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Tomb Raider Underworld
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Tomb Raider Underworld

By Jay Acevedo (AnodaJay)
Posted on December the 4th 2008 at 06:12:00 PM

Archeology and Lara Croft are like peanut butter and jelly; they were made for each other. After seeing respectable next-generation entries in the likes of Legend and Anniversary, the well embodied tomb raiding queen returns for another adventure as the developers of Crystal Dynamics present Tomb Raider Underworld. In a era where adventure platforming is exploring new heights, does this new iteration of the popular franchise delivers?


Gameplay


Storyline-wise, Underworld is a logical continuation of Legend. Lara keeps searching for clues involving her mother disappearance and the uncompleted research of her father as she travels different places around the world. Without spoiling everything, I can safely say that my experience with Underworld was rather pleasing on that part.

Without making huge changes to the whole Tomb Raider experience, Crystal Dynamics did introduce some new refreshing stuff, without killing the essence of the franchise. For example, the game feels less linear after seeing the developers increase in size the worlds Lara will be visiting. There are many ways to how to get from point A to point B this time around. Not in huge Assassin’s Creed way, but it’s nice to see a Tomb Raider game where I can climb and explore different paths without having the game forcing it on me. What it would be a Tomb Raider game without puzzles? Underworld, just like any other Tomb Raider game, features challenging and interesting puzzles. While they remain very logical, some of them will let you wonder where you should go as many “Huh?” moments will arise, especially if you never played a Tomb Raider game before. To help everyone, the developers added explorations tools like a 3D Sonar Map and a field assistance PDA. The sonar map gives you information on schematics of the area, giving tips on how the area is built and which paths are exploitable. The field assistance PDA gives you hints on what to do next if you’re stuck during your adventure. Frankly, I’ve asked myself many times if these “explorations tools” were really necessary. Even if many experienced gamers won’t feel like using them much, they will become quite handy at some point. There’s a strong possibility that new players will dig these nifty additions but for most of the time, exploration in Underworld will be more intuitive than past Tomb Raider games.


In terms of combat, Lara can target and fire at two enemies simultaneously and engage opponents into melee combat by kicking them right where it hurts. While fighting, an adrenaline meter will fill up depending on how fast and accurate your attacks are. This will let you chain acrobatic moves and more deadly attacks in slow motion once the adrenaline system is activated. Sadly, the combat system, whether it is with your guns or your melee, is flawed and the enemy A.I is dumb as a mule. You won’t have much difficulty getting rid of your opponents since they will be standing there and taking it like an Irish man during a drunken fight. The shooting reticule is also twitchy and not as precise as you would like, except if you’re in slow motion and trigger a headshot. In the past two versions of the game, gun-slinging action was actual part of the game as it presence was undeniable. In Underworld, it has been put away as you won’t be shooting all the time. In this case, since the shooting system matched with a poor camera system isn’t fully balanced, not pulling your guns often it’s not that bad after all. Can Tomb Raider live without a combat/shooting system? If Crystal Dynamics can’t do better, then yes, it can.

The more frustrating thing in Underworld, as of in many other Tomb Raider games, is the made-in-purpose trial and error gameplay. Jumps and grabs need to be perfectly timed and pointed in the exact direction is you don’t want to see Lara fall to her death or climb the same path over and over again. Many blame the camera point of view that limits Lara’s movements into the environments but I believe is more than that. If we rewind a few years back, because of the technical limitations of the PC’s and old consoles, gameplay mechanics were kind of excusable since the level design was limited and the analog stick was invented yet. Now, with the high-end processors, incredible graphic engines and more precise controls, seeing the same poor execution is inexcusable. So even if the camera view could need a re-tool, the controls are the biggest reason why Tomb Raider’s level of trial and error gameplay is increasing game after game. Hopefully, things will be different. If Naughty Dog was able to do it with Uncharted, why can’t you Crystal Dynamics?

Graphics and Sounds

Underworld showcases a more realistic and human Lara Croft. This comes as a straight result of the hiring of Olympic gymnastics medalist Heidi Moneymaker to do some motion capture and it pays off. Lara’s animations are more complex and feel natural in a world that requires you quick reflexes, strength and a love for gymnastics. She looks less cartoony that Legend, which is a big plus. The environments are vast, crisp and sharper than ever and finally, the water has a sweat effect on Lara, adding another layer of realism. The sad part by going with bigger environments is that your graphic engine needs to hold its ground. In Underworld, the occasional framerate drops and texture pop-in and ripping will tone down all the good looking stuff. The camera and the collision bugs will also become a frustration factor as you will be forced to do a lot of backtracking and in most cases, die a lot. After so many Tomb Raider games, it’s kind of sad to see it happening again here.


In terms of sounds, the environmental effects are very nice. The Tomb Raider musical ambiance is also top-notch as the score fits perfectly into each environment you will be taken to. Whatever the audio hardware you use for your gaming sessions, either a surround system or a nice pair of headphones, Tomb Raider Underworld will surprise by its nice sound build. The forgettable and un-inspired dialogue has become almost a trademark in the Tomb Raider series and it’s once again shown in Underworld. Why I have the strange feeling no one will be surprised by my comment?

Value

Since we’re reviewing the Xbox 360 version, it will sure be interesting to see the arrival of the exclusive episodic expansions through downloadable content. For every Tomb Raider fan picking up the game, seeing new chapters will definitely add some hours of gameplay. Finding all the treasures and relics will also add something to it. But the fact that the game can be completed in a couple of hours and gameplay frustration will arise, will jeopardize its replay value as you might not be enticed to find all the treasures or play the game to a higher difficulty level.


Conclusion


After seeing what Uncharted: Drake’s Fortune brought to the table and the way Tomb Raider Legend was introduced to the next-gen world back in 2006, I was expecting Crystal Dynamics to deliver one heck of a Tomb Raider. Unfortunately, even if the game offers some novelties, Underworld doesn’t make any huge splashes and won’t wow most of the gamers as the same frustrating gameplay elements from past iterations are putting a dark cloud over it. Tomb Raider fans will be pleased to see this new game but many will wonder if the franchise will ever make the big step forward. If SCi/Eidos is bought by some other company, we might assist at the renaissance of Lara…until then, we’ll pray.



Verdict: Fans of the series will jump on it easily. For others, a good rental will be just enough.


Pros

+ Polished and detailed environments
+ Good storyline
+ Nice and interesting puzzles
+ Lara feels more realistic and human
+ Additions like Sonar Map and Field Assistance are welcomed
+ Promise of exclusive episodic content will increase its replay value


Cons

- Lots of backtracking, frustrating trial and error gameplay
- Framerate drops, texture ripping
- Tiresome and flawed combat/shooting system thanks to twitchy camera angles
- Enemy A.I is dumb, really dumb


Final Verdict

Breakdown :
Presentation :
8.0
8.0
Graphics :
8.5
8.5
Sound :
8.0
8.0
Gameplay :
7.0
7.0
Replay Value :
7.0
7.0


Our review : 7.7
Your verdict [1 vote] : 7.7
System :
Publisher :
Developer :
Category :
ESRB : T - [GameFocus' ESRB Guide]
Consult the complete file

Here's a small guide to help you understand our evaluation of games.

PRESENTATION GRADE
Can be from the game's box to the contents of the booklet, and even the game introduction. (Intro, menus, options, etc)

GRAPHIC GRADE
Up to what point the graphics have been worked on my the developper. The design type, the effort used for textures and environments, as well as animations and framerate.

AUDIO GRADE
Is the soundtrack a good match to the game's style, he ambient sounds keeping with the gameplay and the sound effects clear and convincing?

GAMEPLAY GRADE
Placement of the controls and the inferface that the player with be using during the game.

REPLAY VALUE GRADE
The most important factor in the evaluation of a game. It identifies the lifespan of the game and the fun of coming back again and again.








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