I
am old enough to have played Tomb Raider when it first came
out on the PS1. One of the few games I invested myself in (at the
time) to complete, I loved the eerie atmosphere of the caves and
loved even more working through the puzzles. I would say the game
gave off a proper Indiana Jones, tomb raiding feel that defined Lara
Croft and her world. Fast forward twenty years to the release of
Tomb Raider (2013). While certainly technically and
graphically enhanced, the game only partially echoed the original.
Revamped for the modern Assassin’s Creed/Uncharted audience,
Crystal Dynamics opted for a faster-paced, story-driven,
action-adventure game. There were puzzles, but they were
complementary rather than necessary. I would still say the
transition was successful, however. More sophisticated than
Uncharted and less convoluted than Assassin’s Creed, Tomb Raider
(2013) held a nice balance across its elements that made for a fun,
enjoyable gaming experience—so much so I invested in the follow up,
Rise of the Tomb Raider (2015).
Where
Tomb Raider (2013) aimed to be the origin story of how Lara
Croft changed from university student to fledgling tomb
taider, Rise of the Tomb Raider aims to be… I don’t know
what to write here. I suppose it aims to be the next logical step:
Lara’s digging into her father’s shadowy past as an explorer and
adventurer, finding more about the mysterious ‘holy grail’ he
sought, and moving her closer to the Tomb Raider (sound the
gong) we are familiar with. The reason I say I’m not 100% sure
what to write is that Rise of the Tomb Raider’s storyline is
weak. I understand faceless enemies are the norm in video games, but
Trinity and its minions are too many degrees separated from Lara’s
relatively human story to be remotely relatable. (The treasure
hunters in the original Tomb Raider still seem the most
logical competition.) Secondly, there were too many times I felt I
was just going through the action/adventure motions of uncovering
secrets, being captured, discovering numinous objects, escaping,
etc., etc. It was as if the story’s pieces lacked the proper setup
to allow me to suspend my disbelief. And thirdly the storyline felt
vanilla—like one I had seen or read several times before. (In
fact, I believe Uncharted 2’s storyline may have been nearly
identical…) There were few truly unique details or signature
moments to distinguish it. Things evolve exactly as expected, no
surprises. As story is one of the primary reasons to play the game,
around the halfway point I was struggling to remain engaged.









