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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RaveNRolla

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Edited By RaveNRolla

wow, i didn't expect there to be THAT little encounters. i'm nearing 40% game completion (so my main menu says) and i had a total of about 3 encounters so far.

the game is very pretty and exploration is fun but it doesn't seem paced very well. i frequently run into these little lootboxes that give you a little xp and normally some resources, but i've been full on resources for some time now and i have fully upgraded what i can upgrade at this point. i noticed i can sell them to merchants to free up space but that can't be the point of gathering them.

i'm in paitiki now. i don't have the shotgun yet, but i just bought the rope ascender and knife upgrade. it felt like all i did this weekend was explore. i sure hope there's a little action coming soon. i mean a big part of the game revolves around upgrading and aquiring new gear. surely there's a use for all of that?

Edit: it would be really cool if some of you would also share their experience with the game/gameplay instead of just saying what number this game deserves. i might quit this site at some point, but not because of the site's content but more because of how useless the comment sections have become thanks to you guys.

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bricaro

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@RaveNRolla: Don't worry, there will be blood :) I think the problem is not the pacing of the main story line, you just get a lot of additonal non-violent stuff to do. So when the main story line focuses more on puzzling and climbing too, you will get the feeling, that there is not enough action on the fighting side of the game. There are side missions though, where you can proof your stealth and fighting skills. Maybe they should've given more of those.

I did a NG+ and just went through the main story + 2 or 3 side quests. It felt very different from my first play through, where I just ran around exploring every area thoroughly. One thing that improved my gaming experience with this game a lot: I stopped using Lara's special vision. The game becomes more intense overall when you do not rely on that feature so much.

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RaveNRolla

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Edited By RaveNRolla

@bricaro: ah thx for the reply. it's giving me the feeling something is about to happen (like all the merchants selling guns) but it just hasn't happened yet.

personally i haven't really used the special vision this playthrough. i play on hard/one-with-the-jungle where the vision doesn't actually do anything besides make the world black and white. it doesn't show enemies, animals or resources like in the last game. i also don't have any white paint to show my path (so much more immersive). it was nice that the differences where all explained before choosing the difficulty. planning to do a very hard playthrough after this.

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PCPS4XB

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@RaveNRolla: i have done exactly what you have this weekend. I did spend extra time to get the collectables but i do feel I'm spending alot more time walking around. I didn't know the rope ascender isnfor sale at the merchant. Thanks for the tip!

2 • 
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RaveNRolla

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@pcps4xb: it's a merchant i found by completing a side quest. she's not marked as a merchant on the map (may be a glitch). it's the mission with the boy wanting his dice back.

well let's hope we can use all that stuff to our benefit soon!

2 • 
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dedodada

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Edited By dedodada

I don't trust any reviews by this guy. I agree with another comment on here that says the reviewer just sucks at the game. Maybe he's just pissed that the USA put tariffs on his home country and he won't be able to buy games soon?

2 • 
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Bipson101

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@dedodada: Always makes me laugh seeing fanboys make irrelevant accusations against a reviewer that doesn't automatically gave a perfect score to the latest installment of their precious franchise. SotTR has issues, well highlighted in this review. The game has received 'mixed to positive' reviews across game sites because it hasn't evolved the series as much as it could have done. Take off the the rose tinted spectacles and just accept this.

5 • 
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Jmangamer85

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i think the second game is better but still not bad

2 • 
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grrr3023

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Legit sounds like the reviewer just sucks at the game. Boohoo, the game doesn't tell you which direction damage is coming from. So what? GS gave Rise a 9 and even though the reviewer says its the same game, this gets a 6?

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aross2004

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@grrr3023: Speaking of boohoo, stop crying about the score already.

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L_ghthouse

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6/10 seems like nothing more than a publicity stunt to get people to talk about the GS review. Where can I go to get a review I can trust?

9 • 
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benjy117

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Square should've employed Kojima to learn how to develop a stealth game.

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yeknomdab

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I'm still going to play this, even though it sounds like the clumsy/lazy bits are still there--if not more prominent. I survived the rough edges of the first two, and don't regret spending time with either one.

As for the narrative, it was noticeably less coherent in Rise, so it shouldn't be a surprise if the downward trend continues. Sequels, you know...

Several reviewers complain about Lara's colder nature, and their inability to empathize with her as a character. That seems mostly due to personal expectations failing to be met, or the fact that our heroine is no longer as soft and naive as when we first met her in 2013. Maybe it's weaker writing that is following the direction set 5 years ago. Personally, I don't need to "like" a character to find them interesting or compelling. I'll just have to play and see what they're rambling about.

It IS disappointing to learn that the mechanics haven't evolved as much as they could have, but that's an issue with most games these days. That said, I'm looking forward to diving into Shadow as soon as I have the time.

(Some of you mention GS's strange worship of the linear romps, Hollywood plots, and derivative--but mostly tight--mechanics of the Uncharted series. It boils down to personal preference. They are solid games, but not really my thing.)

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deactivated-5bfc8187829ef

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I am playing it on pc and man this game is both Great to play and great to look at! i am on 1080. jezaz this game is so cinematic and great.

by the way steam reviews are great 9/10.game runs great,

4770K 4.4GHz

Game is on ssd

16 Gb ram 2400

Zotac GTX amp extreme 1080

ican run the game 2k/60-or i can run the game 4k/30fps lock max ultra. 30fps at 4k holy s...t this game is pretty. and yes 30 fps is enough for this game when you just walking most of the time.

4 • 
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Bipson101

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@rezagtx2017: No one cares about the stats off your 'rig' mate...

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aross2004

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@bipson101: Right? They always feel like someone must give a shit about their specs. It's sad really.

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deactivated-5bfc8187829ef

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@bipson101: no one cares about your comment actually! LOL ARE YOU TALKING FOR EVERY ONE ?or maybe your are a console fanboy? i wonder which one is it? oh fanboy ........

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JergerNIce1

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@rezagtx2017: yeh totally agree with you . of course people care about your rig and specs as long as you are giving your performance as well...its very insightful to people that have the same rig as you....im sure they are console players....

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bmanva

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No real surprise here. GS reviewers typically give linear narrowly narrative-centric games way better score than open or semi-open type games. Former is easier to review in a short time frame. There's no real enjoyment of games from these professional reviewers anymore, they rather just sit back and watch the game play itself and give it a score based on what they've seen.

5 • 
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CyrezEraser

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Whoever gave this game a 6 is out of their mind. This game is amazing and deserves a much higher score.

6 • 
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naomha1

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Everyone else is praising the damn game but Gamespot gives it a 6. Me thinks the reviewer is scorned.

6 • 
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Bipson101

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Edited By Bipson101

@naomha1: No they arn't:

Destructoid7.5/10[31]
Game Informer7.5/10[34]
GameSpot6/10[30]
GamesRadar+4/5[32]

Overall, good but not 'great'

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gamingdevil800

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Edited By gamingdevil800

I didn't really enjoy this entry I'm sick of trinity and I found the story to be somewhat bland overall.

2 • 
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DeadManRollin

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This is actually a very good review. Seems brutally honest to me.

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WDF01

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I've been playing since the early release was available and love the game. I find that the reviewer's words of praise do not match the crappy number, which I would set at 8 or 9.

The biggest frustration for me has been Lara's inability to make certain jumps reliably (the aiming spot for her thrown climbing-axe-on-a-rope is too small?). The best improvement is the rappelling / swinging jump capability.

The puzzles are great and having to think about how to get out of challenge tombs is a treat!

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zura_janai

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Edited By zura_janai

Think aout it Gamespot, does SotTR deserve a 6? It is only one point above games like Metal Gear Survive!

3 • 
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depman1972

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6 :O ridiculous reviewer.

Its a great game, 6 you give it, is that a joke?

9 • 
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luzarius

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You can't optionally equip her signature outfit? Screw this game. They never let us equip Lara Croft's signature outfit, it's stupid. It's not even an option, god damn it.

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jihadjesus

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So I think alot of people may have misunderstood this review. Im pretty sure the reviewer is saying the the problems with the game are mechanical in nature. They were the same issues in the previous tomb raider games but were more forgivable 5 years ago. Tech and game mechanics have advanced but these are issues that have still not been addressed after 2 sequels. Regarding consistency with the reviews for other sequels, I believe this reviewer would most likely say that those games either had sound core mechanics in previous installments, or updated them to keep in line with modern expectations.

In addition, he is saying the gameplay components that were added for the sequel, do not provide the quality, awe, or enterntainment value that would otherwise help a game overcome issues with controls and core mechanics.

I dont necessarily agree with his review (though I did think the platforming elements were a bit wonky and dated in the last game), but I definitely think that most of the negative comments here are unwarranted. The reviewer is not saying the game sucks because they didn't add anything new, he is saying it kind of sucks that they didnt fix the problems the previous game had, and that the new ideas implemented here are not refined and exciting enough to offset the broken platforming mechanics.

I dont think ive logged in in like 8 years btw... so i would like to say that Ive always liked that reviews here seem more honest than many other sites. I definitely dont always agree (I think alien isolation is the best game of the decade for instance), but its refreshing when a professional review actually describes what sucks about a game, and doesnt just praise every little thing, leaving just half a paragraph for negative comments at the end. So kudos to this guy - but im still buying tomb raider this weekend.

5 • 
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JimAbadon

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A pity for the score, but it has a pretty positive sitting in Metacritic so I'm likely to pick it up still.

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depman1972

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@jimabadon: The reviewer is clueless, trust me its a great game.

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JimAbadon

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@depman1972: See, I made my comment about not agreeing with the review without saying anything snide about the reviewer or anyone else. That's the difference between you and me. Maybe you will do the same thing next time.

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Cryckard

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I'm okay with this review as long as you nitpick all call of duty, battlefield, and any other year over year release of the same game for having the same mechanics. That's my only beef with this review, is consistency with Gamespot as a whole. I understand people have different perspectives and opinions, but there should be some form of standardization.

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deactivated-619938f48614f

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Will buy it because I loved the previous two games. GameSpot also gave Alien Isolation a 6/10 and I absolutely loved it.

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stealthy1

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Oh but if Uncharted did this it woulda got a 10. You fanboys crack me up.

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mogan

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mogan  Moderator

@stealthy1: Good writing counts for a lot in these kinds of games.

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asnakeneverdies

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Edited By asnakeneverdies

@Mogan: And good acting. However, from what I've experienced so far this game is better written and performed than the previous ones. And not exclusively through mainline exchanges, but narrative collectibles are sometimes delivered in a genuinely compelling manner. I was surprised.

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tj3n123

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@stealthy1: I always liked Tomb Raider until I got PS4, have to say Uncharted is superb in a lot of ways, especially story and cinematic actions

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bmanva

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@tj3n123: Different type of games. TR is a lot more about exploration and solving puzzles. Uncharted is all about telling a tightly controlled narrative. Both excel at their respective aspects.

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BoobyTrap

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@tj3n123: Yes and yes, but it's extremely linear and basically on rails! Uncharted does not offer any significant side missions or collectibles. As an interactive movie, it's a great entry. As an open-world game, not so much.

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youre_a_sheep

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When the franchise became a third person shooter, it got worse. Now it has become a stealth game, and I don't want that either. Why can't they give us a straight up puzzle game about raiding tombs?

"She's reached true colonizer form"

Gamespot, politics being injected into this site have caused me to visit it about 90% less than I used to, and I'm ready to stop entirely if it continues.

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Bipson101

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@youre_a_sheep: agree with your first paragraph, but you second smacks of tin hat paranoia

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megagood2345

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@youre_a_sheep: A Brit raiding tombs for artifacts from indigenous cultures does sound like colonizing behavior. I'll still enjoy the game, because I don't demand that my entertainment be free of a point of view.

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planetgloom

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@youre_a_sheep: there's very little combat, it pretty much IS raiding tombs and puzzles in this one. FINALLY

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elmarine2064

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I have never been into this franchise. Just not my taste. However, I have never hated it or talked bad about it. Therefore, I must say this game looks absolutely stunning!!

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