Review

Shadow Of The Tomb Raider Review - Guerilla Girl

  • First Released Sep 12, 2018
    released
  • PS4
  • PC
  • XONE

Standing in the shadows.

The Lara Croft who appears in Shadow of the Tomb Raider has made a ton of discoveries, lost a lot of friends, and killed countless living beings. She has incredible drive and self-confidence, and her enemies fear her. It's taken a lot for the character to get to this point, and if you've been along for the ride since her excellent revival in 2013's Tomb Raider, you may be pleased to hear that Shadow of the Tomb Raider is the same style of experience we first saw in 2013, only bigger and with more added to it. In fact, there's seemingly very little, if anything, that's changed dramatically or been discarded from the formula. But while that means Shadow retains a lot of the components that give Tomb Raider that fantastic, timeless sense of wonder and discovery, it also means that Tomb Raider's interpretation of blockbuster action-adventure mechanics is starting to feel half a decade old.

It's a little unnerving to spend time with the seasoned Lara of Shadow of the Tomb Raider, because her experience has changed her into a hardened, obsessive, and selfish individual. She's reached true colonizer form, determined to get the game's McGuffin, blind to the collateral damage, much to the concern of her lovable partner Jonah. Her demeanor is reflected in a renewed focus on stealth, where the new mechanics and the jungle setting give Lara the opportunity for Predator-style ambushes. She can cover herself in mud for additional camouflage, string enemies up from a tree, and craft Fear Arrows, which cause humans to freak out and attack each other. You're also now able to transition back into stealth after being discovered, provided you can get away and break line of sight. There's a big emphasis on these new abilities, as tooltips throughout the entire game will continually remind you that they exist. But while her expanded skillset gives you more options to confidently and quietly hunt everyone on the map, it also highlights the cracks and inconsistencies in Tomb Raider's enemy logic and the limitations of the game's relatively unsophisticated core stealth mechanics.

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Sound still does not play a significant factor in Tomb Raider's stealth. While firing at someone and throwing objects will draw attention, moving through rustling vegetation and making loud footsteps don't seem to faze anyone even though the game suggests that it will, nor will taking out a soldier right behind another with his back turned, but those rules also seem malleable. There were times when my attempted stealth approach went wrong, a gunfight broke out, and after the dust settled I was shocked to discover an additional patrol of guards in the same area, only a few seconds away from the action, carrying on with a conversation as if nothing had happened.

Lara's Survival Instincts ability once again will give you information on which enemies are safe to quietly take down without alerting others, but it can also reveal puzzling inconsistencies in enemy AI. There were too many times where I was able to get away with taking out a guard with one of his coworkers staring right at us, only meters away. Other times, the game will tell you it's unsafe to take out an enemy because of someone with line-of-sight halfway across the arena. You can't always trust your own perception of the map, even if it seems obvious, and using Survival Instincts feels necessary to constantly verify that the game agrees with your idea of what is safe or unsafe--expect to be taking out a lot of bright yellow men in monochromatic environments. When playing on Tomb Raider's hard combat difficulty, which removes enemy highlights, this uncertain behavior makes stealth tougher than you might think.

The new abilities also have their quirks. Though camouflaging yourself with mud rightly makes you harder to notice, you can abuse it to the extent where you can roll right under the nose of a guard--it's thrilling for you, but makes you pity the enemy. Mud is also typically available at the onset of major stealth sections, or very close to hiding spots that require it, making the mechanic feel more like an innate ability rather than a tactical option you need to seek out. Fear arrows have disappointingly varied results, too. More than a few times I would find myself stalking a patrol of men from a tree, shoot a fear arrow at the shotgun-toting soldier, and watch as he proceeded to miss every point-blank shot.

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There's still some satisfaction to be gained in Shadow's stealth, though. Waiting with bated breath for patrols to move on, and figuring out the order in which to eliminate guards like some kind of violent logic puzzle, is still enjoyable. But the new mechanics don't really add anything significantly interesting to that baseline experience--the big spotlight on them suggests a more sophisticated stealth system that isn't there. You get the feeling that Lara is a cold-blooded predator, that much is true. But it's not satisfying when the prey is so dumb and easy.

There's a cutscene in Shadow of the Tomb Raider that mirrors Lara's first kill in her 2013 outing--in both, she's caught off-guard by a soldier and is thrown to the ground. But despite being at a severe disadvantage, the 2018 Lara confidently blocks and counters his attacks, and when she eventually kills him, there's no emotion on her face. She barely even sighs. The game wants you to know that this Lara is fearsome. However, this depiction is betrayed by her actual abilities in the game's toe-to-toe combat, where it's often tough to get Lara to act like that efficient killing machine.

The game's guerilla angle calls for more close-and-personal encounters, and the greater number of small combat arenas means that when things get hostile, soldiers close the distance quickly. Additionally, there are new melee enemies who focus on rushing you down with overwhelming numbers. Tomb Raider's existing combat mechanics do not service this particular style of hostilities well. Lara's dodges are still the hurried scuttle and roll from her early days as an amateur survivor, and her climbing axe is still largely ineffective as a melee option--most enemies will simply dodge her knockdown attempts, especially on harder combat difficulties. Melee doesn't become a viable close-quarters tactic until you unlock a dodge and counter skill later in the game, and most of the weapons in Lara's arsenal are inefficient as close-range keep-away tools until the events of the story give you a shotgun.

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Additionally, Shadow of the Tomb Raider still doesn't communicate damage direction--if you're getting overwhelmed and are being attacked from the sides or behind, you won't know exactly where from, meaning it's more difficult to make smart evasive maneuvers on the fly. With so few certainties and reliable tools to assist you in close-quarters combat, these encounters typically result in making Lara scurry clumsily in whichever direction doesn't have enemies coming from it and frantically trying to create enough space to effectively use your weapons.

When Shadow throws you into its few mid-range combat encounters, though, the difference becomes clear. Fighting suppressing fire, scampering from cover to cover, throwing improvised Molotov cocktails, and pinging out headshot after headshot after headshot feels empowering. The combat mechanics feel much more suited to these scenarios, as was the case in previous games, and it's only here where Lara can feel like the ice-cold killer queen she has become.

But the game keeps reverting back to close-quarters encounters, and there is one battle that's particularly frustrating and seemingly never-ending. One enemy will charge at you relentlessly, teleport if you create distance, and has a large, damaging area-of-effect attack which Lara's double dodge will only just avoid. Other enemies in this battle can also, unfairly, knock you off the side of the level, but you can't do the same to them. The environment is not your friend, and it's an infuriating way to remember a grand adventure.

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What the environments are, though, is beautiful. Shadow of the Tomb Raider is nothing if not a gorgeous game, and it features some stellar level design, both aesthetically and mechanically. Exploring the impressively dense locations in Mexico and Peru is a joy. Jungles feel imposing and endless, ruined tombs are intricately detailed, hub cities are enormous and lively, and it's easy to be completely distracted by discovering new paths and areas. Hunting down the game's artifacts, treasure chests, and numerous other collectibles--however meaningless you might think they are--is also still enjoyable, as they give you a reason to go sightseeing. There's a lot of emphasis on underwater exploration in Shadow, too. And while underwater sections can be frustrating as part of story missions (instant-kill piranhas that require you to hide in seaweed get old fast), it's hard to resist swan-diving into a huge body of water when you get a chance to explore on your own.

But it's Shadow of the Tomb Raider's numerous challenge tombs and crypts that are the undisputed stars of the show. The impressive design of ancient mechanisms and the obscure solutions to using them and unlocking the path forward feel amazing to decipher after minutes of head-scratching. Some of the answers can appear straightforward if you've tackled a number of these in the past, but it's always satisfying to watch the complex parts come together regardless. Shadow of the Tomb Raider also rewards you for completing these activities with exclusive skills and gear, making them more than worth your time.

Traversing the treacherous environments in these tombs, as well as during the game's story missions, is thrilling in its own right too. Despite there always being an expected sense of peril, the designs of Lara's foolhardy paths between locations never gets old--there's always some kind of dicey maneuver at a terrifying height that makes you hold your breath.

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But these exciting traversal puzzles also feature their own unique moments of frustration, because though the locations have changed since 2013, Lara's platforming ability has seemingly not. Her jumps across gaps still feel floaty and inconsistent, meaning she'll sometimes get a mysteriously divine boost in the air to make sure she latches onto a faraway edge, but sometimes she might not grab onto a ledge at all even if she's easily cleared the gap. The same goes for tool-related maneuvers--there were enough instances where Lara completely (and amusingly) whiffed a grapple axe or zip-line that caused her to plummet to her death, prompting me to check that my controller was still connected and that I still had my primary motor functions. Her jumps and traversal maneuvers still feel loose in general and lack a strong sense of weight, which makes them feel imprecise--the way she unconvincingly flops her climbing axes directly into solid rock faces after jumping onto them always raises an eyebrow.

Altogether, these elements bring a dire uncertainty to Shadow's more demanding traversal sections--every time you try and make a jump, it's a gamble. The result you get after jumping the first time might not be the one you're supposed to get. But while that adds to the perilous nature of the task, and everything works out fine most of the time, it's annoying when it doesn't. It's especially demoralizing while playing on the hard exploration difficulty, which completely removes the subtle white paint that hints at the forward path. This difficulty setting is great--having to pay such close attention to your surroundings is engrossing, and there's a small pang of delight and relief every time you discover the first step. But sometimes you'll try a jump, the right jump, and Lara won't latch onto the ledge for whatever reason. Because you don't know any better, it discourages you from trying the jump again until you've pointlessly tried every single other option and decide to come back to it. When you can't completely trust Lara's abilities to jump and grab a ledge that she's supposed to jump and grab, that's a problem. It's these kinds of moments make you incredibly frustrated that Tomb Raider's core platforming mechanics don't seem to have been refined in the past five years.

Shadow of the Tomb Raider adds so many more pieces to the formula of previous games, but there are also so many little things that it just doesn't quite land. The game's obsession with collecting crafting materials has only become more profuse--there are now 21(!) different items to gather--causing everything to seem less valuable and the act of gathering them to be more of a chore. The side quests are poorly paced, as each will lead off with roughly 10 minutes of fetch quests across the game's huge hubs and watching talking heads before getting to the meat of things, making it easy to lose motivation. The game has an option for immersive voiceovers which causes NPCs to speak in their native languages, but Lara continues to speak to everyone in English, which feels like a missed opportunity.

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And perhaps most sad of all is the fact that Lara herself, with her single-minded selfishness, is a harder character to empathize with in Shadow. Her attitudes and obsessions are intertwined with the game's plot, and you might find yourself in disagreement with her a lot, which is a big deal when trying to overlook the flaws in her abilities. Jonah is the one you'll be rooting for in this game because he acts as Lara's centre, he'll likely echo a lot of your own sentiments, and he has a more sympathetic arc. It's a shame that the Lara you grew so incredibly fond of in the Tomb Raider reboot, and the scrappy skills you used to help her survive Yamatai, have both grown to be some of the most frustrating parts of her latest adventure. Shadow of the Tomb Raider makes you long for the days of a Lara that was easier to empathize with, where being inexperienced and imprecise made sense, and there was only one crafting resource to gather.

Thankfully, the parts of Tomb Raider that make it really fantastic--uncovering the mystery of ancient ruins, solving impressive challenge tombs, and exploring exotic environments--are still here in Shadow, and they are just as outstanding as they have always been. But the core mechanics that have been with the series for half a decade are starting to show their limitations. Making the journey to Shadow of the Tomb Raider's peaks is certainly an attractive goal, but like the challenging terrain Lara needs to traverse, the path there is getting rougher and more unpredictable.

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The Good

  • Challenge tombs are impressive and satisfying to solve
  • Dense, beautiful environments and hub areas are exciting to explore
  • Tense traversal setpieces highlight great level design

The Bad

  • Stealth feels inconsistent and unsophisticated
  • Combat mechanics feel clumsy and unsuited to most encounters
  • Platforming can be frustratingly imprecise

About the Author

Tomb Raider was the reason Edmond begged for a new Pentium PC in 1996, and he's played most of Lara's adventures since then. He finished Shadow of the Tomb Raider's campaign with 89% total game completion, flipping between normal and hard difficulties, using a code provided by Square Enix.
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TOMBRAIDERHADI

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Cristal Dynamic must return to Orginal ,Core Design Production 's Tomb Raider.⚘️🙏

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verysalt

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Edited By verysalt

For over a year I was so reluctant to play Shadow of the Tomb Raider because of all those comments and GS review. I'll be honest with those who reads this comment - personally for me it's the best Tomb Raider since 1996 original one.

First 2 parts of the trilogy was boring and dull and didn't expect anything good for the last part. 3rd installment kicked away what I hated the most - boring open world loot grinding. Visuals are stunning, Lara also is depicted in controversial way, which moves emotional and story turn into the new direction. Now you have less shooting and more exploration albeit linear one, which personally I prefer over open world exploration. Never was a fan of killings in Tomb Raider franchise therefore Shadow of the TR are the closest you can get to the 1996 Original TR.

All I can say I was very nicely surprised with the last installment in the trilogy.

Updated review, as review above was based on few hours game play.

Finished the game. Main story line is ok, graphics are good. Anything else is bad - I mean open world is boring and serves only for getting xp. My advice - don't touch side stories and DLCs as those have horrendous writing and would kill good part of the game.

4 • 
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pillarrocks

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I been playing Shadow of The Tomb Raider and I really like it though I think the game is just huge and there's a lot of stuff to do on the side and it's alot to take in. Lara playing like John Rambo is interesting though it sorta makes her like a killer instead of a explorer or researcher. The puzzles in the game are kinda difficult though as I needed to look up how to solve them.

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Iordanis1278

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The game was good overall but i can't explain the fact that towards the end of the game in a fight against trinity Lara's guns totally jammed ,i was trying to fire them, the fight was very intense and they just did't respond. Is it a bug of the game? did anyone else experience this? It was a very frustrating moment of the game.

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Fastfloyd

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Edited By Fastfloyd

Shadow of the Tomb Raider is properly named. It is nothing but a shadow of its former self. It is also played in the shadows of caves, crypts and camps without good light for more than half of the game.

The maps provided in this game are a convoluted mess of disjointed and misleading representations that are in no way indicative of the terrain in the actual game.

It is a nightmare of Mexican Mayan and Peruvian history that is complete fantasy by game writers who lack the imagination to combine authenticity, excitement, and a good story and instead resort to a myriad of keyboard or game pad antics that become extremely irritating.

This Tomb Raider game is a monster and not a lot of fun to play compared to the first two games of the trilogy.

4 • 
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andyng211

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I've just requested a refund for the game,

- Everything seems off

- Lara's look and expressions are annoying

- Animations suck, I feel like there is no gravity, Lara effortlessly doing stunts.

- Combat sucks.

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scrubmatic

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@andyng211:Refund? On Steam? So you played less than 2 hours? You couldn't have made it past the tutorial section, let alone to the first real tomb.

You make a good point about "no gravity" though. The game has heavy momentum based animations but loose, arcadey response. Like you said, something is just off. I liked the tombs and enough of the combat sections to look past that though. To each their own.

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PeterRoberts123456

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Wow. I'm now about halfway through. This game is the most photo realistic game ive seen so far. Still really liking it. Far superior to the previous title which i've given up on.

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scrubmatic

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I don't disagree with many of Edmond's complaints, and I'd even add a few more. However, they didn't ruin my experience nearly as much. It's my least favorite of the trilogy, but I consider it a must play if you enjoyed the first 2.

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Fastfloyd

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@scrubmatic: I agree with you very much. I tried playing a second time and honestly feel I don't like it any more. I'm afraid they may have hurt the series on its long run from the early 2000s.

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crazy1raider

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Yes the graphics are good but the game is dreadfully boring, coming from hardcore tomb raider fan, it deserves 6 for sure I used to love tomb raider and hoped this one will finally overcome the others but it's another fake tr game by square Enix, bring back tr to eidos they knew how to make good tomb raider games

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Fastfloyd

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Edited By Fastfloyd

@crazy1raider: The best in my opinion was Rise of the Tomb Raider however, there was a lot of feeling generated in the previous Tomb Raider 2013. This one is a jumble of puzzles, 3-d structures displayed in only plan view on terrible maps. They confuse more than help. I hated the game compared to all the previous.

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PeterRoberts123456

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Atrocious review. Im probably 4 hours in and loving it. Best graphics of any game so far and that includes uncharted (similar quality). Maybe it gets crap later on but i think its awesome.

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KiriharaZro

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I started the game yesterday, and my first complain is that you begin like you came late to the opening titles, it's like someone started the game a few hours ago and give you the controller, it feels weird because you don't know why Lara is looking for that temple, who are the Trinity, what they want, and most of all why are they the "bad guys", its a dissconected experience the first two hours, I don't know if later the story is explained but at first glance, it feels like the developers wanted to make us feel like we missed half of the game. I agree with the reviwer about the dislike on Lara's attitude, she looks so selfish and obsessed with the Trinity that in one ponit I believe she is the villain. Shame, the game looked so good in the previews.

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scrubmatic

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@KiriharaZro: I hear you, but the story started two games ago.

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KiriharaZro

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@scrubmatic: How's that? I've played Tomb Raider and Rise of the Tomb Raider and don't recall hearing about the Trinity.

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Tmacman23

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@KiriharaZro: if you don’t recall that then clearly you weren’t paying attention when you were playing the games.

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KiriharaZro

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@tmacman23: The trinity olny makes its appereance in RoTTR, not in Yamatai, at least not clearly or directly

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Tmacman23

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Edited By Tmacman23

@KiriharaZro: ok so which one is it? You don’t recall or you do recall?

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KiriharaZro

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@tmacman23: You're right, The Trinity is in the previous 2 games, I don't recall it because I've played the games only once and leave them for other games so it was like white noise in my head, but after I'll look in a wiki I remembered how the Trinity was involved in both games. Thats why I feel like dissconected in SotTR, it was my fault.

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scrubmatic

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Edited By scrubmatic

@KiriharaZro: It's not your fault (why I said, "I hear you"). The continuation of the plot was forgettable. Like Uncharted, the game puts more time into character development than the overarching story (get to the treasure before the bad guys).

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Edited By TitoBXNY

I feel like you went nit-pick crazy with your review bro! While I agree with some of your points, I feel like I am hearing my wife complaining about about everything. Listening to you whine for almost the entire review was brutal dude. The game has it's faults, the stutter problem on my PC is extremely annoying. The hand holding feature giving me the same hints is also something I wish i had control over. Yeah, the AI can be stupid at times and there are other annoyances, but those aren't game breaking issues. I haven't had any problems platforming, You need to work on your skills if that is the case for you. I don't mind of going off the path to do side quests and taking a break from the main quest for a short time. Saying that side quests are too far apart sounds like blatant laziness on your part. I know that reviews have dead lines, but what game doesn't have side quests of some sort. This game is about being all over the map and discovering the placement of things. You are complaining about it. I am about 60% into the game and so far I am enjoying it very much. The game isn't perfect, what game is? You spent t way too much time looking for things to pick at for review, rather than enjoying the game.

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McGuirex3

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Just another TPS or the like? Oh, I know (For-Profit Business)!!

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SebB

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But IGN gave it a 9. I guess the truth is somewhere in the middle?

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RaveNRolla

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@sebb: i'd call it "nice", with beautiful graphics and average gameplay. for me it's a game i'll probably play 2 or 3 times before i'm done with it forever, which in my book makes it no more, but also no less than "nice".

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SebB

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@RaveNRolla: Good enough for me.

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ergonomico

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Seriously, 6 to a game like this? How much would you give to games like destiny? -10? You can score in negatives?

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mogan

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mogan  Moderator  Online

@ergonomico: You can literally see the scores Destiny got on GameSpot.

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BoobyTrap

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I feel like some people complaining about the combat did not make it to Cenote yet. It was a very fun area to play and reminded of the RE games in a way. Also, the game is not perfect, that's for sure! They should've given an option of turning off her "hints" without having to change the difficulty level. Sometimes it gets very overwhelming: she would be repeating the hint over and over again, non-stop. Jeez! Girl, I'm just looking and exploring. I'll get to solving this puzzle later. Also, the on-screen prompts are annoying, too! They are necessary when you just start the game, but I don't need them to pop up all the time. That makes me feel like a dummy lol They should've activated them only when you fail/fall. Nevertheless, the game is still pretty solid and in the vein of the previous games. The tombs are even more diverse and interesting this time around. It def deserves a 7-8. 6 is way too harsh and unfair.

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RaveNRolla

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@boobytrap: yeah combat does pick up during and after the cenote bit. i finished the game sunday and overall it's a nice game. there's more stuff to pick up than you could ever need, which is what makes finding stuff much less rewarding, especially if you think about the contents of the lockboxes this time around. i would wish for more of a survival aspect in this regard, e.g. the game not offering enough resources to upgrade everything so you'd have to make choices. this would also easily be compatible with how the build the different difficulty levels in this game (exploration difficulty could determine the amount of resources). i played on hard and thus i didn't have any of the problems you had concerning hints. the game doesn't give any hints on hard EXCEPT every single time there is a axe-rope-swing for some reason. no paint on the path and no hints during tomb puzzles is a very nice feature (if you can call not giving hints a feature). the only hint Lara gives on hard is on what looks to be the way out of a tomb (before you solved it), which is exactly the only hint i want.

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mogan

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mogan  Moderator  Online

I'm not super far in yet, but Shadow of the Tomb Raider seems like a game that would be much better off with a combat system that was more in line with the older Splinter Cell games. Combat in Shadow is fairly rare, and the opening of the game involves a lot of talk about sneaking and staying low key, but when the bad guys actually show up, Lara kills a dozen of them with casual ease and nobody acts like that's strange. Additionally the stealth system appears to be designed to make the murder easier, while using it to avoid killing seems pointless and counter to the developer's plan.

It's hard to take Lara seriously as a character when the game is establishing her friendship with Jona and investigating her Wayne-like childhood in an effort to humanize her ... but then she's just murdered 20 men since yesterday, half of them with a climbing axe. Meanwhile, The Order of Trinity comes off less like the mysterious and deadly Illuminati-ish organization we're told they are, and more like a mercenary company made up of shallow goon stereotypes. The Trinity depicted in Shadow is more likely to kill themselves through ineptitude, and being the trope of ridiculously evil white guys in an oppressed-but-noble third world country.

Shadow has the villains and combat of a shallow shooter, but shooting is rare and poorly executed, while the rest of the game is written and designed like an survival adventure game with ostensibly believable, relatable, and fleshed out characters. I think this would be one of the best games in the whole series if Eidos had built the combat and stealth systems to match the vibe and tone of the rest of the game, instead it's a good time punctuated by weirdly out of place killing sprees.

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SebB

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@Mogan: I've played both previous games and by now she's a confirmed killer. A psychopath more like. I guess survival turns you into one. But yeah the problem comes when you try to make her be emotional and try to get players to feel something for her when the amount of people she's killed and her attitude towards that shows her to be a psycho. After you're done wiping out a whole squad of bad guys she casually turns to her friends and start being all emotional: Sam! Jonah! Meanwhile a squad of 50 guys lie dead on the floor and she couldn't care less. Lol. Either something is seriously wrong with her mind or the developers really overlooked that.

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Sindroid

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To be honest..

after this game, Tomb Raider needs a new direction, both in Mechanics and story. This Game copies and paste plenty of elements in terms of functionality of the previous two. So i felt there was much of the same.
I give it a generous 7/10 because its much of the same. A very "scripted" game IMHO.

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KiriharaZro

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@Sindroid: Hell yeah, that statment of the Trinity "cleaning the world and make it a better place" sounds exactly as the cult in Rise of the Tomb Raider.

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SebB

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@Sindroid: I agree. Not that the games are bad but they need a new direction and gameplay. Like with AC Origins.

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bucksfan70

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major dissapointment in the combat category and bugs in the pc version. i would give it a 6/10 also.

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GorillaFox

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The game is easily a 9/10. It is awesome! I agree with the reviewer that the fight mechanics are horrible, but otherwise this is a masterpiece.

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KiriharaZro

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@gorillafox: LOL a "masterpiece" with HORRIBLE fight mechanics

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verysalt

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@KiriharaZro:

For me it is also a masterpiece because game did everything right and because I never liked the idea of killing people in TR franchise.

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mtb211

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@gorillafox: is it completely different than the first two? I thought the first two had fine fight mechanics.

Hope you are well

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bricaro

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@mtb211: No, it's the same as with the other two + some additions. I don't know...imo the reviewer is really exaggerating it. He sometimes also has some excpectations of what an ability should do in his opinion, which doesn't necessarily mean, that what the ability does is not well done or thought through (e.g. fear arrows), or he didn't understand the mechanic correctly (e.g. damage direction). Shadow of the Tomb Raider really feels like the other two games when it comes to game mechanics. If you were fine with the mechanics then, you will be fine with this game too. The only thing, that to me was really wonky: When attached to a wall in camouflage, you have to dodge to get away from the wall again. Just using the stick to give direction, doesn't always work well. It feels like you are glued to the wall :)

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mogan

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Edited By mogan  Moderator  Online

@mtb211: Despite all the shanking near the begining, Shadow of the Tomb Raider is significantly less fighty than I first thought it'd be. There's more stealth options, but there are also long stretches where I just don't see anybody. It's kinda like the older Tomb Raider games, where you'd spend a lot of time just feeling your way through pretty linear traversal and solving the occasional puzzle.

Coming straight off the darn near Gears of War: Siberia that was Rise of the Tomb Raider, Shadow is kind of a nice surprise so far.

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Azzurri23

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Life isn't easy for all those man and women working on any big budget game like this. Years of their life are focused on a project like this. Those are very very hard working man and women with a total passion and love for what they are doing. A review score matters to these people. It affects sales and it reflects on how they will be evaluated and looked at themselves after a project like this is done. And what happens... U get a very big reviewsite like gamespot who lets the personel feelings of one person towards a game give it a 6/10... I find that incredibly unresponsible.

Everyone is entitled to an opinion and if it's the opinion of this gentleman who wrote the review that the game is worth a 6/10 thats no problem. Exept ... when ur a reviewer for a major website and u know that ur review affects people attitude towards the game.

It is quite impossible to give "Rise of the Tomb Raider" a 9/10 and u give a game with the same mecanics a 6/10. Games have to be judged on what they are in the moment. Not on what u urself expect or what u wanted. The game has a steam score of "very positve" by thousands of people...

It is quite impossible that so very often simple indie games get insane scores 9/10+ when there is hardly any content and grafics are often pixel based. U put games like that against for example shadow of the tomb raider and the years of work on grafics and animations suddenly isnt worth anything. This doesnt seem fair. Everyone likes indie developers but really u cant keep reviewing them both on the same way.

I would like to see major releases like for example shadow of the tomb raider reviewed by at least a group of people instead of a single journalist with a great opinion but it's still his opinion and clearly in a case like this not shared by the public.

Unresponsible

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MigGui

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@azzurri23: It is quite possible and quite fine to give Rise a 9 and Shadow a 6 if they're basically the same game, but with 5 years separating them. The reviewer has a strong opinion that many features of the game are off-putting because they detract from what Lara is supposed to be, and that is fine.

I also disagree with the impact of professional reviewers nowadays. Steam reviews, because they are in the place where you buy the game, are more impactful than Gamespot reviews. When you add that the current Metascore is 78, and big websites such as IGN gave a 90, I'd say the impact is almost null. And remember, 82% of positive reviews on Steam means 18% of gamers would have given at most a 6 to the game as well. One out of five is not a negligible number.

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BoobyTrap

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@azzurri23: yes, irresponsible;)

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