Rise of the Tomb Raider (PS4, 2016)
A few months ago I played the 2013 Tomb Raider reboot and I didn't write it up. I had nothing to say. I didn't think anything about it. I'd played it before on PS3, I remembered bits of it but the whole thing sort of passed me by the second time. Looking at the reviews of it from the time it seems to be well-regarded in pretty much every aspect, which I find a bit surprising. Maybe playing it several years since made it feel generic, because there wasn't much that really stood out. I mean that literally - the environments and characters are all drawn from the same palette of browns and greys.
Fast forward a bit to Rise of the Tomb Raider and... shouldn't she rise in the first game? Is it because she seems to go up a lot of mountains in this? I don't know. Anyway, Lara Croft is on the hunt for something her dad was looking for before he died - the source of immortal life. It seems he was getting close, so Lara sets off to Siberia to look for the lost city of Kitezh, which I've just discovered is actually a real place of legend. What follows is your standard third person runny jumpy shooty climby crafty adventure.
After something like two hours of Rise, I was delighted. That period alone was better than anything I remembered from the first game. The platforming was extremely Uncharted and the presentation was still gratuitously cinematic like the first game, but it all felt and looked better. In the first semi-open world area you have to scrounge together some resources to make some poison arrows to get past a bear that's blocking your path. Great, I think, as the crafting system is going to be more convincingly survival-focused this time, rather than the last game where you just collected bolts from boxes and then made stuff. You need to collect different plants and resources to make different types of ammo or health, so I thought it was going to be an interesting challenge as the game went on.
I'm speaking in the past tense so that probably tells you what happened after that. Weapons went the same way as the first game. Crafting went the same way as the first game. You're still swimming in materials. Apart from when you try to upgrade a weapon, then there's always one thing you're missing. As a result you might struggle for that first hour or so, then you have more than enough ammo for the crossbow and you can safely neglect everything else. The game even seems to acknowledge this, as upgraded weapons make little difference outside of adding silencers to guns to allow for proper stealth. That's only for human enemies though, you can have a fully upgraded military rifle and still need to empty the magazine and more into a bear's face to stop it charging at you. Or you can upgrade Lara's climbing axes, with four upgrades to unlock where three of them are "unlock locked boxes even quicker". I'm not kidding. The same goes for Lara's upgrades, with her Skill Points ending up only unlocking slightly more convenient ways to do things that already work fine.
Gunplay is okay, but not amazing. The crossbow is ultimately the best weapon, with poison arrows taking out almost every enemy silently and instantly. There is a real option for stealth and it's fun trying to sneak around and get headshots, but enemies aren't really much of a challenge either way. It's also often quite difficult to separate groups of enemies, so you're going to have to be lucky with an area effect attack or else everyone within a hundred feet is going to be after you.
This being a Tomb Raider game there are some tombs for you to raid and this is one area where the game notably improves on its predecessor. There are lots of tombs and caves, and there are actual puzzles to solve with a range of gameplay mechanics used to solve them. They're not overly complex, but it's the only times where I really felt engaged by Lara and what was going on.
The plot is absolute nonsense which contributes to the under-developed characterisation. Lara is searching for 'The Prophet' and 'The Source' somewhere in unspecified Eastern Europe. She's being chased there by the mysterious organisation known as Trinity, who've tried for centuries to do what a girl with a rich dad managed to do in about a week. They're led by a guy named Konstantin who thinks he's Jesus, and his sister Ana, who romanced Lara's dad for a bit to find out what he knew about The Source. She's got a cough which is supposed to make her seem less evil, even though she was the one who gave her brother stigmata to make him go looking for The Source, so who can really say?
I really don't understand why I'm supposed to care about either side in this. Trinity are the generic corporate military group who have an unending supply of bad guys and body armour, Lara is Lara Croft who teams up with the local rebels who've lived in the area for centuries and continually defended it from invaders. It should be easy to see which side you want to win but Lara kills so much and causes so much destruction it all rings hollow. There's a post-credit scene (I think it was after the credits) that sets up the next game and is presumably supposed to add to the mystery about what Trinity is and how it connects to the Crofts' lives and just... no. I'm not bothered about what happens up until now, I'm not going to care after a few minutes of cutscenes thrown on at the end.
There's a lot of DLC for Rise of the Tomb Raider, and the one I want to talk about is Endurance mode. In theory it's a perfectly focused example of the core gameplay. You get dropped into randomly generated terrain and you have to survive, collecting as many artefacts as possible. There are hunger and warmth meters you need to keep filled by killing animals and finding/making fires, and as time goes on enemies get harder and resources get more scarce. There are tombs dotted around for you to raid, and while they don't have any puzzles in them there are traps you'll need to avoid. There are also shelters which are effectively enemy outposts - do you go searching for supplies, or do you avoid the ten tooled up guys with rifles and armour?
This is a mode which is, to a point, enjoyable. If I really liked (or thought anything about) the main game I'd probably love it. It suffers from the same problems though, in that the pacing isn't very good. Run about a lot on your first day and you can find plenty of resources and weapon parts. You can earn enough XP to upgrade all the important skill points, and if you unlock enough things you'll be able to see enemies and traps and pretty much anything you need to with her instinct skills. That's if you didn't use any of the game's token card system to start you off with skills and upgrades, which can completely remove all challenge from the game. This is definitely the sort of mode I would have loved when I was younger and didn't have many games. I would have found the repetition of areas helpful rather than unstimulating, and I would have really tried to score as highly as I could. Now though, there's just very little to care about.
I didn't really think about the Uncharted games as I was playing this, but I've been unable to shake them since I've been writing this. I didn't really like the Uncharted games for various reasons I wrote about at the time. I don't remember the finer details all that well, but I do know that certain things were clear - the characterisation, the stakes, and the visuals. The characters were all dreadful, but there was some variety in them. The games were centred around mythical treasure which doesn't exist, but what you were doing felt like there was a tangible connection to the real world as it existed in the game. This was reflected in the depictions of the areas you visited, which all looked spectacular.
None of this applies to Rise of the Tomb Raider. Lara Croft is an iconic video game character who exists here as a posh accent and some breathy exertion noises. She sets off to find The Prophet and The Source in some hidden part of Europe, and a group of bad guys goes to try and get there first. Any challenge in the gameplay is mitigated early on, and I even forgot to mention I played on the second-highest difficulty (which I think is the same as the highest but without perma-death) and had no problems at any point. There is nothing challenging about this game on a mechanical or intellectual level. As I reach this point in writing it up which admittedly is some time after I played the game, I realise why I had nothing to say about the first Tomb Raider reboot. Here is some more of it. The end.