Do you have too much happiness in your life? Are you tired of raising the adventure? Then we have the game for you! Shadow of the Tomb of the Raider He offers to frown, pout and despair without stopping mixed with a lot of incoherent stories! Oh, and there is a totally boring season pass! Act now and you can also see how Lara Croft goes from being a game legend to an unbearable person! Awesome, right?
How is that for a revision introduction? Now that you know that things are not going to be very positive, let me summarize my feelings. Shadow It is a technically competent game with a fairly solid gameplay ruined by an ineffective writing, a hideous narration and a very unpleasant protagonist.
So that you don't think that I am a kind of hate, let me say emphatically that loved the first two games and I hoped that this game could bridge the gap between the young and apprehensive restart of Lara and the confident and ingenious Lara of the nineties. Rather, we finish the triloga with a truly pitiful Lara and a very mediocre game.
A different developer
As it did Shadow It turned out so bad? The answer requires deepening development details. The restart of 2013, tomb Raider, and the sequel to 2015, Rise of the Tomb Raider, both were made by the very talented Crystal Dynamics. Then, for some strange reason, Square Enix delivered this beloved franchise to Eidos Montral.
As a natural result, Shadow It feels out of place and inconsistent. It is not based on the solid improvements of the second critically acclaimed game and feels like a minor developer who made a big confusion of everything … because they did.
Not only the general rhythm and the platform are inferior, but the story and the characters are out of focus. What should have been Lara's triumphant time to shine becomes a confusing mess … a (forgive the pun) shadow of the previous Tomb Raiders.
"Clean behind your ears or cook them for dinner."– A native mother raising … maybe she's kidding?
The end result: the game is very playable but without inspiration. Buy it very cheap because it feels like a cheap imitation of the first two truly creative and inspiring games.
Now that you know my feelings, let me prove my case, starting with the good things.
Magnificent visuals! How beautiful
By far the best of Shadow It is the visual. This game is impressive, the peak of years and years of technological progress. The lush jungles. Realistic foliage swaying. The shining channels of the river. The finely detailed carpenter and carpenter. Everything is done by experts! The artists have done a truly brilliant job by creating one of the most gloriously attractive adventure games!
More could be said about the really exceptional images (Lara's silky hair!), But you understand the point. The game is a sight to behold!
Photographer mode Mayhem!
Given the Darkness The images are phenomenal, I loved using the photo mode to take a lot of really extravagant and interesting captures. Since the real story is so daunting, it's pretty funny how you can put a funny smile on Lara in the most absurd situations.
Honestly, I think using photo mode was the funniest part of the whole game … which is probably another indication that the game is not on par … but look at my fantastic photos!
Pleasant exploration, rewarding adventurer
The worldwide design allows a positive sensation of discovery. Although there are linear paths to progress in history, the interconnected areas are large enough to feel impressive and credible, but never overwhelming. So this is good.
Further improving the exploration, as in the previous two games, you can return to each location through Fast Travel to fully explore and locate all the fun treasures and goodies. It is a satisfaction to know that you have exceeded 100% of an area, dominating the jungles and caverns, etc.
The same fundamentally strong game loop of the first two games still exists: configuration of the story, location of a camp, exploration of a small area and achievement of its objective. Shadow It is stronger when it allows you to explore, play and discover on your own.
Hubs of the detailed city
There are a couple of important cities that act as centers for most of your adventure. These locations are extremely detailed, full of NPCs that buy, sell, cook and perform other daily tasks. As alive as the locations feel, they basically act as a means to access merchants and side missions.
Paradoxically, attention to detail in these non-interactive areas is actually a symptom of Darkness Badly oriented development. The game is much shorter than the previous two games, and you would prefer to have several playable areas rather than a lot of highly accurate NPC fishing and fishing routines. Strange Priorities
Tombs and assaults thereof.
The appropriate tomb raid is still semi-infrequent. There are nine graves, although I explore less than half because I didn't find them as attractive as the previous two games.
Puzzles and platforms seem less creative and intelligent, but I suppose they are good enough. As in the second game, the reward for assaulting a grave is a skill unlock, which is good.
Customization and PC port
The game offers excellent options to customize your gaming experience. Separate difficulty options for combat, exploration and puzzles are welcome. One option to simply hold down the key instead of kneading it to open things is a great blessing to those of us who despise the maceration events of totally unpleasant buttons.
Graphically, the game allows excellent customization of visual quality, scaling well with various hardware. Options to deactivate depth of field, motion blur and other often unpleasant visual effects are welcome.
The game works fine on PC (after some early patches). There are very short engine problems in the transition areas, but otherwise, this is a very solid PC port with excellent keyboard and mouse support and good performance for most. See our original PC Performance Analysis article for more information.
I only found some errors and problems, for the game credit. My favorite bug was an NPC man who spoke with the voice of a woman.
The exuberant listening experience
We must applaud the dazzling sound design. From the squeaky boards to the crumbling crumbling of the cavern rocks and the many fierce sounds of nature, Shadow is an enveloping and auditory delight.
As you climb the rock walls, the shocking jingles and the startles of the boots fill the sound. Breaking open boxes has such a satisfying crunch. Delicious!
The voice acting itself is excellent, as expected from a title of this budget. There is an option to listen to the dialogue in native languages, which is good for those who are looking for more immersion and who don't care about subtitles.
"I like this world … It's not perfect, but everything I love now is in it." – Jons
The musical score is adequate but nothing remarkable. Therefore, I will not comment further on this!
Capture and performance movement quality
Darkness The story is presented with very competent and well-directed scenes, as are the first two games. Full motion capture allows excellent lip synchronization and a level of credibility that puts it into action. It is clear that this is a triple A game, large budget.
Unfortunately, even though the presentation is so good, what it is currently presented is quite poor. It feels like a waste to spend so much effort in telling such a lazy story, which leads us to many game failures.
Lara's unfortunate personality
Lara has been rightly criticized in the previous two games for lacking a positive personality. Rarely, if he ever smiles, jokes, or even reaps of madness or his adventures. As such, she really needed to lighten up and become a little aware of herself.
Lara saw a psychologist at the beginning of the second game, so she hoped that this time she would be more balanced. Presumably, this third game will continue to mature Lara to get her to overcome her severe forms. This is no the case.
The sun is dying. Soon the world will be erased. "– A little positivity to brighten your day.
New developers to have I tried to expand Lara's personality. She pulls a smile and laugh once in a while, but feels very forced and weird considering Shadow duplicates that Lara is a selfish and exaggerated fool.
There are some flashback segments, with beautiful images and moving moments, but these sections feel very inconsistent given the rough tone of the rest of the game. It's like they wanted to follow the bright Uncharted 4, which handles flashbacks fantastically, but I had no idea how to really show Lara becoming the person she is today.
The general writing of Lara's character feels confused. They brought a new writer for this game, a woman who helped write. Assassin's Liberation Creed Y Black flag. Oddly enough, both games have a much higher writing, so something went very wrong during the development of this game.
"He could have had a family. Everything could have been different." – Lara
Playing like Lara is not very funny because I don't know why I am supporting her. Why should I worry about her? Of course, this adventure is a great and grandiloquent trip … but why do I want to go on a trip with such a miserable company?
Forced stealth and other sins
Halfway, the game decides that it will be fun to "lose" all your weapons … stop me if you've played this one before. Yes, the classic "we spend all this time doing this stealth segment so you can play well in our own way" because who doesn't like forced stealth sections that only do melee? Do not.
Speaking of stealth problems, being in the bushes, showing a warning to kill a melee soldier, and dragging his body successfully into the bushes. Except moments later, the soldiers will detect you for some unknown reason. This is a failure. In addition, there is no blind fire from the deck, which is very aggravating. It's like they never played Unexplored Serie.
Give respect to the game for trying artificial intelligence against enemies. If you kill an enemy and he does not return to his usual patrol, the enemies will know and come to look. It is a small thing but adds realism.
Most jumps and platforms sections are inferior to the previous two games. I found myself unsure about where to jump and, often, to die because of poor design and lack of polish. Lara refuses to grab overhangs or ground jumps if you don't do it exactly as developers intended. This is not fun.
The weaker platform makes sense since this is the first attempt by Eidos Montral to make a game like this, but this is the reason why you don't give the third game of a series dear to a new developer!
To the credit of the game, some of the physical tricks that challenge Lara's death are quite impressive. When the big jumps and the last second shots work, it is something worth contemplating. But it's still roughly the same as we've seen in all four Unexplored games and two previous tomb Raider games.
History and its many failures
The biggest problem with the story is that it is very difficult to follow. I found myself constantly questioning why the next event was happening. There are all these different peoples and artifacts, with no inherent connection, and the game never bothers to try to explain much.
Lara launches the end of the world at the beginning. We must explain how? No, just mention the Maya or whatever. Lara must find the only relic to save everyone. How do we know this? Who cares! The diaries of some 17th century men are still readable and will guide us! Why? Who knows! Just shut up and play!
"When he took the dagger … I felt like I woke something up." – Lara stating the obvious.
At one point, history makes you put on the garb and mask of an enemy and somehow this tricks the bad guys into thinking that you are one of them when you talk face to face. It doesn't matter if you have a British accent, they are the only Caucasians, and it is known that the whole camp works with the other side. Talk about the power of a new set of clothes!
Shadow It is one of the most inconsistent games I have ever played. You go from the simple search for treasures, to the destruction of the last days, to the sweet and innocent memories of childhood, to slavery and human sacrifices, to a serene church, to paint the world in red with a thirsty murder of blood. How about just telling us a coherent and understandable story like the previous two games?
Villains laughing and confused
The game also tells the story of "Trinity," the villain organization of the second game. However, the explanation of how Trinity connects with the events of this third game is absurd. There is practically no time spent explaining why Trinity will be involved in these events.
"Sometimes we all need to remember why we are fighting." – Lara speaks truth … very bad, I'm not sure why I'm fighting.
For me, it is painfully obvious that Crystal Dynamics, the original developer of the first two games, was going to conclude Trinity's story in their third game, but Square Enix took away the franchise (due to money, no doubt), and Eidos Montral It was left to reach this shipwreck of a story. Very sad by the way.
Junk Season Pass
I must call Square Enix to create a season pass that does not contain significant story content. You get 7 more challenging graves (yawns) with cooperative play for some crazy reason. The season pass of the second game at least gave us alternative game modes and a history DLC that fit well with the main story. Fail.
Shadow It is terribly serious and yet tells a ridiculous story about cults and cataclysms. Lara presents himself as the greatest idiot, without seeing how absurd his own story is.
The game is better when it comes to a pure game: go through jungles, explore caves and kill bad purchases. You can have fun in the brief moments when we can play as we want, but why should we be forced into such a dubious story with such a boring protagonist?
If this game were the first in the series, we may say that it is a good start and hope that the sequel is better. However, this is the game. after the sequel!
Shadow It's a big step back, and I could honestly have killed this restarted Lara permanently. Shame on Square Enix for treating Lara this way, and shame for selling us an inferior product!
A sad ending for a promising grave robber.
- Magnificent, lush images
- Excellent art design
- Well-made city axes
- Photo mode so fun!
- The exploration is nice
- Decent and stealth weapons game
- Sharp and shocking sounds
- Very high budget
- Lara is so boring, complaining
- Incoherent main story
- Devices of artificial plots
- Ridiculous villains
- Tonal inconsistencies
- Campaign is very short
- The season pass is terrible
- Enix Square, enough to say.
Playtime: 22 hours in total. Nick completed a game in about 20 hours with a few additional hours doing some side missions. There are still many collectibles, side missions and tombs to explore, but why bother?
Computer Specifications: 64-bit Windows 10 computer that uses an Intel i7-3930k CPU, 32 GB of memory and an nVidia GTX 980 Ti graphics card.