Tomb Raider: Underworld - Lara's Shadow Review
Double trouble.
Version tested: Xbox 360
Now this is more like it. To date, most downloadable content has been a cynical exercise in artificially holding a level back from the game and then punting it out at a price that makes you wince. In fact, that's pretty much exactly what the recently released Beneath the Ashes pack felt like when it belatedly arrived a fortnight ago: more of the same, and not particularly inspired either. More like a deleted scene to extend the game than a fully-fledged episode.
Lara's Shadow is a different prospect entirely, mainly because you're not actually controlling Lara at all. Instead, for the two or so hours that this lasts, the starring role falls to the mysterious Doppelganger who popped up a couple of times during Underworld. Tasked with helping out Natla, your quest is to restore the power source to a gigantic, ancient machine so that the withered old hag can, I dunno, take over the world via some bonkers old contraption. You know what videogame scriptwriters are like when they haven't had their Shreddies.
Thrown in the deep end, you find yourself in control of a character who might look a bit like Lara, but has the ability to dose herself up on amphetamine sulphate at will. Blessed with an array of 'shadow' abilities, she not only moves with lizard-like speed, but is pretty handy in the fisticuffs department, meaning the melee combat rather comes to the fore.
While Lara could merely scale ledges and gingerly crawl up rocky inclines, Shadow Lara can sprint-climb up any rock surface with a vein-like formation. To grab hold, you first jump towards the rock and then hold down LB or RB to activate her shadow powers. Time seems to slow down as you quickly scale each section, but your powers quickly drain, meaning you have to make precision jumps and quick decisions to safely progress. Should you overstretch yourself, Shadow Lara's grip loosens and she plummets dramatically into the abyss. But we're all used to that kind of caper, eh?
Fortunately checkpoints are generous and quick-loading, so level progress is rarely truncated, leaving much of the game a series of mini jumping puzzles as you attempt to figure out the best route through the sprawling chamber. Even better, the in-game hint system which was so mysteriously abandoned in Beneath the Ashes is back in Lara's Shadow, so that you can always dive into the menu if you're having trouble figuring out where to head next. That said, the overall level structure is much more intuitive than it was last time out, so progress is logical and less frustrating.

Lara's Doppelganger turns out to be rather nicer than you might expect.
Within a few minutes, it's quite evident how different this episode feels from the rest of Underworld. I always found the combat side of the main game a bit of a necessary evil; a misguided attempt to tick the action box. The fairly lame shooting mechanic that dragged down both Legend and Underworld was made even more tiresome thanks to primitive, predictable and often buggy AI routines, with enemies often failing to trigger and standing stock still. But here, things have improved a touch, and with the Shadow Strike, Blast and Fire abilities at your disposal, the process of fighting it out toe to toe with those godforsaken Thralls and their lumbering oaf friends is more fun than it was.
Attacks are simple to pull off, and far more effective than the rather rubbish moves with which Lara was lumbered. When your Shadow Meter turns white, you have the option of unleashing a slow-motion roundhouse kick with a bumper and Y, or a focused two-handed blast with bumper-and-X. Alternatively, you can press a bumper and the right trigger to blast your pistol at high velocity. You still often have to perform the finishing move with Y when they hit the deck, but on the whole the close-quarters combat is much more of a viable option than it was previously.
On the downside, Crystal Dynamics has chosen to up the enemy count considerably, and seems somewhat keen to throw tedious Thralls at you at every turn. So what initially feels like an improvement gets dragged down by the incessant repetition of it all - especially as there are precisely two enemy types in the entire episode, and neither is a master of their craft. By the time Lara's Shadow nears its climax, you're forced to fight about 20 enemies in succession before a platform deigns to extend, and you'll be heartily sick of the continual circle-strafe onslaught.
While I'm on the topic of repetition, it's fairly exasperating to finish the first half of the game only to be told you've got to go back and do it all again in reverse. And yet as cheap as this padding tactic is, it's still almost as satisfying to go through the cavernous environment a second time, with all the linking tunnels and traps that you encounter along the way. The latter half, in particular, succeeds through ramping up the challenge and the increasing need to make precise use of the time-slowing shadow powers to dodge otherwise impossible traps. Slipping past them by the skin of your teeth offers the kind of satisfaction that few action-adventures can offer.
Inevitably by the time you've reached the conclusion, you have to ask whether it's really worth forking out another 800 Microsoft Points (GBP 6.80 / EUR 9.60) for an extra two hours of content. In this case, yes. There's no doubt hardcore fans will warm to Lara's Shadow in a way that they probably didn't with the rather disappointing Beneath the Ashes. With zero replay value, this latest DLC feels a little overpriced on the whole, but as a proof of concept, it offers some interesting possibilities for the future direction of the Lara Croft series, and satisfies far more often than it frustrates.
7 / 10
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Comments (33) Latest comment 3 years ago
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Mirror's Edge seems to have what I would consider the best DLC currently available. Combat is removed, the whole parkour playground is opened up, and there's masses of replay value trying to beat times etc.
I'm another one who doesn't particularly like the combat in Tomb Raider. To me it's all about the exploration of the unknown and puzzle solving. They should have concentrated on those bits.
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getting it though...
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I thought we agreed that combat and "A good Tomb Raider" has nothing to do with eachother?
Jesus, put down the guns already Lara ;c
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An inversed Uncharted would be almost perfect. If you know what I mean.
(For the record, I did like Uncharted, but it wasnt what I expected, really.)
But publishers are too afraid games wont sell w/o tacked on gunplay and monsters. Ill just express my prejudice and say its the americans fault.
Cheesy lovestory. Yes
Weapons. Yes
Sex/nudity. NO
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'figuring out where to head next' a.k.a. 'exploring' is what used to make these games fun. It seems Beneath the Ashes had too much of that head scratching frustration for our poor Kristan, so now we want a level structure that is more 'intuitive' so that progress is made less 'frustrating'. And throw in some hints just in case anyway, please...
When a tomb raider comes with an overhead minimap, co-op campaign and motorcycle riding thralls remember who asked for it first.
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I'd liken these Tomb Raider ones more to the Fallout 3 expansions which offer a brief but enjoyable burst of extra content that embellishes the main game (although they seem to be worth it in terms of the loot you can use in the main game).
More precisely, Prince of Persia DLC offers (arguably unneccessary) additional content which is more of the same to a run and jumper...
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No you misunderstand, what I mean is there's a trend of releasing DLC that you'd only ever want to play the once. I got burned with Knothole Island (although it was pretty good fun) but there's no reason to return to that, or TLaD, or Lara's Shadow, or PoP Epilogue, or the Fallout 3 stuff once they're finished with. And you can't even trade them in afterwards.
Like I said, don't take my TLaD comment out of context, I'm sure it's very good but I wasn't a big fan of GTA4, and TLaD, to me, just looks like a bit extra content for it.
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On the other hand it sounds like Lara's Shadow is focused on combat and linear platforming, which doesn't interest me much for Tomb Raider (at least if it's just the same enemies you've fought in the actual game, that were dumb enough there).
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Prince of Persia was a shadow (pun intended) of its former self but was enjoyable nonetheless
So IMO Tomb Raider was the best platformer of 2008.
I also don't agree with the no-guns attitude as the game was hardly riddled with action sequences that frustrated you, more it added another layer to the game.
DLC in general is becoming another way of cashing in but at least we as gamer still have a choice wether to purchase it.
So I say yes to this but no the other TR DLC.
And seasidebaz, you are mistaken with your comment 'just looks like a bit extra content for it.' for TLaD as in essence its a whole new game.
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I try to defend DoAX2 with you when it comes up, but with comments like that you aren't helping jonsaan! You are right though. They might be slightly more subtle about it, but she's still selling in the same way Aya is trying to sell Onechanbara.
Like I say though, I'd buy a Tomb Raider game then expansion if it had no combat at all. Part of the reason I loved Assasins Creed was working out how to get up a few of the more complex buildings, without the wrroy of combat. Even when there was combat, it was a simple counter-attack and it was over.
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I know and like I said, each to their own. I'm not saying it's bad, GTA4 was such a snooze-fest for me though that I really don't want to play more of it. Especially when the price of those 1600 points can pick me up something I REALLY want instead.
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...w- what?
Anyway, count me in for a Tomb Raider game with no combat. And not having played Underworld, what's this whole thing with Lara's shadow? Did Lara have to jump through a creepy mirror at one point and confront her shadowy self near the end? And did a mouse come out and help her so she could rescue the princess within the hour?
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I'm not having a go mate.
L&D is a very different animal to GTAIV IMO. I know I'm enjoying it a whole lot more than the main game. Its got less anguish and it more balls to the wall action.
You should give it try with a friend who has it.
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Maybe when GTA4 comes down in price, then.
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You answered your own question.
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For me Underworld was the best TR since the first one and BtA was an extension of practically everything it did right - the more complex grapple puzzles were a great addition.
Lara's Shadow just felt like a gimic and the constant pop-ups telling you that a 'New Hint/Objective is available' were really bastard annoying and totally broke immersion.
It's not like any part of LS was difficult enough to warrant going to a hint - that would subsequently remove what is great about the best TR games.
If the next TR turns out ridiculously easy with repetitive melee combat and copious yawnsome 'bullet-time' elements you can blame reviews like this one.
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i just finished this and have to agree that BTA is a lot more refined. If anything felt tacked on it was this. Not that i didn't enjoy it, but it brought everything that was bad about Underworld right to the forefront. Instant Death, Trial and error, too much combat.. the list goes on... Not to mention the terrible story. I was hoping that this would explain the dopplegangers actions throughout the story of Underworld and fill in some voids as well. Maybe even culminating in ME blowing up croft manner and killing Alister... shame really...
Still, this was good for an evening, and a welcome return to Underworld for another night