RISE OF THE TOMB RAIDER
Crystal Dynamics/Square Enix
Anger is an energy...
Shit is everywhere in this sequel to
Tomb Raider’s much needed
– and much lauded - 2013 reboot. From our plucky protagonist
wading through numerous examples of it (more figuratively than
literally, although some of those waterways do look a tad sus) to
saying it with the regularity of a sailor with Tourette’s.
Thankfully, however, this new adventure is anything but shit.
While that last release established the new template, this
one refines it. Seamless transitions from elongated (but
captivating) cinematics into full-on fight-for-life interactive
dramas (BEAR!!!), which – just when you’re receiving signals from
your heart that it’s gonna go all arresty on your arse (and every
other bodily bit) - will break into exploratory areas where you can
take a breath, do a spot of scavenging, puzzling, waggle a glow
stick about or just chill by the campfire crafting tools for your
increasingly deadlier arsenal. We wouldn’t want to be a baddie in
Lara Croft’s orbit.
There are plenty of those, naturally,
however proceedings feel broader – you don’t just kill, repeat,
kill, repeat, kill, repeat. The dodgy types in question are
weaponised modern day members of a sect they call Trinity. They’re
pursuing the same thing that Lara’s father was, and now, of
course, our heroine is – even though things didn’t turn out so
peachy for her dad. It’s known as the ‘Divine Source’, and it’s
not-so-conveniently secreted within the mountainous terrain of
Obsessive types who just have to collect will dig
hunting out everything from artefacts to language lessons (inspired
words from a woman who knows how to ski...) There are also game
modifier cards for non-campaign antics, some of which you earn along
the way, others of which you can buy with real life money. Bleah.
Still nobody’s holding a gun to your head...
The reboot was
great, this sequel’s greater. Ms Croft, may the road rise with you.