things. The frequent checkpoints are open for abuse, making healing items superfluous. There is a rather low cap on the amount of ammo you can collect for your weapons other than Lara's stock handguns, so if you discover a secret location after maxing out ammo (which happens quickly) you'll be pretty disappointed finding only an ammo item which can't be picked up. At this point, I really wonder why there are any items other than key items, artifacts and relics in the game.
A thought reinforced even more by the ridiculous fighting in the game. This is an aspect the remake team could have greatly improved upon, considering it's now 10 years later and developers proved they can put good enemy A.I. in their games. Tomb Raider: Anniversary was a prime occasion to update the fighting engine and amp the experience by having exhilirating fights in between the Parcours gig. In real life, the enemies Lara battles have superior speed, jumping and climbing skills. In Tomb Raider: Anniversary, these enemies pretend to be superior but are actually crippled by their A.I., reducing combat to an absolute walk in the park. At no point did I feel challenged, and I was playing Hard. You can win against everything easily with the default handguns. Add to that some incredibly forgiving, actual battles-reducing (as if there were many to begin with), nothing adding Quick Time Event scenes and it's easy to see that combat in Tomb Raider is only meant to get you back to your Parcours as quickly as possible. So why put it in? Sure, the original had fighting, but enemies in the original also didn't disappear after you defeated them.
Someone here commented along the lines, "Who plays TR for shooting enemies anyway?" Well, TR:A could have been the game to dispel this line of reasoning. A missed opportunity, this. The mentioned negatives are grave enough, I feel, to warrant a -2 rather than -1 reduction. Anniversary is a good remake of the original, but it hasn't been remade well enough to make it a 9 title by current standards.
Been playing Tomb Raider since 1996 (oops, 1997 of course, been playing Resident Evil since 1996), just so you know.
For those worried about Anniversary's size, rest assured: some areas were made slightly smaller, but others have been expanded and new sections were added. Give and take, overall the game is about equal to the size of the original.
Oh, and to the voice concerned as to why Legend is bashed: almost no difficulty, commentary you don't need or even want to hear, microsized levels, easiest secret-finding I've ever witnessed. There's something wrong with a Tomb Raider game when you complete it in 7 hours with about 80% of all the secrets found. On the first run.
Off to give Normal a try and spot the differences with Hard.
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