Gamereactor International English / Dansk / Svenska / Norsk / Suomi / Deutsch / Italiano / Español
Log in member
amigo






Forgot password?
I'm not a member, but I want to be

Or log in with a Facebook account
FacebookFacebook
Preview

Tomb Raider

Text: Gillen McAllister

Some stories are in the telling. In our medium, they're in the playing. After a trail of tabloid headlines and reaction, we clamped headsets on and settled down to play "that" section of Tomb Raider with a post-E3 demo.

It's actually the first hands-on we've had with the game since it's announcement last year, and compared to what we've seen between then and now this demo is but a small segment, scraping close to an hour if you're generous and meticulous with your time, half of that if you charge through.

We're early on in the game, following Lara as she learns the survival basics, gets her first upgrade, makes her first kills: there's as much hesitation between spearing a deer as there is discomfort pulling the trigger on a human. A huge differentiation from the easily-grown body count of the originals.

Play movie

Control is similar to that of the past, but with technology making the animations look smoother, but its entirely down to the studio's new direction for the ever-learning Lara that they're more realistic: jumps have an awkward air to them, leaps hurt when smacking into the dirt. Shame then there's a line drawn between cut-scene injuries and running animations - we could see this Lara limping a bit more.

The shift to giving everything proper weight translates to the bow as well. Snatched early on from a hanging body, it emulates the heavy pull needed to draw it through a increasing rumble in the joypad. Hold too long, and Lara's strength will sap and you'll release.

A small gully that serves as a training ground is quickly cleared of wildlife - arrows are dotted generously around for now, but an upgrade letting us pull used shafts back out of downed animals suggest forging will become a necessity. Animals spook realistically, and there comes a moment when we jump as a deer charges us from the undergrowth.

We need only kill one deer, and while making that call is interestingly conflicted we're soon on an extinction run for bow practice. Exactly what collecting animal meat will grant beyond a single story element (Lara's starvation used only as mission driver rather than having any gameplay consequence) is currently unknown: we get a "it'll be talked about later" response when we ask a spokesperson.

Tomb Raider

The frequent self-assurances that grated during trailers aren't as repetitive or heavy-handed in context; as Lara finds herself alone its supposed to vocalise her fear (you can draw the conclusion that these will slowly disappear as she grows experienced in self-survival) and as in-game pointer for players: too obvious for life-long fans, but clearly there for the newer audience Crystal Dyamics are trying to pull in.

For all the new things being ushered in with this reboot, its ironic that one of the biggest was attempted before, and Eidos were nearly castrated for it. The upgrade system, letting you increase Lara's athleticism and combat options echoes similar attempts over a decade ago with the franchise's weakest entry Angel of Darkness. Then the idea had merit but was botched in execution. Today exchanging XP for character-altering abilities is the done thing, and fits naturally in with Lara's increasing skills.

Everything grants you XP, though there's are baseline skill points acquired through story, exploration will earn you significantly more and allow you to expand your skills, and flicking through the current list, they're worth the effort. Lara can develop into a efficient and showy killer.

Tomb Raider

And it's this shift that's the hinge to Lara's development at this point, something that concludes the demo. Captured alongside her follow adventurers, an escape attempt sees their captors hunt down the fleeing bodies and leaving Lara unguarded for vital seconds.

The fully-controlled section sees you having to sneak through wandering guards, and the sequence is played a lot more dramatically and cinematically than you expect. Due to sweeping flashlights, ever-rotating groups and frequent exposure to at least one set of eyes if you don't keep moving, fear very naturally steals up on you. You've got to watch the sequence to appreciate the graphics here. The clash of background fires and shadowy bodies in the night time murk looks fantastic.

We make a point to get caught, and what results is a short death sequence that makes it worth not letting it happen again. Death here more realistic - a gunshot, the vibration of the hit, the gargle of blood, blackness. It's abrupt and to the point, but the restart is at least quick to reload and putting you right back at the start of the section.

Tomb Raider

It's a briefness matched by mistaking the timed QTE sequence at the demo's end, a brief but brutal death at the end of a bullet. Success and the results are the same, only it's Lara pulling the pistol trigger come the end. A camera pan and she's thrown into focus, coated in blood, breathing heavy. A swelling of music and - cut.

A year on and it still feels like trip-feed. And that's the problem. We're still left unsure as to how big, how open the game will be. How combat will play out. How exploration will feature, or if this will be more linear than previous chronicles. A multitude of questions, and still no nearer to understanding how Lara's resurrection will play out.

As for the story, we understand roughly what Lara's arc is supposed to be in this, and a small demo, mission brief or interview outline isn't enough to show how deftly or otherwise the studio's managing to explain it. Proof will only come through sitting down with headsets on and playing through the entirety of the adventure - that will better justify its worth and defend choices than marketing that, by its very nature, can't give the whole picture until the actual release.

Play movie
Tomb RaiderTomb RaiderTomb Raider

Related links:
Comment on text

You must be logged in to comment. If you are not yet a member - join now!

:D :) :( :-o :shock: :? 8) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: ;-) :idea: :arrow: :| :mrgreen: :clap: :dance: #-o =; :^o [-X :pray: 8-[ :sick: :-# [-( :-k :--


Would you like to post this action to Facebook ?
Comments
 

The 20 latest programs:
(Interviews, reportages, reviews)

GDC: Dreamfall Chapters - Interview
2013-05-18

We caught up with Red Thread Games' Dag Scheve (writer) and Martin Bruusgaard (lead designer) to discuss the recently kickstarted Dreamfall Chapters.

Call of Duty Championships Special - Celebrities
2013-05-17

Are the top COD players turning into superstars? We asked the players at the Call of Duty Championships in Hollywood.

Spin the Bottle: Bumpie's Party - iDÉAME interview & live demo
2013-05-17

KnapNok Games' Lau and Dajana share their vision about motion controls and no-TV games. They also define their imminent Wii U party game Spin the Bott..

GDC: Anomaly 2 - Interview
2013-05-17

We had a chat with 11 Bit Studios' senior writer Pawel Miechowski about the recently released tower offense game Anomaly 2.

Press Start: Sanctum 2
2013-05-17

We captured just under half an hour of the early action in tower defence/first person shooter Sanctum 2 for your viewing pleasure. Enjoy!

GDC: Wargaming - Victor Kislyi Interview
2013-05-16

We sat down with Wargaming.net CEO Victor Kislyi in a boardroom of sorts to discuss their global expansion - the additions of new studios Gas Powered ..

GDC: Big Bite Soccer - Interview
2013-05-16

It's not every day we cover a Facebook game on GRTV, but Big Bite Soccer is a little different - and it should appeal to fans of classic football offe..

GDC: Nvidia Shield - Interview
2013-05-16

Jason Paul, director of product marketing at Nvidia, gives us a brief overview of the lay of the land with the upcoming Shield handheld, that offers a..

PAX: Wildstar - Mike Donatelli Interview
2013-05-15

We caught up with content director Mike Donatelli on the PAX East showfloor to learn more about the intriguing new MMORPG Wildstar.

Trailershow - 15 May
2013-05-15

Are you ready for the Trailershow?!

PAX: Dungeon Defenders II - Interview
2013-05-15

Trendy Entertainment's Josh Isom talks to us about the new competitive mode in Dungeon Defenders II (or MOBA mode if you will), as well as some of the..

GDC: Age of Wulin - Interview
2013-05-15

We took a limo ride with Gala Networks' Claas Wollter in order to find out more about some of the more unique features of Age of Wulin - a free-to-pla..

GRTV: Indiepub - Interview
2013-05-15

Gillen McAllister meet Indie Pub content manager and resident turkey impersonator PJ Hruschak at the Namco Bandai Global Gamers Day where Indie Pub pr..

PAX: Sanctum 2 - Lead Designer Interview
2013-05-15

We caught up with Sanctum 2 lead designer Oscar Jilsén at PAX East to discuss the sequel to the innovative tower defence slash first person shooter.

Full Mojo Rampage - interview and exclusive gameplay demo
2013-05-14

We sneak into Over the Top Games office to get an exclusive first look at Full Mojo Rampage, their first action-RPG. Meet its gameplay mechanics, arts..

RuneScape 3 - Design Director Interview
2013-05-14

We caught up with Jagex design director Mark Ogilvie to learn more about the direction the popular free-to-play MMORPG is taking next.

Cloudberry Kingdom - Pwnee Studios iDÉAME interview
2013-05-14

Co-founder & programmer Jordan Fisher talks us through one of the most difficult platformers we've got to play. The maths-lover explains how difficult..

Press Start: Metro: Last Light
2013-05-14

Watch us play the Metro: Last Light on Xbox 360 from the beginning up until just under the hour mark.

PAX: Luftrausers - Interview
2013-05-14

We caught up with Vlambeer's Rami Ismail at PAX East and learned more about the indie developer's 2D dogfighter Luftrausers.

Watch Dogs - Cinematic Lead Interview
2013-05-13

We caught up with cinematic lead Lars Bonde at a preview event for Watch Dogs to learn more about his contribution to the development process and what..

GDC: Expeditions: Conquistador Interview
2013-05-13

We caught up with creative director Jonas Waever from Logic Artists to discuss the novel turn-based strategy RPG Expeditions: Conquistador.

The Bureau: Xcom Declassified - Senior Producer Interview
2013-05-13

Mike Holmes caught up with senior producer Nico Bihary to discuss the prospects of tactical third person shooter The Bureau: Xcom Declassified and how..

Call of Duty Championships Special - Getting into COD
2013-05-10

In this second episode we talk to the players at the Call of Duty Championships about how they got into Call of Duty.

Runner 2 - Alex Neuse iDÉAME interview
2013-05-10

With Runner 2 already running on many platforms, Gaijin Games' co-founder announces future DLC and talks about reception and making great sequels. Bes..

Young Justice: Legacy - Interview
2013-05-09

Doug Panter, director of marketing at Little Orbit, talks us through their video game adaptation of Young Justice.

GDC: The Drowning - Interview
2013-05-08

Ben Cousins' career spans companies ranging from Lionhead to Sony and DICE, but his next project is DeNA owned Scattered Entertainment that's attempti..

Games To Look For: May
2013-05-08

We take a look at some of the bigger releases due in the month of May including Metro: Last Light, Fuse and Grid 2.

GDC: Ubisoft - Yannis Mallat Interview
2013-05-08

We had the chance to catch up with Ubisoft Montreal and Toronto Chief Executive Officer Yannis Mallat to talk about industry trends during GDC.

PAX: Neverwinter - Jack Emmert Interview
2013-05-08

Cryptic Studios CEO Jack Emmert talked to us about the next MMORPG coming out of the studio - Neverwinter - how it came to be, the state of the MMO sc..

GDC: Infinite Crisis - Executive Producer Interview
2013-05-07

We talked to Turbine's Jeffrey Steefel about their upcoming super hero MOBA - Infinite Crisis - a game that pits various multiverse editions of your f..

GDC: Cloudbuilt - Interview
2013-05-07

We caught up with Johannes Smidelöv from Swedish startup Coilworks to discuss their promising speed run-centric platformer Cloudbuilt.

GDC: Auto Club Revolution - Interview
2013-05-07

Auto Club Revolution is a new free-to-play racing experience for PC from racing veterans Eutechnyx. We caught up with Simon Jones who tolds us more ab..

PAX: J.S. Joust - Douglas Wilson Interview
2013-05-07

We had a chance to talk tocreative designer as he describes the game, the process of trying to find a publisher and the other games in the Sportsfrien..

Pixel Toys - CEO and founder iDÉAME interview
2013-05-07

With Super Little Acorns 3D Turbo just launched, CEO Andrew Wafer and founder Alex Zoro share studio vision on retro style games and mobile vs. consol..

PAX: R.A. Salvatore - Neverwinter & 38 Studios Interview
2013-05-06

Best-selling author R.A. Salvatore talks about his most recent books set in the Forgotten Realms, their ties with Neverwinter, and the unfortunate dem..

RuneScape 3 - Event Update
2013-05-06

Gillen McAllister was on site at Peckforton Castle for the reveal of RuneScape 3. Get a taste of what's to come on GRTV as well as the site over the c..

PAX: AbleGamers Interview
2013-05-06

AbleGamers is a foundation dedicated to working to promote better access to gaming for disabled people. We caught up with community outreach coordinat..

PAX: Artemis Spaceship Bridge Simulator
2013-05-06

We caught up with Artemis Spaceship Bridge Simulator creator Thomas Robertson at PAX East and learned more about this unique and captivating game that..

Call of Duty Championships Special - The Event
2013-05-03

We travelled to Los Angeles for the Call of Duty Championships and met with players, developers, celebrities and MLG representatives. In this first ep..

PAX: Might & Magic - Erwan Le Breton Interview
2013-05-03

We caught up with Ubisoft creative director Erwan Le Breton at PAX East to learn more about Might & Magic: Heroes VI Shade of Darkness and Might & Mag..

Poll Do you want to see more DLC and online game-based content on the site?
  • 43% Yes - all and everything!
  • 21% Only for the bigger, current games
  • 36% Stick to retail/full digital releases, please.
Result
BETA +