Tomb Raider Underworld Preview

Thai another day.

Underworld's first trailer may have suggested total revolution, with Croft Manor blasted into dust while Mozart's Requiem shriekingly heralds the end of the entire world, but Eidos' slow striptease reveal of Tomb Raider's next instalment suggests that very little of the fundamental experience is going to change much.

And why should it? Legend provided much of the retooling the series required, losing the grid system, ditching aging animations, and - nobody's going to complain about this - bringing in Keeley Hawes, albeit in voice alone. Alongside the detail work, there was a different approach underpinning the whole experience too: levels were brisker and had far less backtracking, physics played an interesting role in the game's puzzles, and in-ear chatter from a cast of lovable stereotypes allowed a more assured manner of storytelling to unfold without breaking up the action too much.

In the light of that friendlier but more linear game, Crystal Dynamics' subsequent reworking of the original Lara Croft title in the form of the Anniversary package looked like a pleasant yet bewildering throwback. On the plus side, the expansive sense of loneliness and isolation that characterised the series for so long made a welcome return, but so did the faffing about with elaborate junction points, heading back and forth to look for multiple keys to work a single piece of machinery. Legend's levels may have been a bit too much like straight-ahead racetracks for some players' tastes, but Anniversary's return to a more mazelike structure could be just as divisive.

From what we're seeing of Underworld, Crystal Dynamics is now trying to bring the two approaches together. And so the striptease continues. Having previously focused on giant squid and Croft's lovingly-crafted arse (pray you never meet the demographic who delights in that particular combination), Eidos is now taking us to Thailand for a familiar jaunt through some jumping, swinging and puzzle-solving.

'Tomb Raider Underworld' Screenshot 2

The grappling hook can now be used to rappel down walls. But we don't have a shot of that, so here's some tigers. Raaaa!

Even when Lara was made from a handful of triangles and traversed an environment entirely composed of right-angles, Tomb Raider always managed to summon up a feeling of being on holiday, and Underworld's Thailand retains that, with the added bonus that the environments now look gorgeous. Starting out on the deck of a yacht, Croft swan-dives gracefully into the water before making her way towards a nearby cliff-face. From there, it's a lengthy rock-climb to the top - a major difference being that climbing is far less linear, with a variety of organic paths available to reach the summit.

In keeping with the holiday spirit, a swift insect attack follows, giving the developer a chance to show off the new shooting system. Well, sort of new, because the truth is that Croft still lags rather significantly behind Nathan Drake when it comes to blowing people's heads off. The auto-lock appears to be slightly wiser in its judgements, and you can target two enemies at once (as long as you're using the signature twin pistols, of course), but it's far from perfect. It's an improvement, but shooting appears to retain some of the series' traditional skittishness, and the day you look forward to Tomb Raider gunplay may still be some way off.

Luckily, combat has never been Tomb Raider's emphasis. That's always been spectacle, and as Croft finally reaches the top of the cliff, and we get a slow reveal of a vast, derelict AngKor Wat-styled temple rising out of the jungle, it's clear that Crystal Dynamics is fully aware of the series' strengths, and entirely capable of playing to them.

What follows is a careful mix of old and new, in the form of a quick clamber and hop from pillar to post to crumbling ledge to get inside the ancient ruin, while giving the local wildlife a hard time. Platforming looks as enjoyable as ever - few games can make the mundane task of jumping from one bit of scenery to another quite as satisfying as Tomb Raider does - and there's a gently evolved range of new acrobatics, such as wall jumps, which were cut from Legend. Astonishingly, this is also the first time Croft has been mo-capped, and it's a credit to the animators on the previous games that you can only very occasionally tell the difference.

The most striking development is that Croft can now shoot while otherwise engaged - clambering along ledges or hanging from those odd poles that seem to be such a feature of temple design whenever Eidos is involved. This gives the developers a lot more scope to mix up running and gunning compared to the fire-fights of the previous titles, where the simplistic AI and limited targeting options meant that your best strategy was almost always to run in a circle shooting backwards (which says Benny Hill more than Indiana Jones), or clambering onto a rock which enemies were too stupid to get onto as well.

With no human enemies on hand in the demo, it's impossible to tell whether their AI has been improved, so Croft is left to contend with the regular motley assortment of endangered species. Even here there are slight tweaks, with the addition of a tranquiliser gun to pacify both the lions and the animal cruelty lobbyists (who will hopefully turn up as last stage boss encounters), and lizards who can scale walls and drop down from above.

'Tomb Raider Underworld' Screenshot 3

Lara comes equipped with a camera, and can even pose in her own photos. Careful with those poses, though - you saw what happened to the Croydon lass.

Combat aside and temple breached, all that's left is an elaborate puzzle - a multi-armed god statue (if I was smarter, or if the lights hadn't been so dimmed in the preview room and I was able to re-read my own notes, I'd know the name of this particular deity - I think it's Shiva), which has to be carefully manipulated by finding various objects around the temple and wedging them into the correct sockets. Business as usual, in other words.

At moments like this, there's always been a slight danger that Tomb Raider might turn into an exotically-styled postman simulator, but despite the necessary trinkets being located all over the sprawling temple, the game seems to offer variety in the way they can be collected - setting up a pattern with one piece, altering it, often rather nastily, with a second. This is Anniversary-style play rather than the speed-running of Legend, then, but it's folded into the level with skill, wit, ingenuity, and a minimum of backtracking. And Croft's far more dextrous when carrying objects now - able to take out a lion while carrying a staff, and then insert the staff into a rather convenient gap in a wall to propel herself to higher ground.

'Tomb Raider Underworld' Screenshot 4

Lara's new break-dancing move scared the s*** out of the wildlife.

It seems schizophrenic to demand sweeping change from some games while preferring others to evolve more cautiously, but Tomb Raider has had a major reboot relatively recently, and the core elements - not just the platforming and the graceful animation, but the seductive isolation of the environments and the genuine sense of adventure the game exudes - mean that this kind of educated refinement to the series seems strangely appropriate.

There's still no real excuse for the clumsy gunplay, but even with titles as accomplished as Uncharted: Drake's Fortune looking to move in on Croft's territory, Tomb Raider's lonely take on exploration remains an agenda that separates it from almost every other adventure game. The marketing may play to the likes of Zoo and Nuts, but the core experience is often thoughtful, peaceful, and surprisingly devious. From what we've seen, Underworld is building on that precious framework in careful increments.

Comments (37) Latest comment 4 years ago

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  • Dizzy #1 4 years ago

    "Having previously focused on giant squid and Croft's lovingly-crafted arse (pray you never meet the demographic who delights in that particular combination"

    TBH I like squid and ass ;)

    As long as the new TR returns to more platforming I am quite happy and everything points in the right direction its eems. The squid and ass are a nice extra ;)
  • redneon Verified Programmer, SUMO Digital #2 4 years ago

    "Even when Lara was made from a handful of triangles..."

    What's she made of now, then?
  • Dizzy #3 4 years ago

    "What's she made of now, then? "

    Voxels? ;)
  • redneon Verified Programmer, SUMO Digital #4 4 years ago

    @Dizzy

    Haha. I highly doubt it :)
  • Stoatboy #5 4 years ago

    2 handfuls of triangles.
  • Feanor #6 4 years ago

    This guy prefers Legend to Anniversary? Dear oh dear. Oh dear.
  • Triggerhappytel #7 4 years ago

    Really looking forward to this. TRAnniversary was my favourite game of last year, and I hope this retains its huge architecture and isolated caverns. I will be getting this for PS2 if I don't have a PS360 by then.
  • Daikon #8 4 years ago

    TRAnniversary was my favourite game of last year

    Just curious, what other games did you play last year?

    I will be getting this for PS2 if I don't have a PS360 by then.

    2005, is that you?
  • berelain #9 4 years ago

    Looks good. Really good. Sounds it, too. And I'm loving the idea of a voxel Lara ;D

    @Feanor - I liked Legend and Anniversary pretty evenly, for different reasons.

    I still don't get the Uncharted gunplay love, though. It was fun and all, but the game was waaay too gunplay heavy, and the cover system was horribly flawed.
    Edited by 1 at 22/08/08 @ 14:43
  • stepneg #10 4 years ago

    "TRAnniversary was my favourite game of last year

    Just curious, what other games did you play last year? "


    Hey, it was one of mine as well and I have played through it again twice this year! A great game I only wish they would remake 2 and 3 as well although not as good I'm sure the new engine would make up for it. I thought Legend was ok but completely ruined by the constant gun battles and just hope they don't feel the need to bring them back for Underworld.
  • johnnybrn #11 4 years ago

    I liked Legend more than Anniversary, so there! M

    Maybe because I had already finished TR 1 previosly that I knew the story and thus wasn't that interesting. the gameplay mechanics also felt stale after playing the likes of Ass Creed and POP. I'd still get the new POP game before this but I'm always drawn to Lara's lovable...
  • degville #12 4 years ago

    Agreed Uncharted was far far far too heavy on gunplay but the cover system flawed? we must of been playing different games.... Back on topic would love a more open world raider/uncharted with puzzling and exploring galore if i never saw another human that would be just fine.... map reading clue finding tree climbing and gorillas wearing a fez like off the cartoon tarzan lord of the jungle ( ok i have lost it with that last point)

  • Widge #13 4 years ago

    I agree with that! I never did like Tomb Raider anyway, Soul Reaver was much better.
  • frostcircus #14 4 years ago

    I rather wish they'd just ditch the combat altogether. It's always been a weak point, and it's looking sillier and sillier as time goes by.

    That said, TR Anniversary was genre perfection (shooty bits notwithstanding), so I'm very excited for this.
  • Triggerhappytel #15 4 years ago

    "TRAnniversary was my favourite game of last year

    Just curious, what other games did you play last year?

    I will be getting this for PS2 if I don't have a PS360 by then.

    2005, is that you?"

    Ha fucking ha. For one thing, being a homeowner I rarely have a few hundred pounds of spare cash to spend on stuff like this I don't need. For another, I am still playing through loads of brilliant PS2 games to worry too much about current-gen just yet.

    And I played all the big PS2 games of last year, including Okami, GoW2, FFXII, etc. I'm not saying TRA was the best, but it was still my favourite.
  • redneon Verified Programmer, SUMO Digital #16 4 years ago

    @Widge:

    Come on, they're hardly similar. It's like me saying "I never did like Sim City, Theme Park was much better".

    Even then I'd say that Sim City and Theme Park have more in common than Soul Reaver and Tomb Raider.

    Also, the Legacy of Kain games are better than Soul Reaver ;) Kain > Raziel any day!
  • GlassMoon #17 4 years ago

    Just for the record legend was better than anniversary :)
  • Cloudane #18 4 years ago

    If the gun play is clumsy, take it out altogether.

    Heck, just use the gun play Uncharted provided albeit without a cover system implemented into the game.

    And for those who preferred Legend to Anniversary = FOOLS!!
  • Triggerhappytel #19 4 years ago

    @ Squarejaw - probably because really good animation just isn't good enough when you've got games like Uncharted and Assassin's Creed in a similar field.
  • Feanor #20 4 years ago

    Legend fans must reeally love their m0t3rbikes.
  • lambtron #21 4 years ago

    "@ Squarejaw - probably because really good animation just isn't good enough when you've got games like Uncharted and Assassin's Creed in a similar field."

    I fail to see what was so good about the animation in Uncharted. It was far better in Assassin's creed if you ask me - the way Altair moves around his environment is far more convincing. Uncharted always looked wooden (especially the floaty animations when jumping from one platform to another).

    I enjoyed Uncharted, it's a good game but the animation really isn't all that.
  • stepneg #22 4 years ago

    "Just for the record legend was better than anniversary :) "

    Thats a joke right, the areas where it's just swarms of enemy's lobbing grenades was enough to put me of playing it on the hardest setting, really infuriating and not what TR games should be about.

    I didn't know that Uncharted was that bad with the gun fights as that was the one game thats tempting me to get a PS3, shame.

  • RedPanda #23 4 years ago

    Post deleted at 14:31:59 28-01-2012
  • sirtacos #24 4 years ago

  • Scimarad #25 4 years ago

    "Crystal Dynamics' subsequent reworking of the original Lara Croft title in the form of the Anniversary package looked like a pleasant yet bewildering throwback"

    Speak for yourself! I thought it just pointed out how crap all the others have been, especially the technical mess (on the 360 at least) that was Legend.
  • grussbarbar #26 4 years ago

    I maintain that the gunplay in the Wii version of Tomb Raider: Anniversary is near perfect. It takes some practice, but after you get used to it, it's very, very good. Dodging with movements while manual aiming is far more engaging and fun than the traditional "jump with a button and just keep on firing with your auto-aim" approach.
    Edited by 1 at 22/08/08 @ 19:28
  • drumbaby #27 4 years ago

    This looks painfully old school. I wish they'd just hand TR over to someone other than Crystal Dynamics. Anniversary was all the polished legacy TR we'd ever need. Why this?
  • VMerken #28 4 years ago

    Because the TR Construction Kit by Crystal Dynamics needs to pay off?
  • Widge #29 4 years ago

    @redneon

    Ooops, I should have been a bit more in depth. When they came out I saw them both coming from Eidos... Soul Reaver had the same graphics engine style as Tomb Raider but it was just slicker to play, the puzzles more entertaining to complete. So in my head it was a case of I prefer this Eidos thing to that Eidos thing.

    No idea if they actually shared technology on those games.
  • Lexx87 #30 4 years ago

    No-one find the tiger caption funny? Made me giggle :p
  • ardamillo #31 4 years ago

    Looking forward to this. I prefer the "thoughtful, peaceful" side of these games to the combat anyway.
  • MMAN #32 4 years ago

    I thought Eurogamer was above throwing around empty (without any clarification/explanations) terms like "backtracking", especially as only a few levels in Anniversary even have notable backtracking in the first place. On that note, "positive" mentions of Legend seem to do a better job summing up everything wrong with it than many negatives ones do.

    Everything I've heard about Underworld seems to show that CD are really listening and trying to iron out the flaws of both Legend and Anniversary, although a few things in recent videos I've seen are a little worrying, but none of the footage has been long or in-depth enough for me to get much out of it.







  • Gearskin #33 4 years ago

    Alison Carrol is fit.
  • Daikon #34 4 years ago

    Ha fucking ha. For one thing, being a homeowner I rarely have a few hundred pounds of spare cash to spend on stuff like this I don't need.

    Whatever. I also have mortgage payments to think of, but that doesn't stop me from treating myself to a new system every couple of years.
  • doctorgonzo #35 4 years ago

    Yet another Tomb Raider game. Yet another Hollyoaks wannabe wheeled out to be "the new Lara Croft". Yet more "hur hur tits" press briefings.

    As Bill Hicks once remarked, "Anyone here work in marketing or advertising? Kill yourselves."
  • bf #36 4 years ago

    Having just replayed both Anniversary and Legend I'd say that gunplay certainly was in focus for the later and that I really hope they are sticking to the Anniversary formula for Underworld. To me Tomb Raider has allways been more about handgrips than handgrenades.
  • RamblinSydRumpo #37 4 years ago

    After all we've been through together I prefer to refer to her as Lara (rather than Croft). But I'm starting to wonder just how much longer this "icon" can carry on. One next-gen ruin is starting to look like every other next-gen ruin.