Rise of the Tomb Raider: The Game I Need

<p>For most gamers&comma; <em>Rise of the Tomb Raider<&sol;em> released on the wrong day&semi; for me&comma; Lara Croft’s latest adventure couldn’t have hit at a more opportune time&period;<&sol;p>&NewLine;<p>While most have been scouring the wastelands in <em>Fallout 4<&sol;em>&comma; I have opted to play the shorter&comma; less anticipated game that launched on November 10th&period; I do own and will get to playing <em>Fallout 4<&sol;em>&comma; mind you&comma; but right now I’m just not ready to pledge 60&plus; hours to a game&period;<&sol;p>&NewLine;<p>2015 has seen&comma; and will continue to see&comma; huge open world games&colon; <em>The Witcher 3&colon; Wild Hunt&comma; Mad Max&comma; Metal Gear Solid V&colon; The Phantom Pain&comma; Assassin’s Creed&colon; Syndicate&comma; <&sol;em>and of course&comma; <em>Fallout 4<&sol;em>&period; I played and enjoyed almost all of these games&comma; but I decided to freeze my impending open-world fatigue by choosing to play <em>Rise of the Tomb Raider <&sol;em>first&period;<&sol;p>&NewLine;<p>I’m glad that in an era where it seems that all of the big launches are for massive role playing games&comma; there is still time to enjoy smaller&comma; more focussed experiences&period; And Crystal Dynamics’ latest effort proves it&period;<&sol;p>&NewLine;<p>Like most features in Lara’s new expedition&comma; <em>Rise of the Tomb Raider<&sol;em> finds its footing in balanced&comma; unobtrusive gameplay pickings from a wide variety of game genres&period; Instead of beating you over the head with spacious environments that never seem possible to thoroughly explore&comma; the game is segmented into isolated open-world locations with enough variability to remain a visual treat&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1920px" class&equals;"wp-caption aligncenter"><img class&equals;"" src&equals;"http&colon;&sol;&sol;discover-the-legend&period;xbox&period;com&sol;media&sol;images&sol;gallery&sol;sky&sol;sky&lowbar;4&period;jpg" alt&equals;"" width&equals;"1920" height&equals;"1080" &sol;><figcaption class&equals;"wp-caption-text">&lpar;Rise of the Tomb Raider&comma; Square Enix&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>You’ll explore the likes of frigid mountain regions&comma; labour camps&comma; rocky mines&comma; and greenery-filled valleys&period; And the environments aren’t so overwhelming in size like those found in traditional open-world games&comma; so you never feel like it will take hours upon hours to see the entirety of any one segment&period;<&sol;p>&NewLine;<p>The locations can be pillaged at your own pace and that anxiety of misdirection felt when playing games with huge open worlds is never an issue&period; If Lara is ill-equipped for a certain task&comma; the game will prompt you&period; This chunking method used to separate each region also helps to focus the gameplay and objectives within a specified territory—running into repetitive environments or unbeatable missions won’t drag down the experience&period; A disjointed atlas of locations is a nice compromise between the linear gameplay of an <em>Uncharted <&sol;em>game and the freedom provided by a game like <em>Fallout 4<&sol;em>&period;<&sol;p>&NewLine;<p>Because <em>Rise of the Tomb Raider<&sol;em> doesn’t let Lara off the leash completely&comma; the story can be well-established by means of cutscenes and linear sequences&period; The same usually can’t be said for open world games&comma; which take great care in making the levelling and strategy elements their most integral features&period; That’s not to say that the world building isn’t there—<em>The Witcher 3&colon; Wild Hunt <&sol;em>did a commendable job of making you feel like a sword-wielding&comma; magic-mastering baddass in a fantasy world&period; But Crystal Dynamics’ game gives you just enough agency over the protagonist and her exciting backdrops and holds back just enough to allow the narrative to remain in focus&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1920px" class&equals;"wp-caption aligncenter"><img class&equals;"" src&equals;"http&colon;&sol;&sol;discover-the-legend&period;xbox&period;com&sol;media&sol;images&sol;gallery&sol;sky&sol;sky&lowbar;1&period;jpg" alt&equals;"" width&equals;"1920" height&equals;"1080" &sol;><figcaption class&equals;"wp-caption-text">&lpar;Rise of the Tomb Raider&comma; Square Enix&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>Truly open-world games have so many interactables and side objectives to complete that the narrative becomes driven by the player and not by the developer&period; Again&comma; <em>Rise of the Tomb Raider<&sol;em> takes my favourite elements from unadultered&comma; genre-abiding titles and combines them into a delicate stew that makes the whole experience taste ever so good&period;<&sol;p>&NewLine;<p>If you really care for the narrative&comma; the game includes plenty of collectibles to track down&period; Some of these collectibles provide supporting historical context while others are actual documents that shed some light on ancillary characters and their motives&period; The story will never burden you if you aren’t all that interested&comma; but the cutscenes and linear action sequences are always just enough to keep you interested&period;<&sol;p>&NewLine;<p>The same goes for the collectibles and upgrade systems&period; There is a time for diving deep into customization options&comma; and that time is not now—not when I have played so many titles this year that use such systems&period; In <em>Rise of the Tomb Raider<&sol;em> I can search for parts and materials to upgrade my weapons&comma; and there are always enough options to make me feel like my arsenal is formidable against foes&period; I’m not spending copious amount of time tweaking my handgun and comparing statistics to get it just right&period;<&sol;p>&NewLine;<figure style&equals;"width&colon; 1920px" class&equals;"wp-caption aligncenter"><img class&equals;"" src&equals;"http&colon;&sol;&sol;discover-the-legend&period;xbox&period;com&sol;media&sol;images&sol;gallery&sol;earth&sol;earth&lowbar;6&period;jpg" alt&equals;"" width&equals;"1920" height&equals;"1080" &sol;><figcaption class&equals;"wp-caption-text">&lpar;Rise of the Tomb Raider&comma; Square Enix&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p>But you want to know what I am spending extensive time with&quest; Challenge Tombs&excl; Yet another feature of <em>Rise of The Tomb Raider<&sol;em> that is entirely optional&comma; these <em>Zelda<&sol;em>-inspired puzzles are tricky and well-designed&period; I have yet to come across a challenge that was overly perplexing or unfair&comma; and I plan on solving them all&period;<&sol;p>&NewLine;<p>Challenge Tombs are hidden from the main world hubs&comma; so you are never forced to commit yourself to solving them&period; However&comma; if you do seek them out&comma; they provide fun puzzle sequences that will lead to useful upgrades upon completion&period;<&sol;p>&NewLine;<p>This balance between choice and linear presentation is what makes <em>Rise of Tomb Raider <&sol;em>the perfect game for me now&semi; not the best game on my shelf&comma; but the best game for my current mood&period; The Goldilocks approach the game takes in presenting just a sprinkling of features means that I can enjoy the best parts of other genre-defining games in a more diluted form&period; Story sequences&comma; open-world exploration&comma; collectible hunting&comma; weapon crafting&comma; and puzzle-solving offerings are all included without the overwhelming force of an established open-world role-playing game&period; But don’t worry&comma; <em>Fallout 4<&sol;em>&&num;8211&semi;I’m coming for you too&comma; when the time is right&period;<&sol;p>&NewLine;

Exit mobile version