Showing posts with label Platformer. Show all posts
Showing posts with label Platformer. Show all posts

Sunday, March 30, 2025

Beyond the Scion (2010)

Name:Beyond the Scion
Number:5
Year:2010
Mod for:Tomb Raider - The Last Revelation
Modder:EssGee
Genre:TPS/Platformer
Difficulty:5/5
Time:10 hours 30 minutes

It's time for more Tomb Raider, and don't let what this is a mod for fool you, this is connected to the original game's plot. As a crude Star Wars-style text crawl tells us, the plot of this mod is a what if scenario. What if the other two rulers of Atlantis were immortal, had mortal identities today, and what if Lara had the complete Scion after leaving Atlantis? Seems like we're exposing the plot twists before they start, but okay.

You don't really want to know how many tries this took.
To start with, this game differs from TLR in controls, there are more. A lot more. These controls add in things like jumping off ledges to pole jumping. They're more finicky than the usual Tomb Raider controls, but once you figure out their quirks they tend to work. But hoo, boy, you get a rough introduction to them.

One of the ground Atlanteans, this guy is a reskin of something for TLR, but I never got far enough to figure that out.
The first section is a remake of Tomb Raider: Anniversary's Atlantis section. So small amount of fighting the Atlanteans, mostly just going up a big shaft. Enemies seem to be a mix of remodeled TLR enemies with some new, weird additions. There are two versions of the flying Atlanteans for some reason. One of them you basically just have to kill before it can get anywhere near you, because it sticks to you like glue when it's attacking.

This took me hundreds of deaths and reloads simply because of how tricky it is to get used to pole jumping. It works weird for this game. You don't grab on with action/ctrl, you grab on with action and the forward button, then let go of the forward button when you want to jump. Most of the other moves don't have quite as many quirks in how they work, and some I'm surprised weren't just in TLR to begin with. Minus the unusual methods of getting them to work.

Audio for this cutscene is reused from the original I think, but a lot of further stuff was made for this mod.
The only reason why this mod starts off in Atlantis is so you can get a different cutscene where Lara misses the Scion instead of shooting it. Otherwise it proceeds exactly like it did in the original games. Exactly, even with the place seemingly blowing up. I wonder why we couldn't have just gotten a cutscene showing this done as the mod starts, because there's a reason why Atlantis was at the end of the game. You don't get the kind of weapons you should have by now. The game gives you a revolver and a scope, but you need that for targets. I shouldn't be conserving ammo here, I should be pondering which of my arsenal I should be using.
The boss fights here are very easy. We first have the "Torso Guy", which is at complete odds with how difficult this mod is otherwise. He charges towards you and then tries to swipe you, but if you stand against the wall, then jump over him, the model collision will glitch out and you'll go over him. Rinse, repeat, however long you need. Even for this big Atlantean, this instance is easy. At least previous ones felt like they could hurt you or you could jump off. Natla is barely even a fight, you just ignore her to pull switches in each corner of the arena to win. She disappears into the sky and the level ends.
Lara is reaching a letter in her library, right in front of her nice and shiny Scion. It's from T. O. Khan, get it? It urges Lara to hide the pieces of the Scion in three specially prepared vaults that were prepared for this exact purpose eons ago. To find them, Lara needs to find an Australian Aboriginal whose ancestor wrote down the locations of them in a cave. Khan suspects that Natla might intercept this letter. So many suspicious things are happening here, like if Natla is going to go after Lara, why wouldn't she also go after the vaults? Then again, if we get into that, we have to ask why Natla never went after them in the original either. I also have to ask why Lara should trust this letter and assume that Khan doesn't want them for herself.
Lara going after one of nature's most vicious killers.
Australia starts off weird. We get a cutscene where Lara finds out where she's supposed to go, then gets deposited into a wombat cave for no explained reason. Once she gets out, killing a wombat and dodging a suspiciously dropped boulder, we meet her companion who despite many suspicious circumstances, is entirely legitimate.
It's a nice enough level, despite having a whole bunch of just plain odd encounters. I feel like the author didn't really care for Tomb Raider's combat, and just threw in a bunch of random animals to fill time. I guess that's not really out of character for Tomb Raider, but it just feels like wildlife here is randomly deciding to pick a fight with Lara rather than Lara clearing out her path. I say this not as someone complaining that Lara is killing the local fauna or anything, just that I dislike it feeling like the local fauna is out to get Lara and will die to accomplish this goal.

That said, I dislike how so many jumps require you to lose health. It feels less like something clever and more like the game is just doing it to annoy you. There's health before and after each of these, and it isn't like health items are in short supply anyway, so it's basically just a thing that you have to go through.
I got as far as South America. At first, it was better than previous levels despite some issues. To start with those, each level starts Lara off in a small area where the only way out is to find a hidden switch. This is kind of annoying the first time it happens, because Lara has to back up, then look at a shaft she climbed down before she entered the level. It feels like an annoying gotcha that only works because there's a disconnect between Lara and the player.
Lara was in the water before the spikes somehow shot her up in the air, all without touching her.
Then there are the spike traps. They're not like normal TR spike traps, they pop out of walls and floors, which would be fine, except their collision is bigger than their models would suggest. Maybe it's just your typical collision in this game, but it feels larger and it never seems to stop to consider that Lara is standing still or slowly going down to them. I admit this could be me maliciously attributing behavior that's in the main game to stuff added in the mod. I do remember such traps in the base game, but not the behavior.

Water puzzles are the central theme in this level. You have to use a kayak to get past half the level, then the other half is centered around a big stone pillar. Every puzzle is above it or below it. I think my favorite was one where you have to jump across a series of platforms hung by weights to get to a switch. It's a clever enough set up that I didn't realize what I was going for until I had to get back on the platform.
Spot the switch, enemy and interactable object in this screenshot. Of course, the enemy won't wait and the object can be approached, but that switch is darn near impossible to spot.
But as I got through the second half, I felt like a lot of stuff was centered around tripping you up. It felt like there was pixel hunting going on, hiding items on top of similarly colored floors or switches in places that you would probably never think of looking for.
I gave up on the last section here, after a series of events that made me question why I should continue to the end. To start, you have to make a jump to a ladder over lava, then on the other side there's a push block. Push it to the end, and there's a pressure plate. The pressure plate opens a door you can easily spot as you go in. You have to push the push block back to the ladder, then use the pressure plate, which is timed, to reach the door. Except that it's very precisely timed, I couldn't do it and it isn't even the way forward, it's a secret. Based on events that would soon follow, I was not wrong to believe this.
The levelset is ultimately just fine. Most of it is enjoyable, but there are a few moments that are just so frustrating that I'm impressed nobody complained before. It's especially odd because most of these are at the start. In most other regards, the mod doesn't really excite. Yes, there are fancy new moves and some nice-looking areas. But the new moves are janky and a lot of the areas are kind of bland. Anything that could excel is tempered by some issue or another. So, 5/10 for level design and everything else I'm not so sure if I'm rating something new or not. From what I've seen, this isn't the only TR mod with these actions, so there must be some script modders can add to their mod.

I don't really get why this is so beloved, outside of it possibly being the first to do a lot of these things. It's very heavily balanced towards the platforming side of the game, to the point that it makes the token nature of TR's combat feel even more token. This also could have stood to be a lot more grand in the level design department. At times it didn't feel like a TR levelset, but a different game entirely. Perhaps there was more of this in the sections I couldn't get to, but it's a big ask to force players through something bad to get to something good.

Next time, more Spacewrecked, of course.

Saturday, March 23, 2024

Tomb Raider - Anniversary (2007)

The title changes depending on where you are in the game, which is kind of interesting.
Name:Tomb Raider: Anniversary
Number:207
Year:2007
Publisher:Eidos Interactive
Developer:Crystal Dynamics
Genre:Third-Person Shooter/Platformer
Difficulty:3/5
Time:18 hours 30 minutes
Won:Yes (84W/67L)

This generally assumes you know what I said about the original. There are a lot of comparisons between the two and it won't make much sense otherwise.

Video game remakes are usually worse than the games they're remaking and even in the best of cases, they don't replace the original. Resident Evil is a case of the latter, for instance, since even the first remake is so different from the original that playing either version is a pretty different experience. Later entries are so different as to be totally different games even if one is supposed to be a remake of the other.

I think the ones that stick out the most in my mind are the various remakes of Sierra titles. The original King's Quest is the strongest. Originally, it was released on PCjr using a graphics mode which wasn't EGA, but did display more colors than your average CGA game at the time. For the time, it was mind-blowing on any system. Later ports to true DOS would change things around, but most of us didn't realize it when we played them and it affects the sequel more than the original.
In 1990 they made a true remake of the game, putting it into their new fancy engine, and giving it new fancy EGA graphics. People hated it. Depending on the kind of person you are, it can be hard to see why. Its got nice shiny EGA graphics, the ability to use the mouse for movement, and it even adds a few puzzle solutions that should have been in there before according to many.

The thing is, remakes are products of a franchise, original titles are not. Debut games are rough around the edges, because they're not made with ideas already set in stone. Even the most edgy of edgy people who get put in charge of a franchise with the sole purpose of shaking things up cannot do more than the original author setting it up. A remake knows full when what is going to happen.

So there were no more official King's Quest remakes (unless you count console ports), but there were more unofficial ones. Eventually, King's Quest was turned into VGA by fans. VGA being logically better than EGA since it has more colors, and naturally it also uses a fancy mouse cursor and actions for everything instead of a parser. I myself bought into this at the time. Graphical interface over parser, VGA over EGA over not EGA.

The issue is, I eventually realized, is that some of those EGA artists and even CGA artists, could do some pretty clever things. The best EGA artists could make you question if what you were seeing was really EGA. There's a character to EGA that not a lot of games brought over to VGA, with Sierra games and fangames not bringing that character forth. By the same token, parsers and graphical interfaces do different things, there are things you can do with a parser you can't with a graphical interface and vice versa.

And this is what is wrong with Tomb Raider: Anniversary. Its a VGA game imitating the world of an EGA game, its visuals are unquestionable, but it lacks the character the original had. Its controls are a graphical interface awkwardly imitating a parser. If it controlled well, anyway. That's how this is going to go, its a hollow imitation of the original.
I only took the one because I could easily replicate it.

Controls are quite strange. They've kept the weight of actions from the original, but otherwise they've gotten worse, often in ways that seem contrary to what I've seen said about the game. I was expecting Lara to be floaty, but basically glide everywhere and have a decent camera. Lara is quite easy to control here, when things are working, but often that isn't true. Were this a video review I would now show a montage of the many, many, many times I did everything right only for the game to decide against it. Collision in this game is awful. Every step in this game is risky. Walking does nothing, it's only with the grab button pressed that you're safe...in some situations. Often I would complete a jump for Lara to then phase through the floor. This frankly, is an absolute point against the game. Why play a game centered around platforming when the game will often arbitrarily decide you failed?

What makes this worse is that outside of the game breaking or a few objects that are difficult to aim Lara off, the game is basically a cakewalk. And this is with automatic grab off. With it on, such things would be more jarring. Its bizarre, its almost like the developers knew it was too easy, and rather than fix that, just programmed in an element that randomly decides if you're having too much fun and knock you down if you are.

Basically every piece of equipment in vision can be climbed upon in some way.
The designers also loved to give you more buttons and abilities than you will ever need. We get stealth, despite never needing it, walk, despite never needing it, crouch, of which we actually need but only rarely. Grab, use and shoot are all bound to different keys because we really needed them all to be separate. Use speeds you up when on ledges and underwater, but frankly it should have just been faster underwater and speed on ledges is unnecessary. I don't know how to get shoot and grab together, perhaps a holster button? That allows Lara to pull out her guns at a time the player wants to, rather than just shooting from nothing.
Certain tutorials are fairly obvious.

The swimming in this game is the worst I have ever encountered in a while. Its just awful. The movement keys move Lara around as if she was in 2D space, crouch and jump move down and up respectively. This is just completely counter to anything I've played outside of sub games, which is a somewhat amusing comparison to make. Now that Lara is no longer a tank, she's a sub. Next stop, Resident Evil. But what really makes this annoying is the camera.

While I understand why people dislike the original's camera in the sense that it can cause problems on occasion, I don't understand why this is the superior choice. You are completely limited to a more or less horizontal view, even while still, unless you press the aim/look button, which still restricts your vertical view more than the original. Its not very fast and it takes a noticeable amount of time to turn it around.
Further still, using this camera in ways the developers didn't intend completely breaks the game. Lara falls through objects. I couldn't believe it when I finally spotted it.

Ultimately, the problem with these controls is what the developers are trying to do is a fool's errand. Even if the controls weren't broken in such a way that movement breaks whenever the camera moves as you go onto a pole or something. Which isn't often, but happens enough to be a problem. This is just the kind of thing you need left to mean left and right to mean right.
Combat is worse than the original. Just replace autolocking shooting and jumping around with rolling around. The game offers the illusion of depth with enemy rage mechanics. Shoot them enough, they charge at Lara, at which point you have to dodge, time slows down, and you can do a highly damaging attack. Thing is, this adds nothing outside of one or two boss fights, and those boss fights it adds something to don't really work when the rest of the combat is just busywork. Worse still, enemy AI tends completely shuts off whenever Lara is somewhere they can't reach.

Worse still, combat tutorials are next to useless. They literally stop the action, which isn't very helpful in...you know, combat. It took me way longer than it should to understand dodging and how I can deal a super high amount of damage. There's another mechanic, in which some enemies grab Lara, which isn't explained, and when I did the obvious thing, press buttons until Lara gets out, nothing seemed to happen. Instead it was just tied awkwardly to movement.
Perhaps the problem is poor implementation, the level design in this game is aggressively bland. There are basically two types of rooms, which frequently function exactly the same as some room you previously went through. The go around a room clockwise or counterclockwise, and up, and the hallway. The rare exceptions are either directly copying a room for once or a very rare attempt at doing something original.

After finishing the game, you unlock, among other things, commentary from Toby Gard, who was the director of the original and Jason Botta, who I guess was the new lead. There are three issues with this commentary:
  1. Neither really have much insight into the design of the original, and don't have that much to say about this version either.
  2. They are clearly uncomfortable recording this commentary.
  3. Tomb Raider was a team effort, and survived without Gard. Further, later interviews state that Gard had zero input on Anniversary. So we have one guy who is just here for a paycheck and one guy who doesn't really know what he's talking about.
This certainly isn't any bigger than the original even if it's more realistic.
Throughout the commentary the two talk about how the new game is about x2 bigger in a lot of places. I don't know if that's true or not. Lara was supposed to be taller in the original, which would throw things off. Some rooms are still clearly bigger in the original, but these are off-set by rooms which are now completely gone, some of which contributed to those areas being bigger. I suspect if I wasn't stopping to write things down I'd be finished in 8 hours. Well, 6, because I probably wouldn't finish this if I wasn't reviewing it.

The game attempts to be more realistic than the original. This is not necessarily bad, though with something like Tomb Raider you really shouldn't be attempting to make it like reality entirely. Tomb Raider consists of many larger than reality locations, and this should be reflected. Anniversary fails on both accounts. It reflects neither reality nor the larger than life locations you could reach, instead feeling like many 6th gen games, a failed midpoint.
With realism, you have to ask yourself, how would a normal person get through here? In some cases, how would people go through here without the damaged walls? The answer in many cases is, they wouldn't. There's also that problem of scale. Abstraction works when the game is on some level abstracted. The City of Vilcabamba is five or so huts in the original, but its so big and abstracted that it doesn't register. Here, it's still five huts, only now it looks realistic. Instead of a forgotten city, it looks like the love shack of a character from a Robert A. Heinlein novel.
This is basically half of the valley, there are no side areas.
They keep talking about how Lara is more agile in this game, which may be true, but it doesn't matter when you're basically going through something that might as well be on-rails. Comparing the two valleys, for instance, while the new one looks better, but it doesn't even have the pretense of the openness the original had. If you break away from the rails it's clear that there isn't anything to it now.
Gard, talking about the Coliseum, says the the original was just two keys and you go around, and Botta chimes in with top right, you go around the top right. This is said in a somewhat dismissive way. While this isn't entirely fair to this Coliseum, it's not a good comparison for the original. While both are largely linear in actuality, the original isn't linear until you know what you're doing. The design of it is very clever in how it cuts back onto itself, especially with the outer columns. Side areas here are just distractions until you get back to the arena itself.
I liked this part because it made sense for an industrial area to look like this.
I could go on, but you get the point. It's not necessarily that linear games are bad, but in a game like Tomb Raider, in which I should be searching around for something of value, it's laid out too obviously. While you could see where you could go in the original, everything was a possible ledge. Here what you can interact with is obvious and what you can pick up glows. When everything is a ledge, it's not the same thing as when the only ledges around are visually distinct.
That said, it could also be said that the game excised what was the best linear part of the game, Atlantis. Sure, technically Atlantis is still here, but the two are so different as to practically be different areas. Here, Atlantis is no strange alien world, it's a random ancient ruin someone dropped a few alien eggs in. Instead of the series of challenges that the original was, this is mostly just a single shaft up that in the original served as a sign you were making progress in the level.

The updated visuals are fine for the most part, if a bit washed out. Lara's face is weird, but otherwise she's fine. I think there's some deformation going on in the clothing, which is something I rarely see and is nice. Animations are pretty good, except they don't always play nice with the environments. The wetness effects are interesting, her clothing changes color when wet, but not her hair. Curiously, this results in a minor change from the original game, she was wearing shorts over a one-piece swimsuit, not a sleeveless shirt, knit, judging by how it looks in-game.

I think the biggest problem the game has visually are poor lighting effects. Whenever the in-game lighting changes to something bright, bloom is either used to show adjusting to the light or just used in general, and it looks goofy. Then there are the shadows, specifically Lara's. It looks disconnected from Lara and the game, some bizarre shadow puppet that seems to follow Lara around.

In the audio department I don't have many real complaints. The music is fine but not particularly interesting. Keeley Hawes is fine, but slightly off. The sort of casting you would approve of in a live-action adaptation, but not as a voice actress. Still, slightly off is better than some characters get.
Quote from man who got shot.
But I don't have the same level of acceptance towards the story. We don't need a complex story. Lara does not need a personal connection to the artifact, her father does not need to have been looking for it or even an archaelogist. Lara should not be musing about her father as she goes through an ancient tomb. And, I can't stress this one enough, Lara should not be making any sort of statement about blood on her hands. It's pretentious, because it's not believeable. In every other game Lara is gunning down so many people that any attempt at moralizing about it is absurd. The reason why the concept of Angel of Darkness worked is because we can absolutely believe Lara would murder someone.

I have been harsh on this game, but it does feel like this game has no point in it's existence. It doesn't add much to the original and takes away a great deal. Supposed improvements are questionable at best and a great deal of what was lost was pretty fun.

Weapons:
Despite four weapons, it plays like there are only three. Heavy damaging slow shot weapon, middle-of-the-road and rapid fire. The magnums increased damage is hardly important in a game where you don't need to reload for most enemies. 2/10

Enemies:
It feels like what little variety the original had has been taken away. In retrospect, where a level in Tomb Raider would have 2 or 3 types of enemies, this has 2 at most, practically 1. With the second variety being a mini-boss. Most bosses, meanwhile, while interesting, are usually ruined by QTEs. 3/10

Non-Enemies:
None.

Levels:
It's fine. I expect more out of Tomb Raider is all. The occasion treasure in an alcove, but mostly a straight shot. The few times it manages to be interesting feel wrong, but I shouldn't complain. Outside of one Atlantis level. 4/10

Player Agency:
When it works, it's okay, when it doesn't, it's a nightmare. Whether this is a problem with the PC port or if it's this bad on consoles, I don't know. 3/10

Interactivity:
While the game does have a lot of stuff to interact with, it is just that, stuff you can interact with, what you can't will be set in complete stone if it makes any logical sense or not. Also, no bullet holes in glass that isn't explicitly breakable. 2/10

Atmosphere:
Manages to keep some of the isolated feeling the game has, but comes off as more mystical, if that makes sense. 7/10

Graphics:
A bit washed out, with some period graphical crutches that look crappy in retrospect. But these are nitpicks for an otherwise good-looking game. 8/10

Story:
I feel infinitely worse off for having known this variation on the story, but it is a story. 1/10

Sound/Music:
Nothing memorable, but an overall solidly sounding game. 8/10

That's 38. I'll keep it there.

While that's a good number here, for Tomb Raider that got 58, and I can't imagine anything before Chronicles going lower than that. Secondly, it's mostly in an audiovisual departments, and if that were the sole basis for judging a game's worth, I imagine you would not be reading about a man getting frustrated with games from the '80s.

This is a controversial opinion. For many, the changed controls are far better. Discounting how I view the original's controls as better on the face of it, thanks to actually working as advertised, I question this reasoning heavily. Were I to put myself in the shoes of someone who hated the original's controls, this wouldn't be an improvement. Rather than being a slow game where you slowly jump to different ledges, it's a slow game where you jump across objects in a circle until you reach the next room. Only now there's a lot of clipping through the floor.

Another point against this game is that the only reason we got it is because Core were originally going to make a more faithful remake, but Crsytal Dynamics got wind of it and turned it into a competition. Eidos being Eidos, screwed over Core again after being responsible for the massive failure that was Angel of Darkness. After forcing them to put one one game in the series a year for 5 years, which proved quite detrimental to the later entries, when they tried to redeem themselves they were basically killed off by a game they didn't even make.

In the near future the only out of chronology games I plan are playing are related to adventure games, with an eventual trip to the Acorn Archimedes port of Elite. But for now I'll keep at Elm Knight.

Monday, December 25, 2023

Tomb Raider (1996)

Name:Tomb Raider
Number:200
Year:1996
Publisher:Eidos
Developer:Core Design
Genre:Third-Person Shooter/Platformer
Difficulty:4/5
Time:14 hours
Won:Yes (81W/64L)

The game that put third-person shooters on the map, despite not being very good at being as third-person shooter. The game that also put sex appeal in games on the maps despite games doing that long before this. The first 3D cinematic platformer. In retrospect, it's not really hard to see why history has felt the need to condemn the game since cinematic platformers were only ever really popular thanks to the spectacle of them. All of the concepts used in Tomb Raider have since fallen out of favor, it doesn't matter how good the game is in the end, that lack of fashionability is always going to triumph over fun factor.

So, let's get the most controversial aspects out of the way first. Lara Croft herself. The aristocrat turned self-made woman. There's a lot of talk about her character ranging from a feminist fantasy to the opposite. Usually both statements are from people who would not make the argument for anything else. People who are anti-feminist arguing up Lara's feminist aspects, people who are feminists basically calling her a whore. There's a vitriol around this character that I only ever see otherwise said about female politicians. I don't feel like repeating them. The former is arguably just the usual political grifting, the latter feel like they're genuinely slighted by the existence of a fictional character. A character who isn't that important in the grand scheme of things beyond being a danger junkie going into this not because she's a hero, but because she gets a kick out of it.

I'm alluding to it, but Lara's not a complex character, yet somehow this amount of character has eluded most people. The manual talks about how Lara used to be a member of the nobility til she decided to leave it, becoming a world traveller, that's her actual job, not raiding tombs. Even the in-game story sets her up differently than you would expect, she's not in this for money, she says as much, she's an adrenaline junkie. Sort of the purest representation of a player's desires, to fight bizarre creatures and explore strange locations. Well, the average player's desires, anyway.

Thinking about it, it's not so much an unimportance placed on her character that makes her the target as much as being a right-wing ideal. A woman who pulled herself up by her bootstraps, while also being an old money aristocrat beforehand, really likes guns, has no qualms about killing animals or locals. If we throw in points from later games, a Christian who, despite the great power of artifacts from other religions, ultimately prove powerless against the might of a single believer, as well as taking down ancient conspiracies who secretly control the world. Absurd, of course, but I don't think it's the most absurd statement ever made about Lara's character.

For a character who has produced so much analysis and critique, so much of it is shallow. Men referring to her as a sex doll, which I feel like reveals a whole lot about the mental state of the speaker rather than the character. The kind of men who make assumptions about women who have certain kinds of bodies. Women referring to her as competition, which sounds like a self-fulfilling prophecy. Are you really that unpleasant a person to think of a fictional character as possibly being better than you, even counting that the character is fiction?

I just don't see the hype beyond, oooh, hot chick. This isn't a movie, you don't really stop to oogle the protagonist unless you don't actually want to play the game. As a general rule you're not looking at the protagonist as much as around the protagonist. You have to concentrate on actually playing the game as opposed to staring at polygon butt and legs. This feels like something that only happens if you never play the game and instead watch other people play the game.

Wall textures are very pixelated, sometimes this works, sometimes it doesn't.

Then there's the other controversy, about this game's controls, I guess I should address that. A lot of people say tank controls, clunky or just outdated in a way that feels superficial. In a sense it is the latter, but unlike say, Bubsy 3D this is less like a technical limitation and more a conscious choice. Tomb Raider was never really in-date, it was trying to take the controls of a game like Prince of Persia and put it in a 3D environment, and at this it succeeds beautifully in a way that people criticizing it don't really get.

It's hard getting good jumping pictures because the keys for these actions happen to correspond to unpleasant ones for taking screenshots.

What I mean is, the game's very precise, Lara does precisely what you tell her to, no more, no less, as a real person would, if she were an olympic level athlete. The expected actions, run, jump and shoot. Weird actions, like pressing back causing a short back jump are in service to this. Lara can grab onto the edge of any tile that's level enough. While this game doesn't represent insanity in the service of realism like, say, Splat'ers, it is trying to make something more realistic than a Mario game where you're given an extreme amount of leeway in platforming. A balance of fun and realism.

Let's take, for instance, walking. Pressing walk causes Lara to walk, you do this so Lara doesn't fall off a ledge. She goes like any other platformer if she just runs. In practical terms, this represents her paying attention about where she's going in the former and not paying any attention to where she's going when running. You don't run off a ledge. In gameplay terms, the former is necessary because Lara should be facing flat towards her target, an angle and she might miss. Or you might need to look around from that ledge. If you wanted to go off a ledge, you could run off, probably die from fall damage, or turn around, back jump off the ledge and grab it. Or press the roll button and fall off weird.

But if Lara needs to jump over something, she can then do so, grabbing it if necessary. Keeping in mind that there is a difference in her jumping capabilities grabbing a ledge or not grabbing a ledge. If need be, she can do that short back jump again, which is precisely one tile in length, the length needed to do a running jump. Lara always takes at least two steps before doing one, if she's in the middle of a run and you press it, she'll do it at her next step. This is often criticized, but like everything else, Lara always does it in a certain way, one you can do on the dot every time.

Only rarely are areas so big you cannot see one end from another.

While the tiles are not the most aesthetically pleasing graphics around, they look like that for a reason. Soon enough in any given area you should be able to see where Lara can go. Lara can jump across two tiles level, meaning she can jump over any one tile gap and grab the next ledge if she is so ordered. With a running grab jump, she can reach across three tiles. She can even jump up one tile if you do it right.

I feel like this is one of the few platformers which actually gives the player a character that actually feels like they're jumping. A lot of platformers give players so much leeway it doesn't really feel like they're jumping, you're basically a bouncy ball. There's a sense of weight and movement that arguably hasn't ever been achieved in a 3D game since. You're either jumping when one pixel of your foot is still on the platform or the game practically plays itself. Tomb Raider actually tries to make the platforming feel like platforming and get unfairly crapped on for it.

The pillar to the left is one such object, and isn't a problem because you are exceedingly unlikely to run into it.
The only time the game actually fought me as opposed to it being my fault was with 3D objects, that is, objects that are not the walls that exist in 3D space as opposed to being items or enemies. These things always screw around with collision for some reason. If you're lucky, Lara just won't go there, if you aren't, Lara will jump around to a place you don't want her to. This happened to me twice that I can remember. The first level with ropes on the bridge, which is partially my fault because nobody playing the game is just going to try to climb up the bridge. In Egypt with one of the Sphinxes, with its nose thing being one such object.
Look ma, it's a first person shooter. (vomits after doing a jump)
The camera isn't great, of course, but it generally works unless Lara's back is against a wall. Which does happen a lot, but not cripplingly so. It's usually behind Lara's head, meaning usually directly behind her or focusing on whichever enemy you're shooting. If you need to look around, you can always press the look button, very useful for seeing what's below. For a game designed at this point in time, the camera works remarkably well.
Rarely are there traps underwater.
Swimming is simple. You can't fight down here, so you're a sitting duck in or getting out of water. Some levels take advantage of this. Otherwise Lara takes to water beautifully, she feels faster down there than in land. She has an air supply, which, while not absurdly generous, does allow you significant leeway. Lara slowly runs out of health whenever her air is gone, which you can stop with medikits if you really need to.

Combat is interesting with this system, because the controls are made for platforming, not shooting. Lara pulls out her guns whenever you press the activate weapon button or switch weapons. Lara automatically shoots whenever you hold down the ctrl or action key. She shoots in front of her, or at an enemy if one crosses her sight, even if that enemy is dead. Which sounds like a problem but the game is so generous with ammo that it really isn't. Even discounting how Lara has infinite ammo for her regular pistol.

Most enemies are faster than Lara, so you have to use positioning to avoid getting hurt. Kind of like a more modern game. You can jump around, but I didn't because of system problems, so instead I had to figure out how else to defeat the enemies. Rather than just standing on some pillar or just tanking hits. Enemies have tank controls too, and they can't turn very well. Most enemies can't, anyway, so simply running around them in a circle prevents them from ever hitting you. Unless they can shoot back. By the time you fight enemies this doesn't work on though, you usually have the method to survive anyway.

All three of Lara's better weapons are here, but some are harder to see than others.

There are four weapons, three of which you have to find multiple times throughout the game. The first three are basically the same, Lara shoots both in tandem, and if an enemy goes too far to her left or right she just shoots one, not shooting at all in an area around her back. She'll return when you turn back. Keeping the action pressed ensures Lara can go back to shooting it when she sees it again, rather than just shooting at the air. The pistols just shoot, the magnums do more damage while the Uzis have a higher firing rate.

The shotgun is the exception to this rule. Lara fires, pumps the shotgun and takes aim again. It has the highest damage per second of any weapon, but it takes a moment between shots. Lara also has a different firing arc with it and can't shoot it while jumping. There are also much less ammo for it compared to the other two, which at some point you could practically just use it without ever running out.

Combat isn't really great, but it's helped by how satisfying it feels. The sounds, and the animations just feel so impactful. The pound of a shotgun and the death growl of some strange animal. The snapping that ensues when something very bad happens to Lara. Considering the whole mainstream appeal of the series was Lara, it isn't surprising they made the combat animations just as interesting. This is ultimately an illusion though, as the combat itself is mostly just breaking up the sections between exploring.

Now that we have the requisite complaints out of the way, let's talk about the very good parts of the game. Level design. It's great. Given what I said about the game's controls, you would think the game couldn't do much that was exciting. You would be wrong. For a game that seemingly has such a limited skillset, there's a lot that it does and yet still leaves possible. I estimate that what I saw here is about a third of what can be done, half if you count Unfinished Business.

There are five distinct levelsets to the game, Croft Manor, Peru, Greece, Egypt and Atlantis. Croft Manor is a separate option from the others, it's a tutorial. It explains the movement a bit more simply than I did, but it is interactive. It introduces most non-combat moves, except the roll, in a rather open environment and swimming, which you'll otherwise only find out about when it first pops up...

Peru is the first real levelset, and goes over quite a wide area. From caves to an ancient city to a green valley to finally a bizarre ancient tomb, this has the most variety to it. While later levels certainly do have variety, this one is such that each level has a distinct visual flair to it not seen in the other levels. We begin in The Caves, a fairly typical intro level, doing a good job of introducing you to it, everything is gradually introduced. It's everything an intro level should be.

It does introduce a few key elements in the design itself rather than things like collapsible floors. Exploration is rewarded. While you will never get put in an unwinnable situation, you can make things harder for yourself by doing things the wrong way. Here it's relatively painless. Relatively.

You know, I never saw those skulls again either.

This is followed by City of Vilcabamba. It's here that you first start collecting ammo, you're going to be doing that for a while, even if it's usually just in secrets. This level also introduces moveable blocks, something you could very easily get confused by if you're one of those people who didn't have the manual. This one introduces actually deadly elements in it's traps and enemies, though before you could maybe see some if you failed a jump or two. It's starting here that you're liable to actually die as opposed to just needing a medikit.

Two more key elements of the design are introduced here, but in subtle ways. A lot of levels have these big central hubs you gradually go around until you find the way out. This has what I assume are individual buildings that you solve then find a jump in-between. The second are big secrets, not quite as big as say, Blake Stone, but big enough you could assume it was part of the actual level. This is another game where if you play things casually and don't look for stuff you're going to have a hard time later, and unlike games where that makes ammo conservation an issue, this just makes it less fun.

Where this takes place is quite confusing, it's supposed to be a hidden valley, yet because of then engine limitations, you get black ceiling. Remakes make it blue, but since this is supposed to be in an area next to a snowstorm, this doesn't quite make sense.
So you enter some strange valley. Corpses abound, and while you have seen a few before, perhaps even got a shotgun off one, not in this volume. Then out comes a raptor. This, it has to be said, is a very effective moment. Until now, for all the player knows, this is just Indiana Jones with hot female protagonist, very mundane and normal. These guys pop out, and the tone changes significantly, for the better. Now, anything can happen. This tone shift also marks the point where the player can no longer sleepwalk through the game, these guys can take a bite out of Lara. Though it can be easily avoided once one figures out that most enemies can't really deal with Lara running around them in a circle.
Even with extended viewing distance, this works really well.
Then a T-Rex pops out. The game's first boss. This is about the only boss the game does well, you aren't necessarily expecting him, and you can mostly deal with him mundanely. Mostly, he has a one-hit kill attack which is incredibly cheap. Then some more raptors and you have the valley to yourself. This is one of those sections where Tomb Raider shines, big open places with a half dozen secrets that make the player feel like he could go anywhere he wanted in the game.

Tomb of Qualopec is where the game begins showing it's true nature in being a difficult platformer rather than a nice, fun romp. Up until this point, the most difficult jump you were required to do was in The Lost Valley, which required you to understand that there was a difference in jump length between Lara just jumping and Lara jump grabbing and getting the most length possible out of it. It's not that big a deal if you were doing all the secrets until now though, since by now you've probably seen one of the worst ones. Because now you have to do diagonal jumping.

I use this term for jumping diagonally across a tile, as opposed to the usual jumping straight along a line as you should be doing. See, this is where that tile based design came in. Lara walks to the edge of a tile, does a small back jump, then runs off. This is what the game trained you to do. Then this level pulls the rug out from under you and gives you places to jump to that are not directly across from where you are. It's a bit tricky to get used to, which is why the game puts spikes under your first encounter with them.

"Oh, no, I am going to get rolled over."

There are three important introductions in this level. The first, most obvious and least important is the rolling boulder. Why wouldn't you have one of these in a game about exploring tombs? Boulders fall down whenever the designer decided they should fall down, usually by Lara stepping 2 tiles away, and go in a single, usually obvious, direction. There are basically three methods to dodging these, getting out of the way, not knowing you activated one to begin with, and hanging from a ledge. The second one is where being savvy about these things results in the player getting killed, if you jump thinking it'll hit you, you'll jump into it. Boulders aren't instant deaths, but they do hurt if you jump past one. The third the game introduces later on, where you hang from the ledge where the boulder is about to roll over, not on the ledge where the boulder is rolling to, that will kill you.

Surprisingly, you aren't about to get hit in the back...

The second important thing is that there are nasty creatures here. These are Atlantians, who you only find out about gradually as the game wears on. Here, you can shoot one, but it doesn't shoot back. Don't worry, by the end of the game you'll be sick of them. Each area corresponds to a tomb of one of the three Atlantian kings, Qualopec is here. They're connected to the item that Lara was hired to find, the Scion, which was divided among the three kings.

...at least not that guy.

The third is that the person who hired Lara, Natla, doesn't really trust Lara, and sent another guy called Larson after her, introducing ranged enemies to the mix. Later ranged enemies have some minor strategy to them, Larson does not. Larson just acts like Lara but with a Texan accent, his shooting deals damage effective over time whenever you're within his range. Unlike Lara he doesn't dodge. If you kept shells for that nice shotgun you found off that corpse, you can take Larson out with it.

Story-wise this is the kick the story needed. Until now, this has been the story of a self-made woman going on what amounts to another adventure. A game like this doesn't really need a story, but it helps. Now that we're wondering why Natla tried to kill Lara for what is seemingly no reason. Lara breaks into Natla's HQ to find information on the next piece.

St. Francis' Folly [sic] set in Greece. This is where the design of Tomb Raider becomes complete. Before now, you were generally on solid ground, and while this always has solid ground, now there's a hell of a lot more platforming. You're platforming a lot between very high up pillars, ledges and whatever. Fall damage isn't some unhappy accident, it's a guarantee if you mess something up. Slopes, that is, tiles with so sharp an angle that Lara slides down it, become less part of the scenery and part of navigation.
Now, Greece in general has it's own design language. Each level has a way out you need to find a bunch of items to reach, and you need to get those items from little mini-areas. These are always so fun because they make something oh, so, clever in each. Of these, St. Francis' Folly is my favorite, with it's great downward shaft, containing four mythological challenges.
New enemies here are lions and gorillas. They're basically the same as the wolves, both are stronger, but lions are faster. I shot so many gorillas that I made a joke that Lara hated Jane Goodall. You also get litterbug and fellow adventurer Pierre DuPont taking potshots at you a half dozen times each level. In the original game he would flee when his health went down to half and disappear in the fog. Here he just sort of disappears into thin air. There's not really much to fighting him.
The real new challenge here are the crocodiles. On land, they're really fast, but they can swim. They don't move between land and water, rather they stay in one unless you adjust the water level elsewhere. Larson took potshots at you while you were in the water, but the crocs represent the first time the game has put you into a situation where the water isn't safe. (there are also rats, but they're not really worth talking about)
The Colosseum is a big colosseum. You pretty much get what you were expecting. Big area, more platforming like you'd expect, some nice lever puzzles in an area under the arena. Not really an area with much to talk about, but it was fun at the time. Kind of violates the general design that this area is going for, since you're not trying to collect a bunch of items to reach the way out.

Palace Midas is another level with one of those iconic moments, in this case, a hand of a statue of King Midas, which turns Lara into a gold statue if you land on it. It's a relatively pointless death in a game that delights in trying to kill you. What I feel is more shocking is a section where you enter a room with a large pillar, do the usual journey down to find a lever, and then hear a loud noise. When you return, the pillar has been destroyed and sand has filled part of the room. Level changes on such a vast scale are something that didn't really happen before...or since.

Up until this point I've had almost zero complaints about the level design, outside of some things being a bit too hidden. This level makes that a problem, it's almost too good. What I mean is that I don't know what's the way forward, what's a secret and what's just an optional extra. Things I wouldn't think are secrets are secrets, and things I would think are secrets are the way forward. I daresay the game would get a perfect score from me except for...

Cistern. That's not to say I dislike this level in it's totality, I like the big hub you spend most of the level moving around, it's another awesome level. You have to fill it up and drain it multiple times in order to reach each door, since you need to find a bunch of keys. I like the end, where you fight on a chess board, with some of the tiles being collapsible ones. What I dislike is that this level seems to expect you to do some considerable backtracking, while that isn't entirely unusual, you're basically taking a short trip over an area you've already been in, this is quite noticeable. While most of the level is fine, the last chunk involving the main room overstays it's welcome. Doesn't help this level has a rat squeaking in the backing track throughout the entire level.
Tomb of Tihocan is the one level I think could use some significant cutting. While all levels have been connected to the next, this one really just feels like the last level going on for longer than it should. That said, it still has what I think is the best fight in the entire game. Except now considerably more linear. There's a statue that you haven't the slightest indication of anything being wrong, and when you open the door next to it, out pops a centaur that shoots exploding plasma orbs. This is a classic example of old games working wonderfully, one moment you aren't suspecting anything could be wrong, the next you're fighting some cursed creature. Oh, and you finally kill Pierre afterwards, and if you haven't already, you get the magnums.
I can't forget that there are like four sphinxes in this level because why wouldn't there be?
This leads to Egypt and the City of Khamoon. While all levels have generally flowed into one another, this levelset is the one that feels the most like one big level. There's an area here that you see at the beginning of City of Khamoon, and then in the next one you return to it to reach the final level. Egypt is where some people cite fatigue with the game, I even had it here whenever I played the game before, but this time I didn't really feel that way. Perhaps it was because I'm used to playing awful games that I savored this, perhaps it's because I was trying to minimize my number of saves. Egypt feels like a natural thing to place as the second-to-last levelset since Egypt is the stereotypical place for a game like this.
To get all the secrets on this level, you jump from that left pillar, to the central pillar, then one obscured on the other side.
Egypt has the last "find four items and bring them to a door" set of puzzles in the game. This time made a lot more obvious by both the items and the place you put them in being obelisks with one on each side. And a stuff on top. It's sort of a reverse St. Francis's Folly, instead of going down then up then down, you go up, down then up. It's another fine set of areas which has been expanding what kind of platforming it expects of you, here it can get very tricky going through even the right way.
Both player and enemy are guilty of shooting at corpses.
There are also a lot of Atlantians now, mummified vaguely humanoid creatures with exposed muscle and bone. By now you should be able to just shoot them with the magnums instead of Lara's default pistols. I hope so, because these guys are tedious to kill. They move fast in a circle, so you can't really use previous methods to dodge them. They move fast, so unless you know where they are ahead of time, you can't escape to a ledge. Even if you can, sometimes they shoot energy bolts at you. You can dodge those, but they are a pain to kill. Some fly, but these are usually less annoying to kill. Sadly from here on out you'll have to kill a lot of them. There are also panthers, but they're just reskinned lions, so they're not really new.

You end Egypt by killing Larson again, or maybe Lara somehow didn't kill him the first time, it doesn't really matter. Then we get a cutscene where Natla and her goons take the Scion off Lara as well as her weapons, but before Lara can be killed, she escapes. Then Lara sneaks onto Natla's boat and reaches the final levelset, Atlantis.

Natla's Mines is an interesting level. You start off without any weapons and gradually pick them up again over the course of the level, with her pistols being what the opening puzzles are all about. You're not really worrying about enemies, there are only three and only one is one you're likely to fight without working towards it. Here paying attention to everything is not really the way to find secrets as much as the only way to advance through the level, secrets instead are becoming quite difficult to find, almost impossible even. For instance, one of the puzzles you have to solve involves you reaching a hole before a boulder can, Lara isn't hurt by immobile boulders but they block her movement.
This guy is weird, from being on a skateboard in a weird skateboard park to talking like Robert De Niro for some reason.
The three goons aren't terribly interesting as enemies, mostly they're a second source of weapons, possibly even the first time you can see some of them. They're like Larson and Pierre, except they run around a lot more. More interesting is a secret where you have to find places you can land on a big series of slopes.
Atlantis is where the game turns really dark. Now you're in some bizarre fleshy structure, like the inside of someone or Doom's hell levels. There are a lot of Atlantians around, but more importantly this is where the platforming really expects a lot out of you. Hope you've been paying attention, even to some of those secret areas, or you won't get very far here. Even though I find the Atlantians somewhat tedious to fight, it's a fine level, the constant background heartbeat and the environment really sell it.
In-between deadly traps and jumps, there's a sort of boss in a weird doppelganger. This is a puzzle boss, you can't shoot it because it shoots at you. Instead you have to get it to fall into a pit of lava. It's slightly clever, but as far as doppelgangers you can't fight and have to resort to trickery to defeat, this isn't that clever.
At the end, you find the Scion again, in a big cutscene you get a bunch of revelations. Natla is the third ruler of Atlantis, and they buried her because she misused the power of the Scion. To say she's psychotic is putting it mildly. She gives the usual manic speech to Lara before she tries to destroy the Scion, bringing us to...
The Great Pyramid. There are not one, but two bosses here. First you get a giant Atlantian. It's a damage sponge, keep shooting at it, hopefully with either the Uzis or the shotgun and eventually it'll die. It is very slow, and it has no ranged attack, so you're not really in any danger. Then more of that hard platforming Atlantis loves putting in front of you. Hope you like figuring out how to dodge a boulder with basically no spare space!
That's not very interesting, so take a look at this unusual platforming exercise. There's something on the other side of the collapsible tile, but it takes a jump from there to reach.
Natla, meanwhile, is the final boss...and she's not really that impressive. She flies and she shoots at you, but by this point I had a ton of ammo and plenty of medikits and who cares about something shooting at you? Enemies running into you are worse. And that completes Tomb Raider. There's a lot more platforming I glossed over, but there's only so many times you can gush over that.

Graphically, this is carried by art direction rather than quality. It's very nice looking, but has a lot of problems. Animal models are goofy, and human models are...okay. The artists' talents clearly lie in making humans, both animations and the look of humans are far better than the animals. The animals sometimes even have human characteristics instead of animal ones. They can't even really do fur well. Lara could stand some refinement, but her animations are flawless.

Something that hasn't come up a lot here yet is texture alignment. That is, making it so one texture connects properly to the next. It's a very important job in 3D and even 2D games, but until now I haven't had much cause to complain. This is the first game I've blogged about that screws this up in a noticeable way. Worse still is how the game does textures quite badly regardless of whether they're properly aligned or not, textures shrink and expand in a way so noticeable that I haven't seen a professional game before or since.

I kind of dislike the CGI cutscenes. They don't really look any better than the in-game stuff and the animation quality takes a large nosedive here, feeling incredibly amateurish. How these two aspects are so vastly different, I'll never know.

The game really sells itself as an adventure where Lara is going through ancient tombs, because it really works. A subject like this needs a minimum of combat, especially with human enemies, as you're supposed to be going through places humans haven't tread in ages. By the time the game turns into a fight against ancient beings that really doesn't matter anymore, because it's made a smooth transition. Even those places still feel like some sort of ancient tomb, just with the original inhabitants being a bunch of psychotics with a hatred of the intruder, playing into the usual mummy curses.

While the story isn't impressive, I do think that it works really well with what it's supposed to be doing. Woman gets hired to find artifact, gets betrayed by employer, finds out employer was convicted for crimes against creation, kills employer twice. It doesn't overstay it's welcome and fits quite well in the Indiana Jones knock-off the story was going for. Also, gotta love the strong accents of the Americans and Brits, yet thte Frenchman sounds like he's phoning it in. Is this truly the nation that gave us 'Allo 'Allo?

Sound-wise, the music is nice, but often spoils combat by switching to a combat track long before you could expect to see an enemy. It works best when you have subtle background sounds, or the music becomes grand when you see some nice new room. The sounds themselves, despite being low-bit, are very satisfying, from guns feeling better than they are to shoot and the sounds of someone getting killed, be it Lara or something else, sounding sufficently crunchy. And that's all I have to say except for the summary.

Weapons:
There's not a lot to combat, but these weapons do feel satisfying to use. 3/10

Enemies:
There's some nice variety, but because combat isn't the most interesting, it feels somewhat wasted. 5/10

Non-Enemies:
None.

Levels:
Nearly flawless, possibly even too good in most places. I do think some cutting could be done at the end of Greece. 9/10

Player Agency:
Lara basically has two flaws, a lack of turning speed and a slightly awkward camera. 9/10

Interactivity:
While there isn't that much going on environmentally, what is going on is very well done. This game exploited the heck out of it's tools to the best of it's abilities. 6/10

Atmosphere:
I have never seen another game do abandoned tombs and cities so well. 10/10

Graphics:
Good art direction and animations, at least outside of the CGI cutscenes. A lot of texture issues though. 4/10

Story:
Simple but effective. 4/10

Sound/Music:
A few awkward triggers, but otherwise perfectly fitting everything. Noticeably low-bit rate though. 8/10

That's 58, or third/fourth highest rated game here. It's the same score I gave Doom 2, which will probably go a bit lower when I next reach it.

Reviews, a lot of positive stuff here. Frankly, so many just echo my sentiments it's hardly worth pointing out. Outliers are either reviewing the iOS version, which is not a fair comparison, or Famitsu, which I don't seem to find the full version of, and considering what I've heard about Famitsu, isn't going to be insightful anyway. Modern criticisms are mostly regulated to controls and graphics which I don't think we really need to go over again. There's also the realism argument, but in regards to this series, I can't help but think of this video.

On a more serious level, there's a point at which a game loses the fun it gains from making the game more interesting in the realism department, and making Tomb Raider any more realistic would go in that direction. Making combat more like ARMA would not make the game more fun. Making fall damage more realistic would be annoying, be it decreasing the height or making the damage worse. All the little things that makes real life differ from fiction, like insects, minor cuts and scratches, removing brush or dealing with the aftermath of wounds only work if you balance a game around it, and even so people don't generally like survival games outside of that niche. Games where you just eat don't count, and considering Tomb Raider that would be more busywork.

I decided to make some changes to what was being played. Firstly, I decided the way I was playing Star Fighter 3000 was going to produce an unbearably long entry and I was unwilling to restart it at this point, so out it went. It will be a regular game whenever I get to 1994. Regular selection of games will pop out in the new year. Until I fire up Elm Knight, we'll be seeing Commander Keen games. As someone pointed out to me that it might be a good idea to play Anniversary sequentially, which happened to line up with the game being discounted on Steam. Has some real "you know what I love after a workout? another workout." energy to it, but I would probably never get to it otherwise, so why not. I'm putting something between this and that though.

Anyway, a Merry Christmas and a Happy New Year to all my readers.