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In contrast, the tombs in 2013’s Tomb Raider felt like adjacent puzzle rooms.
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In real terms it roughly means that the tombs you get to explore feel real, ancient, mysterious, and fantastical. In the case of that something else being The Legend of Zelda, that’s merely a personal connection. In terms of design, the results are moments when you’re exploring a tomb where it can be reminiscent of something else. And it’s this sense of confidence that is worth taking note of. A new Lara Croft adventure that is at once grander, more intimate, surprising, and more confident. And in the case of Rise of the Tomb Raider, we have a game that improves on the 2013 reboot in just about every way. Again, comparisons aren’t always a bad thing. Again.Īt numerous points, whilst taking in the sights and sounds of some wonderful ancient architecture housing an equally ancient puzzle, playing Rise of the Tomb Raider was reminiscent of some classic The Legend of Zelda dungeon-action. Plus, it made an aging ‘90s gaming icon relevant. And by focusing the story on the gritty archaeological exploits of a young Lara Croft, and a slightly off-putting fixation with physical abuse, developer Crystal Dynamic’s take on the Tomb Raider franchise felt like a breath of fresh air. So even though Tomb Raider was a little bit like that something else, it was also fun, challenging, cinematic, intense, and memorable in its own right. Because hey, the Uncharted games are quite possibly the high-point in recent interactive cinematic adventure. And although accurate to a degree, these sentiments could just as easily be taken in a positive light. When the Tomb Raider reboot was released in 2013 a lot of people went out of their way to point out that the cinematic presentation, scripted action set-pieces, and even combat, was reminiscent of Uncharted. Here’s the thing, comparisons aren’t always a bad thing.