I agree with the rest of the cast: The tomb puzzles are where the game felt the most Tomb Raider-y. It feels like a slice of the best part of the earlier games.
The game is at its strongest when it moves away from the shooter stuff and embraces the platforming and puzzles. It’s not that I dislike the combat, either. I just think the game would have been thematically stronger if we had, like, half the fights and a third the body count.
I also like this particular puzzle. It presents a timing obstacle and your first instinct is probably to assume you’re supposed to do it as fast as possible. But the timing is actually really slow. Open the shutters, wait, THEN act. It’s obvious once you see the solution and it’s not hard to execute once you get what you’re supposed to be doing.
Man I wish the game had more of this.
And then a few minutes later you get punched by a guy standing just off-screen and suddenly I hate the game again. I think this “captured in the cutscene” moment needs to count twice, since you get captured by one group in the middle of getting captured by another.
I feel like I’m in this tumultuous relationship with Tomb Raider. One minute we’re holding hands, laughing, and platforming and three minutes later we’re screaming at each other and she’s throwing things at me. I tell her we’re going to break up, for real this time. No seriously. It’s over. Then she starts talking about how she knows about another hidden tomb around here someplace and suddenly I go all spineless.
WAY back in 2005, I wrote about a D&D campaign I was running. The campaign is still there, in the bottom-most strata of the archives.
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