Tagged: lara croft

Extra Observation on the Early Tomb Raider Games

After reviewing the first nine Tomb Raider games, I noticed a theme in the games I had not noticed before. There appears to be a subtle, almost non-existent, anti-male theme to the games. Lara Croft has a reputation of being one of the sexiest characters in computer games. I believe this reputation was gained due to her appearance and clothing. Her character in the games, however, seems to be quite arrogant, sarcastic and cold. She also appears to be humourless, when she is not making witty jokes at other’s expense.

The vast majority of the characters in the early Tomb Raider games are male, therefore, it seems that her manner is a product of her contempt for men. While Lara Croft seems to retain a feminine style and moves in an elegant and graceful fashion, her method of combat, however, seems to use methods more traditionally associated with men than women (basically shooting enough bullets at the enemy and using the most powerful gun). The fact that most of her enemies are men suggests she is in a male-dominated environment and manages to defeat her foes by being more aggressive and masculine than them.

Lara Croft also appears to be asexual on a personal level. The character is introduced by Larsson throwing a magazine in front of her, accompanied by the line “What’s a man got to do to get that kind of attention from you?” This suggests that Lara is well known for not being uninterested in men and prefers to concentrate on her work. her reply of “It’s hard to say exactly, but you seem to be doing fine.” seems to confirm this idea and reinforces a concept that she is unaware of her desires. During her adventures, Lara appears to have few friends and none seem to be intimate with her. Professor von Croy seems to be her first ally, but the relationship appears to be antagonistic, with the two of them making sarcastic comments at each other, and his later obsession with finding her seems more like an act of repentance and remorse for endangering her. Jean Yves, in the fourth game, seems to be more friendly with her, but he seems to act as an advisor who helps her mission and directs her to interesting locations, while she jokes about the ancient myths and her tiredness. While she does seem to be lighter with him and talk in a personable way, he seems more interested in defeating Seth than her. The choice of mourners remembering Lara in the fifth game is also suggestive. The stories seem to be told by the man in green (a mysterious employer with little information to how much he knows her personally), the priest (a father figure who tries to keep her out of danger and persuade her from undergoing more adventures) and Winston (a father figure who boasts about her like a proud father discussing a gifted child). None of these characters appear to have intimate relations with Lara.

More interesting allies are used in the later games. Tomb Raider: Angel of Darkness uses a character called Kurtis Trent. One of this character’s early appearances features him disarming Lara in a strange manner, with caresses of her arms and stomach. Following this strange event, Lara seems to move closer to seemingly kiss him (while at gunpoint) before quietly gazing at him while he moves away. Later in the game, he antagonises her by locking her in a room and she disarms him using a forceful manner. They agree to form a team (Kurtis becomes one of the only character to directly share an adventure with Lara and become a playable character). While Kurtis looks like a handsome man with a casual attitude, whether he is actually human is a mystery (he exhibits unusual powers during the story) and the game ends with Lara trying to follow him. Their relationship seems similar to that of Sherlock Holmes and Irene Adler (the only person to “beat” the highly intelligent detective and leads to him mistrusting the rest of the female gender) with Lara and Sherlock being defeated in their specialities by members of the opposite sex, who they were previously believed to be superior to.

The later Tomb Raider: Legend and Tomb Raider: Underworld games feature more developed male characters. Throughout the levels (particularly in the earlier game), Lara communicates with two characters called Zip and Alister. These sidekicks provide background information to the story and add a sense of light relief to the game. They also seem to be distant from Lara as, other than during animated sequences within Croft Manor, they do not appear in the game and provide support over a long distance. When one of them dies, Lara is upset for a while, but quickly continue her quest (leading to the other ally to question if she cares), but still retains a fierce desire to avenge him.

Throughout the Tomb Raider: Legend game, a number of secondary characters appear to help Lara in her quest. A female friend, called Anya, seems to be close to Lara and is aware of her past, while a male friend, called Toru, seems to function as a way of getting to a piece of the sword, even though Lara seems to enjoy his company.

The villain in the first game, Jacqueline Natla, is also interesting. In general, the villains in the Tomb Raider games have little backstory with unusual motives. Little background information is available for Marco Bartolli, from the second game, other than he continues his father’s search for the dagger and wishes to become a powerful dragon for an unexplained reason. Dr Willard Scott, the villain from the third game, appears to be the discoverer of the first Infada stone and wants to collect all the stones to reach the meteorite to progress human evolution. Professor von Croy has one of the most detailed background story, because he has had a prior relationship with Lara, and seems to be an archaeologist whose desire to possess an artefact leads to him being possessed by Seth and becoming more sinister (even though he appears to be a little villainous before obtaining the treasure). An assortment of villains are present in the fifth game, ranging from gangsters wanting power, archaeologists wanting treasure and spirits attempting revenge. Eckhardt, from the sixth game, appears to be a brutal murderer with everlasting life and a desire to revive an ancient race of creatures (like a father?).

Jacqueline Natla seems different. As described in the game, Natla was part of a trio of rulers of the ancient city of Atlantis. She was imprisoned for many years for creating strange creatures. Like Lara, Natla was a woman in an environment dominated by men and she was still surrounded by men years later. I could never find a motive for Natla creating a race of creatures. This part of the tale seems similar to the story of Frankenstein (the story of a scientist creating a monster from parts of dead bodies). For the original novel and some adaptations, it has been theorised that the scientist’s motive for undergoing the experiment is to create life without women or performing sex. Something similar could be suggested for this game. At the beginning of the Great Pyramid level, Lara fights a large creature. The creature is shown breaking out of a sphere (or egg), but, unlike the other monsters, it seems this creature has blonde hair. Is this supposed to be Natla’s son? Created without the intervention of man? During the Atlantis level, Lara encounters a strange creature that closely resembles herself and mimics her moves. It is never explained where this creature comes from or why it was created. Is this supposed to represent Natla creating a daughter in the image of Lara?

A strange aspect of the game occurs after Lara has retrieved the third part of the scion from Egypt. Outside the Sanctuary of the Scion, Lara encounters Natla and her group of henchmen. At first glance, these bodyguards appear to be a very mixed group with no shared characteristics. It also seems, however, that these figures represent men with enhanced masculinity. One of them is a pubescent adolescent (recognised as having a heightened sexuality and developing exclusively male traits), another is a cowboy (associated with rugged good looks and being accustomed to fighting) and the third is a muscular man (considered to have high testosterone and even displays his naked chest). A suggested reason Natla has collected a strange group of men is so she can dominate them and she seems to command them and insult them quickly. In the end, these masculine men are defeated by Lara dominating them with guns and bullets.

In the version of the story presented in the Tomb Raider Anniversary game, Natla’s attitude changes slightly. She states that her previous fellow rulers (Qualopec and Tihocan) were incompetent, but believes Lara would suitable as a fellow leader. This seems to follow a feminist ideal, the overthrow of the male domination over society by fierce women.

Natla returns to help the villain from the Tomb Raider: Legend and Tomb Raider: Underworld games. The villain, Amanda, also has an interesting relationship with Lara. The story states that both Lara and Amanda were participants in a disastrous archaeological expedition which lead to Lara abandoning her friend. Amanda is driven by a need to avenge herself against Lara. When the two characters meet, Lara is deeply apologetic for her previous actions and asks for Amanda’s forgiveness. She seems more concerned about the ending of this relationship than the death of her ally later on in the story. By the end of the story, Lara has hardened her attitude to her former friend, but is still reluctant to kill her.

There is also an interesting part of the game removed from the Tomb Raider: Underworld game. Originally, the developers included two characters, Professor Peter Eddington and her niece, Jessica. According to Eric Lindstrom (creative director of the game) the removal of these characters “Helped steer away from the misconception that Peter and Lara had a relationship…”. This suggests the makers of the game were reluctant to show Lara in an intimate relationship with another character.

Lara’s relationship with her parents is interesting. In the Tomb Raider: Legend and Tomb Raider: Underworld games, Lara’s mother has been missing since Lara’s childhood and Lara’s efforts to find her form the story for the two games. Lara’s father also desperately tried to find her, but was ultimately unsuccessful and was manipulated by Natla. While Lara’s mother appears in flashback sequences, her father, Lord Croft, does not, which gives her a stronger physical presence in the game. In the story for the fourth game, Lord Croft seems like an unsure aristocrat. According to the instruction manual, “…Lara’s parents decided that now she was 16, she should broaden her education by studying for her A’ Levels at one of England’s most prominent boarding schools.”. He also seems a little uneasy when Lara states a wish to join Professor von Croy’s expedition and, “As Lara argued the case further, he found himself walking over to the desk and penning a letter to von Croy.”,  using his wealth to convince Professor von Croy to take her. In the first game, he seems more dictatorial. After Lara survives a plane crash and journey through the Himalayan mountains, the story describes her family as disowning her (possibly because “Lara’s marriage into wealth had seemed assured”) and she follows an independent life (“she turned to writing to fund her trips”). Her backstory in the original game seems to mimic Natlas, both are punished by men for making their own decisions.

Finally, both the Tomb Raider: Legend and Tomb Raider: Underworld use the same description of Lara Croft, emphasising her mysterious personality and polarising exploits. According to the story, “There are thousands of rumours surrounding Lara’s exploits, invariably involving the unexplained or outright unbelievable”, which suggests Lara is associated with unusual adventures and strange events. Lara’s reluctance to discuss herself is described as adding to “…the fog of mystery which surrounds her life and work”, which suggests her personal life is also mysterious (as well as her exploits) and she keeps aspects of her personal life secret. Claiming “Lara Croft continues to be the focus of wild speculation and intense debate” makes it seem like both the ethics and value of her work are discussed, along with rumours about her private life. The description also contains the line “Idealised and vilified in equal measure…”. Does this quote refer to Lara’s work as an archaeologist being polarising? Or is it a reference to her lifestyle? The description ends with her being described as the “…one of the most fascinating and enigmatic figure of our times.”

Alternatively, these observations are based on the development of computer games, rather than the character of Lara Croft. The Tomb Raider games were created during a time when story and character development were being introduced to computer games. Many earlier games did not feature a strong story (which was mostly described in instruction manuals or text during the game) and seemed to consist of players completing challenges and solving problems. The characters in these games were silent and seemed to function as a figure that could be manipulated by the player. The Tomb Raider games seemed to be an improvement, with a complex story and characters with personalities, but do not use strong secondary characters or characters with complex personalities (except for the later games). The developers also probably specifically designed Lara to be a lone adventurer, which was welcomed by the audience. I, personally, liked the character of Lara as an independent character (even with the commentary and advice of unseen characters in Tomb Raider: Legend and Tomb Raider: Underworld) and would not like a boyfriend character added to the games in a lazy way.

A Review of Tomb Raider: Underworld (Playstation 2)

2008

In this year, a global financial crisis deepened. Stock markets plunged due to fears of a recession in the USA, governments took control of banks in Britain, Iceland and USA and the Lehman Brothers file for bankruptcy protection. Coups and rebel assaults occurred in East Timor, Chad, Mauritania, Guinea and Comoros. Islamic terrorist attacks occurred in Afghanistan, Pakistan, Iraq, Turkey, India, Algeria and China. Riots and protests occurred in Greece, Nigeria, India, Thailand and China. Fighting occurred in Lebanon and between Russia and Georgia in South Ossetia. The Olympics take place in Beijing. Following rocket fire and attacks inside Israel, the Israeli military launched a military operation, consisting of airstrikes followed by a ground invasion, to combat the armed groups’ ability to launch rockets. Films released this year included dramatisations of events in recent history (The Bank Job, Milk, Frost/Nixon, etc.), comedies about actual events (How to Lose Friends and Alienate People and W.), thrillers with complex storylines (Burn After Reading, RocknRolla, Eagle Eye, etc.), comedies about making films (Tropic Thunder, Hamlet 2, Bolt, etc.), comedies with adult themes (Forgetting Sarah Marshall, Zack and Miri Make a Porno, Pineapple Express, etc.), films which used heroes form the 1980’s (Rambo, Speed Racer, Indiana Jones and the Kingdom of the Crystal Skull, etc.), films based on older TV shows (The X-Files: I Want to Believe, Get Smart, Sex and the City, etc.), films based on children’s books (Twilight, The Chronicles of Narnia: Prince Caspian, Journey to the Centre of the Earth, etc.), renowned dramas (The Boy in the Striped Pyjamas, The Wrestler, Slumdog Millionaire, etc.), films which use an innovative idea (Cloverfield, Wanted, Bangkok Dangerous, etc.) and superhero films (Ironman, The Incredible Hulk, The Dark Knight, etc.). James Bond was involved in an action-packed story which heavily involved events from the previous film in Quantum of Solace. Music released this year included songs about devoted love sung by men (Jason Mraz, The Script, etc.), songs about broken relationships (James Morrison featuring Natalie Imbruglia, P!nk, Noah and the Whale, etc.), songs about bad lovers sung by women (Britney Spears, Lady Gaga, Girls Aloud, etc.) and Coldplay produced a song about a fallen leader. Computer games released this year included fourth games in popular series (Grand Theft Auto IV, Metal Gear Solid 4: Guns of the Patriots, Devil May Cry 4, etc.). Into this mix entered Tomb Raider: Underworld.

———————————–Spoiler Alert———————————–

The Story

A huge explosion rips through a stately home, turning the front of the mansion into fiery ruin.

Lara, walking through a corridor made of stone, feels the ground shake beneath her. Struggling to keep balance, she sees the ends of the corridor burst into flames. “My God!” she exclaims, staring at the flames with a frightened look.

A young man, dressed in a light coloured sweater and jeans, and an elderly butler are standing in the hall of Croft Manor, attempting to open a heavy wooden door. “Look out!” the younger man, named Zip, shouts as he sees Lara watching them and aims a gun at her.

“Stop! It’s Lara!” the butler yells as Zip shoots an object placed on a table.

“I know!” Zip replies, struggling with the old man as he raises his gun again. Lara rolls across the carpeted floor as Zip fires a volley of shots, following her across the burning room.

“Wait” the older man pleads.

One week earlier…

A small, white yacht rests on the surface of murky water on a clouded day. Lara, dressed in a black and yellow wetsuit, studies the horizon on the top deck of the boat. A sound distracts her. She gives a final look to the sky before climbing down a ladder to the lower deck. She walks over to a small laptop placed on a counter and presses a button.

Zip appears on the screen, “Hey, Lara. Find it yet?”.

“Patience, Zip.” Lara replies with a smile. “I warned you that conveniently undiscovered islands would be scarce in the Mediterranean.”

A young man dressed in a suit usually seen in nightclubs appears. “Are you sure this Eddington chap knows what he’s talking about?” he asks, pleadingly.

Lara looks across at a photograph of two smiling men. “If he says Father was convinced the path to Avalon was here, I have no reason to doubt it.”

“Fair enough, but it’s…well…” the man in the casual suit says “we’ve been talking about it and-”

“You’ve been talking about it, man. Leave me out of it.” Zip interrupts.

“It’s just…all right, maybe Avalon is real…” He continues while Lara loads her small pistol “…but just because some mad woman tells you your…” Lara suddenly turns and scrutinises the screen as she listens to the man “…your mother didn’t die after all… I mean, look…” he becomes less certain as he continues speaking “I, I don’t want to seem heartless, but this idea of your mum living in some…” Lara, squatting down to pick up breathing apparatus, stops to consider his opinions “…some Celtic underworld…” feeling her anger growing she rises to a standing position “…it’s a, it’s a little bit mental, isn’t it?”

“I have no illusions that my mother is holding court in some mythical paradise, Alister.” she replied angrily, striding towards the laptop. “I only want the truth, whatever it may be.” she continues in a calmer voice. “I’ll ring you later.”. She presses a button to end the video call. She turns, leaves the cabin and jumps into the water.

The player explores an underwater building, discovering it is an early Norse building with reference to Niflheim (the Norse equivalent of Avalon), and kills a large, blind kraken. She finds one of the iron gauntlets the Norse god Thor used to wield his hammer, Mjolnir. After touching the glove, it disintegrates to become a small device which, using straps, Lara attaches onto her left hand. A group of armed men appear and knock her unconscious, removing her newly acquired device and ammunition, before the men trap her behind rubble and mention Amanda Evert.

Returning to her yacht, Lara sees a larger ship nearby and infiltrates the vessel. A shootout causes explosive gas to ignite and damaging the ship. While exploring the boat, Lara finds Amanda complaining the artefact will only fit Lara’s hand. Amanda leaves and Lara discovers she was talking with Jacqueline Natla, imprisoned within a clear cylinder. Natla reveals she told Amanda about Avalon and the dais Lara and her mother found was part of a transport network that took her mother to Avalon. She further informs Lara that her father found Niflheim, but needed to find Helheim, and tried to find Thor’s hammer (which is needed to enter Helheim). She tells Lara to go to the West Coats of Thailand at the seventh parrallel, before her prison is lifted into the sky by a large helicopter. Lara escapes the sinking ship, while a helicopter rescues Amanda, who throws the device into the sea. Lara retrieves the device.

In Thailand, Lara reveals the reason the locations have many names is because many myths referred to the same set of ruins of buildings from an ancient civilisation, which Natla was part of. Lara finds ancient buildings and reference to Bhogavati, the capital of Patala (the lowest infernal world in Hindu tradition and home to snake-men). She discovers older ruins similar to Niflheim and is able to use the gauntlet to move heavy objects with a blue light. She also learns the gauntlets, belt (Megingord) and hammer (Mjolnir) are protected by “the dead” to keep Jormungardr at bay. She also finds a message left by her father, suggesting he wishes to prevent Natla fulfilling her plan and has stolen the second gauntlet and destroyed a map.

At Croft Manor, Lara’s butler shows her the hidden entrance to the Croft family’s crypt. Realising that her father signed his message with the initials “RJC” as a clue, Lara discovers a secret passage below her grandfather’s tomb. Exploring a hidden, underground church, Lara finds a room containing items her father recovered from Bhogavati. A tape message from her father tells Lara he found one of Thor’s gauntlets and a map showing where the objects needed to open the path to Avalon were. Informing Lara that the Norse believed a powerful weapon was kept in the location, he destroyed the original map. Lara recovers an artefact from the gauntlet.

After defeating a few strange creatures who guarded the gauntlet, Lara returns to Croft Manor to find the building ablaze. Running through the burning building, Lara finds Zip and her butler struggling with the front door. Zip turns and tries to shoot Lara, before she draws her guns and convinces him to stop. He tells her someone, who resembled her and was able to pass through the retina scanner, blew open the Lara’s vault, stole Amanda’s wraith stone (from the Tomb Raider: Legend game) and shot at Zip. Lara tells them to escape outside while she reviews the security footage.

Inside an enclosed room with powerful computers, Lara sees her double in the burning mansion. Lara watches as Alister appears, coughing in the smoke, and is shot by her mysterious double. The double displays fast speed and good combat skills, before knocking Lara onto her back and making a series of powerful jumps to escape the fire. She tries to help Alister, but he dies, promising to meet her in Avalon, and she shows some anger.

Zip and the Butler watch as Lara’s double runs away and Lara brings Alister’s body to them. Lara suggests the doppelganger is similar to one Natla sent after her before, except this one is more independent. Suggesting Amanda and Natla (who Lara claims is an Atlantean god) have formed a team, Lara decides to travel to southern Mexico to retrieve Thor’s Belt. Zip, upset at Alister’s death, argues with Lara over her cold attitude to her friend’s death, before she angrily tells him she needs Thor’s Belt and Hammer to “kill a god”.

Lara finds a calendar among ruins in southern Mexico and uses it to open the “gates to the Underworld” (an underground structure). The underground building is labelled as “The Place of Fear” (or Xibalba, the Mayan land of the dead), where the Lords of Xibalba used trap rooms to kill visitors for sport. Exploring the ruins, Lara finds reference to the mythological Midgard Serpent, Jormungandr, who lies on the bottom of the ocean and encircles the world. Another engraving depicts Ragnarok, when Jormungandr thrashes beneath the sea, floods the earth and spews poisonous gas into the air, before Thor kills the serpent with his hammer and he dies due to the snake’s poison after retreating nine steps. The structure also contains a strange, glowing liquid which seems to cause living creatures to become undead, causing the ruins to inspire underworld myths in later civilisations. Lara finds Thor’s Belt, which collapses, leaving behind a small artefact which activates the gauntlets. After existing the hidden ruins, Lara contacts Zip. Zip informs Lara that he has managed to locate the coordinates for Jan Mayen Island, using photos of her father’s map.

At an island in the Arctic, Lara finds an ancient structure. She is informed by Zip that Amanda  is on board an identical ship to the one she used in the Mediterranean Sea. The ship, called the Tisiphone, is anchored off the coast of Thailand, suggesting Amanda is following Lara’s journey.  Exploring the ruins, which lead deep underground, Lara finds a large gate. It is suggested the gate is Valgrind, the Gate of the Dead, which leads to Valhalla, Odin’s hall where slain warriors came to prepare for Ragnarok. Lara opens the gate and continues into the structure, finding an undead yeti creature she believes was the inspiration for the frost giants in Viking stories. Lara discovers Thor’s hammer and an inscription, proclaiming that Odin will return after Thor is reunited with his hammer and father and son will open the seals of Helheim and fulfil their destinies. Lara decides to visit Natla to discover the location of Helheim.

Using her boat, Lara finds Amanda’s ship in the Andaman Sea and climbs aboard. Lara quickly finds Natla still trapped within her prison. Natla reveals that the hammer is needed to enter Avalon and a ritual needs to be performed. Lara agrees to work with Natla and prepares to smash the cylinder with Thor’s hammer when Amanda and Lara’s double appears. After threatening to avenge Alister, Lara and Amanda prepare to battle using the hammer and stone, respectively. Lara’s double suddenly grabs Amanda and throws her into a pit. Lara directs a number of attacks at the double, who dodges them, and smashes Natla’s prison in anger. She allows Natla to escape, who leaves behind the coordinates to Avalon.

Lara follows the coordinates to an ice sheet in the Arctic. Using explosives, she makes a hole in the ice and dives into the water. She finds a grand ruin underwater. Inside, Lara watches as Natla performs a ritual to open an elaborate door. Lara uses the hammer to complete the ritual to open a path inside the structure.

Exploring further into the structure, Lara finds a figure at the edge of a chasm, with the glowing liquid flowing from a gap in the ceiling. Lara calls to the figure, recognising her mother, who turns and reveals to be an undead creature (called a thrall). Lara draws a gun as her mother advances, telling herself that her mother died long ago, she reluctantly fires a volley of shots and forces her mother backwards into the pit.

As Lara mourns, Natla appears. Telling Lara that she used Lady Croft’s disappearance to manipulate Lara’s father into finding something for her. When he betrayed her in Thailand, Natla killed Richard Croft. Later, when Lara appeared with Thor’s gauntlet, Natla knew she was able to use Lara to find Avalon. Lara lifts Thor’s hammer in anger, before her double appears. Lara’s double disarms Lara and holds her arms in a lock. Natla tells Lara she created the double for Amanda, who was unaware Natla intended the double to be used to kill Lara, and leaves to raise a serpent.

Lara breaks free of her double’s hold and briefly fights her, until the double forces her onto her back and aims her fist at Lara. Suddenly, the double’s attack is stopped and she is lifted into the air and thrown into the pit. It is revealed that Amanda was able to lift the double using the power of her wraith stone. She tells Lara she wants to help her as only Thor’s hammer can stop the Midgard Serpent. Realising an army of large thralls had appeared, Amanda agreed to use her wraith stone to fight the creatures while Lara stops Natla.

Lara finds Natla standing on a stone structure surrounding a large machine in the shape of a serpent. Natla tells Lara the Jormungandr is actually a network of tectonic plates which encircles the Earth on the ocean floor. Avalon is located on the site the weakest point of the network, where the ancient continent of Pangea first broke into two pieces. The machine causes a large impact to hit the site below and causes “the very seams of the plant to burst”, leading to Ragnarok (or the “Seventh Age”). Amanda appears, fighting the thralls, until an attack from Natla causes her to lose consciousness.

The player detaches the machine from the stone structure keeping it in position, causing the machine to collapse. Natla attempts to hold the machine in place, but Lara throws Thor’s hammer at her and she falls into the pool of glowing liquid. Lara wakes Amanda and the two of them find a similar circle of stones to the one in Nepal Lady Croft used to transport to Avalon. Realising the device was broken, Lara repairs it while Amanda activates it using the sword in the central stone. The two hold hands, which allows both Amanda and Lara to use the machine.

Amanda and Lara return to the ancient monastery in Nepal where Lara’s mother disappeared many years before. Lara picks up the sword while Amanda takes out her wraith stone. Realising that Amanda wants to fight her, Lara questions the point of her killing Lara. Lara withdraws the sword and the wraith stone loses power, leading to Amanda limping away. Lara picks up the drawing she created as a child and turns to the stone device. “Goodbye, Mother. Rest in peace.” Lara says sadly before leaving the structure.

The Review

At this point, I would like to make it clear I am reviewing the version of the game available on the Playstation 2 and not the ones available on the X-Box 360 or Playstation 3.

I actually have a theory about this game. The two previous games in the series (Tomb Raider: Legend and Tomb Raider Anniversary) were released on the Playstation 2 in the years before the Playstation 3 was produced. Tomb Raider: Underworld, however, could be released on the Playstation 3, a machine that was able to allow the game to be designed in higher quality graphics than the Playstation 2. Another market was also identified, players who had played the other games in the trilogy, but could not afford or were unwilling to purchase the more expensive console, and were willing to play the final game on the Playstation 2. This situation resulted in the production of the Playstation 2 version of the Tomb Raider: Underworld game. Unfortunately, I am unable to provide any evidence of this, so it is just a theory, but it would explain why the game can feel a little cheap.

I was actually provided with a guide for the X-Box 360 and Playstation 3 versions of the game, which actually provided clear examples of how this game can seem like a cheaper version. The graphics are greatly improved in these versions of the game (which can be expected). Some of the levels require the player to solve very easy puzzles (such as in Southern Mexico, where a missing object is kept on a shelf nearby) in this version of the game, while the improved games have more difficult obstacles and need more skill to play. A lot of the enemies have been removed from the game (such as the spiders in the Croft Manor level), which can reduce the amount of action in the game. The Kraken seems badly designed, the monster makes no action to stop the player as they prepare to kill it and the top of it sways gently, while the lower half remains still (creating a bad effect). Coming into contact with the creature or the pool of water surrounding it instantly kills Lara in a very lazy manner. There are other examples of this game being a low quality version of the other games.

This game functions as a sequel to Tomb Raider: Legend and uses aspects of Tomb Raider Anniversary (which had seemed like an update to the original game to celebrate the eleven years since the release of the first game). As a result, this game uses many of the features used in Tomb Raider: Legend.

The story is similar to the story from the previous game (and uses aspects of the earlier games). In this game, Lara travels to a variety of international locations to search for a collection of objects which are linked, while competing against a deadly enemy wanting to use the objects to increase their power. The story follows from the previous game, after Lara threatens Amanda and travels to Avalon in search of her mother. Interestingly, this game expands on an idea used in the previous game. In Tomb Raider: Legend, Lara searches for pieces of a powerful sword, which is supposed to feature in a large number of myths, but only the story of the last queen of Tiwanaku and the legend of Excalibur are mentioned during the game. In this game, the ancient ruins used to house Thor’s equipment are suggested as the causes of myths about the underworld found in various cultures (with the different structures being referred to as Avalon, Helheim, Niflheim, Bhogavati, Xibalba and Valhalla).

The background of the story is formed by the story of the Norse god Thor. Lara has to retrieve Thor’s equipment (belt and gauntlets) to be able to use his hammer to defeat the Midgard Serpent and prevent Ragnarok. This is intended to mimic the myth of Thor. As a result, a network of structures (described as similar to Norse buildings in design, but older) were built to house the artefacts. It is not really explained what this civilisation was, whether it was a group of early Norsemen or a more powerful culture, as the artefacts more resemble advanced technology rather than mystical objects. It is interesting that the Midgard Serpent is actually a device to cause the tectonic plates to shift as it makes this the only game in the series to use the geological history of the earth as a weapon. It is strange that the serpent is a piece of machinery rather than an actual monster though, as the early games seemed to include a huge creature as a final boss and this game used a kraken in the opening level (proving the developers were willing to include mythological monsters in the game).

A lot of the game uses Norse mythology. According to the Norse Mythology website, Thor is the strongest of the Norse gods, but is less intelligent and has a quick temper. Thor owns a powerful hammer (called Mjolnir), a pair of iron gauntlets and a belt (called Megingford) which increase his strength. The hammer can sent out lightening bolts, but can also revive dead animals and people. Many of the locations used are also from Norse mythology. Niflheim is described as the “coldest and darkest region in the world” and is the source of all living things and cold rivers. Valhalla is the place where people would go if they died in battle, the residents would fight each day and enjoy a feast each evening in a huge hall made of golden shields and wooden spear shafts. Helheim is the home of people who died outside of battle. Ragnarok is how the Vikings believed the world would end. The Midgard Serpent was a huge creature which encircled the land and poisoned Thor before he killed it. Apparently, he was also the son of Loki, a god. A series of events will lead to Ragnarok and cause a great battle between the gods and warriors from Valhalla against the giants and the dead from Helheim, with a number of events occurring  (such as the Midgard Serpent emerging and poisoning the world, the burning of the home of the gods, the deaths of a number of gods, etc.), before the world is re-born. According to Tribal Roots of Hinduism, Bhogavati was the capital city of a race of snake-demons (called the Nagas) in the subterranean world and features in Hindu mythology. According to the Myth Encyclopedia website, Xibalba was an underground realm of the dead in Mayan mythology and used caves and pools of water as entrances. A myth describes how the lords of Xibalba tricked people into playing ball games and used different houses to torture their opponents, before they were killed. Eventually, two players won the game and tricked the lords into being killed.

This game includes the characterisation of the previous games in the trilogy. Amanda is shown to be a secondary villain in this game and it is suggested she has been manipulated throughout her attempt to find Avalon. Unlike in the Tomb Raider: Legend game, Amanda seems to slightly reconcile with Lara, agreeing to help her stop Natla and allowing Lara to use the transport device with her, however, she also wishes to fight her former friend until she loses the power of the wraith stone. Natla resembles the character in the Tomb Raider Anniversary game. She wishes to unleash the “seventh age” (which is still not explained) and has manipulated Lara, Amanda and Richard Croft to achieve this aim. Her background is slightly expanded, it is suggested that she is part of the ancient civilisation that built the structures and Midgard Serpent, but this aspect is not developed further. Strangely, her character design has changed. In Tomb Raider Anniversary, she looked quite reptilian, in this game, she resembles a slightly glamorous, middle aged, blonde woman (with wings and a white outfit), which is closer to how she looks in the first Tomb Raider game. Lara’s colleagues (Zip and Alister) have a smaller role in the game. They appear in person in few animated sequences and provide plot details at the beginning of each level. In the versions of the game with improved graphics, they are shown as a video link on a computer screen, in this version, a screen shows their pictures with their voices as background noise. Alister’s death provides a dramatic point in the story, but it is quickly overshadowed by greater events. They do not provide commentary during the levels either, making Lara a lone hero (like in earlier games) and their humour is only applied to a few animated sequences. Lara’s butler has a slight role, alone with the double from the first Tomb Raider game.

Lara Croft resembles her character from Tomb Raider: Legend and Tomb Raider Anniversary. Like in the previous games, she is trying to rescue her mother and her father’s actions feature during the story. She finds her mother and, in a sad twist, is forced to kill her after she has turned into a thrall. She mourns over the death of her mother and Alister, but manages to recuperate to continue her fight against Natla. Her anger over Alister death leads to her threatening Natla. She is also reluctant to fight her former friend Amanda, deciding that she needs Amanda’s help and seems to hope they can end their feud. The game ends with Lara finally accepting her mother’s death (after defeating her as a thrall). This shows Lara as the more emotional and warmer character from the previous two games, rather than the early games.

The game also seems to have a theme of parents coming to the help of their offspring. The story revolves around Lara finding Avalon to rescue her lost mother, a continuation of her father’s quest. Richard Croft’s most significant feature in the story was working out how he was being manipulated by Natla and hiding one of Thor’s gauntlets. He also left a clue which would only help his daughter. During the Jan Mayern Island, Lara learns that a prophecy states, following Thor’s recovery of his hammer, Thor will be reunited with his father, Odin, and will travel to Helheim to fulfil their destinies. A removed aspect of the story seems to slightly develop this theme. According to a game guide, there was a plan to include two characters, Dr Peter Eddington (who is only named in the game) and his niece, Jessica. Another artefact, called Odin’s Eye, would take possession of the little girl and one of Lara’s motivation to complete her quest would be to rescue her. This storyline was removed from the final game, apparently because the developers felt it would complicate the story and the little girl could seem more annoying than likeable.

The designs used in the game are interesting. The settings for this game are mostly ruins, which can be overgrown areas (Mexico and Thailand levels), underwater (Mediterranean Sea level) or underground (Croft Manor, Jan Mayern Island or Arctic Sea levels). Part of the Mediterranean Sea level and the Andaman Sea level take place on ships (providing industrial environments).

Some of the level on board the ship in the Mediterranean Sea takes place as the ship is sinking, which adds an interesting feature to the level, as the player has to climb up corridors (instead of running along them) and creates interesting visual elements. The Coastal Thailand level uses ornate ruins and luscious jungle (including a huge statue and a tree within the ruins). It is also possible to compare the bright sea in this level to the murky waters of the Mediterranean Sea in the previous level. The Croft Manor level includes dark caves and a large church (with stained glass windows and vaulted ceilings). The Southern Mexico level takes place during rain, is the largest environment (with roads that lead to various parts of the ruins) and features a grand entrance to a ruin. Some of the level takes place underground and the game manages to convey a cold feel to the environment The Jan Mayern Island has a road through a snowy landscape, a stone corridor which spirals downwards and (using falling snow and dark rooms) manages to create a freezing atmosphere. The Arctic Sea level also creates a sense of cold (using the mysterious liquid to create a light blue light) and features an interesting climb on a large machine.

The levels also feature the ruins used to house Thor’s equipment. These ruins can form parts of the level (the Costal Thailand and Southern Mexico levels) or their design can be used for the entire level (such as the Mediterranean Sea, Jan Mayern Island and Arctic Sea levels). While these environments use a grand design and feature wide corridors and halls, the fact they are built from grey stone can seem cold and monotonous. Personally, while I liked the openness of the ruins, I did feel the representations of the underworld could be more creatively designed (there are some descriptions of the underworld myths of the cultures used in the game which are barely featured in the actual designs) and could be more differentiated, rather than just using different statues.

While I enjoyed the level designs, I felt they were undermined by the quality of graphics. The general quality of graphics was quite good and were similar to the graphics of the Tomb Raider: Legend and Tomb Raider Anniversary games. Unfortunately, the graphics also had a fuzzy quality which blurred the edges of shapes and muted colours, creating a slightly fog-like feel to the game and inhibiting the aesthetic quality of the environments.

Each level also features Lara wearing a different outfit. Lara explores the Mediterranean Sea in a wetsuit. Lara wears brown shorts and vest in the Coastal Thailand level. Lara dresses in a brown top and trousers in the Croft Manor, Andaman Sea and Southern Mexico levels. Lara wears a thick coat and trousers on Jan Mayern Island. Lara wears a wetsuit to explore the Arctic Sea. Completing the game unlocks a light blue swimsuit that the player can select for Lara to wear.

The controls for this game are similar to Tomb Raider: Legend, with Lara singing from horizontal poles, holding vertical poles, balancing and using the grapple. There are a number of additions to the controls. Lara can grab onto horizontal poles, climb on top, perch and jump off. Much of the game involves climbing across ledges, with Lara now being able to reach across small gaps to reach nearby ledges and climb certain walls. Lara can perform a chimney jump. Jumping and hanging onto a wall, she can then jump and hang onto the opposite wall and repeat this to climb up. The game also uses adrenaline. At certain points in the game, the game will become fuzzy and slow down, allowing the player extra time to find ways of dodging sudden obstacles or reaching safety. This is an interesting concept, but rarely occurs during the game and is underused (it is much more widely used in the improved versions of the game). The game also uses “portable objects”. These are large items that are too big to fit in Lara’s backpack, instead the player can pick them up, carry them around and use them at specific points in the level (such as to open doors). The game also removes the interactive animated sequences.

Vehicles are used less widely in this game. A motorbike is used to travel between the archaeological sites in the Southern Mexico level and the Jan Mayern Island level begins with a motorcycle ride through icy mountains. These parts of the levels are moderately enjoyable, with a few jumps and avoiding cracks, but could be made a little more challenging. According to a guide for the game, originally the Jan Mayern Island and Arctic Sea levels were connected by a sheet of ice. The original idea was that the player would use a motorcycle to travel to these locations (adding extra gameplay and linking these two levels). This idea was removed after it was decided the area would be completely white and featureless, making it an annoying part of the game as the player could get lost easily.

The combat for this game is strange. The combat controls resemble the early Tomb Raider games, with the player firing multiple rounds at enemies, and removes the attacks she could perform in Tomb Raider: Legend. The health system has changed. Instead of using health packs, Lara’s health regenerates after a certain period of time and is shown by a small figure and bar which change from green to yellow to red to signify her loss of health. The weapons are strange. There are a range of weapons (pistols, sub-machine guns, shotgun and an assault rifle) which have unlimited ammunition. The player is also able to use limited numbers of grenades. During the game, the player is able to use Thor’s hammer (the Andaman Sea level seems to function as a an area for the player to test this new weapon), a powerful weapon that can be used as a close combat weapon or can fire lightening bolts to hit targets at a distance. This item seems to have a similar function as the sword in the previous game, an object which features heavily in the plot and forms a powerful weapon later.

This game continues the tradition of extra features. A number of secret items are hidden in each level and resemble small, green packages (these objects are the only items in the game, as there are no clips or health packs). The extra features in this game seems to consist of concept art, with an extra costume for completing the game. Completing the game unlocks the Treasure Hunter mode. This feature is designed to be used to collect treasures and allows the player to replay the levels, except they are completed so the player does not need to find keys or complete puzzles.

Conclusion

In conclusion, I felt this game (or this version of the game) is the weakest game of the Tomb Raider series and a disappointment for such a well-made trilogy of games. The story is quite good, with interesting developments and a good ending to the story of the trilogy, but it can seem slightly underdeveloped, with some levels not advancing the story much. The level designs are good, but the game is affected by low quality graphics. The game also presents with a much colder atmosphere than other games in the series. The controls allow extra actions, but the combat controls are much more limited. The game is too easy and feels like a cheaper version of a superior game.

A Review of Tomb Raider: Anniversary (Playstation 2)

2007

In this year, the world economy was affected. China and Europe release less-than-expected growth reports, causing a decrease in world stock markets. The United Kingdom branch of the French bank BNP Paribas prevented withdrawals from three hedge funds involved in sub-prime mortgages in USA, leading to financial crisis. The effects of climate change were also scrutinised, with a research project launched to study the North and South Poles, an assessment report which identified human activity as a highly likely cause of global climate change, concerts were held in a number of cities to raise awareness of the issue and an international conference was held. Israel released frozen assets to the President of the Palestinian National Authority, followed by a historic visit to the President from the Israeli Prime Minister. Israel also bombed a suspected nuclear site in Syria. Riots occurred in India and the United Kingdom (following the racial abuse of a Bollywood actress by contestants on a British game show), Estonia (after a World War II memorial was moved) and Kenya (following a disputed election). A group of British sailors were held by Iranian authorities in disputed Iran-Iraq waters. High casualty terrorist attacks occurred in Iraq, Afghanistan and Pakistan (which also killed the former Pakistani President Benazir Bhutto). The President of Ukraine dissolves the Ukrainian Parliament, following defections from his party, leading to the Second Orange Revolution. Films released this year includes films based on recent history (A Mighty Heart, American Gangster, Zodiac, etc.), films based on older events (Amazing Grace, Becoming Jane, Elizabeth: The Golden Age, etc.), films based on old cartoons (Alvin and the Chipmunks, Transformers, TMNT, etc.), re-makes of older films (St. Trinian’s, 3:10 to Yuma, Hairspray, etc.), third films in popular series (Rush Hour 3, Shrek the Third, Pirates of the Caribbean: At World’s End, etc.), fourth films in popular series (Live Free or Die Hard, Saw IV, Hannibal Rising, etc.), animated films (Surf’s Up, Bee Movie, The Simpsons Movie, etc.), superhero films (Ghost Rider, Fantastic Four: Rise of the Silver Surfer, Spiderman 3, etc.), comedies set within domestic settings (Knocked up, Superbad, Juno, etc.), films based on ancient stories that used computer graphics (300 and Beowulf), thrillers set in gritty environments with exaggerated violence (No Country for Old Men, Eastern Promises, Vacancy, etc.), some notoriously hated films (Epic Movie, Norbit and Alien Vs Predator: Requiem) and a very deliberate attempt to recreate B-movies from an earlier era (Grindhouse). Music released this year included songs about devoted love (Rihanna featuring Jay-Z, Duffy, Plain White Ts, etc.). Computer games released this year includes games intended to exploit the unique gameplay of the Wii (Wii Play, WarioWare: Smooth Moves, Mario Party 8, etc.) and games based on old films (The Warriors, Scarface: The World is Yours, Lego Star Wars: The Complete Saga, etc.). Tomb Raider Anniversary entered this mix.

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The Story

Los Alamos, New Mexico, 1945

A brown road, lined by large wooden houses, leads from a gate in a wire fence towards distant mountains under a blue sky. In front of the brown yards and telegraph poles is a sign, marked with a symbol warning about the risk of exposure to radioactivity. A bright flash occurs, followed by a white shockwave and a white light appearing behind the distant buildings. The white light quickly grows in size and a fierce fire ignites at it’s centre. The houses are ripped apart by an unseen force before becoming engulfed in flame. A huge, fiery mushroom rises towards the sky, which becomes a mess of black clouds and gold and crimson flames.

Among the glowing red rocks and fierce wind of the blasted ground lies a strange crystal formation on a stone platform. A black, winged creature bursts out the crystal, causing it to shatter, and bounces across the ground. The creature, humanlike shape with a glowing head, spreads it wings and flies upwards. The creature clears the mushroom cloud formation and continues flying toward the sky.

Calcutta, India, 1996

A man walks across the foyer of a luxurious hotel to a small seating area. the man, dressed in a dark blue shirt and dark jeans, places a magazine on a table in front of a woman sitting on an armchair reading a book. The magazine, titled “Tomb Raider”, shows the woman standing over the body of a hairy creature in a wood with a caption reading “Croft bags…Bigfoot?”.

“Now what’s a man gotta do to get that sort of attention from you?” The man asks.

Lara Croft, dressed in her usual costume of green vest and brown shorts, looks up from her small book, “If that’s the sort of attention you want, Larson, you are well on your way.”

“Sounds like fun.” he responds while taking out a small device. “But I’m only here to make an introduction.” He activates the machine and stands it on the table facing Lara Croft. “Lara Croft, meet Jacqueline Natla, of Natla Technologies.” The device shows an older woman wearing a dark suit appearing on a screen.

“Good afternoon, Miss Croft. My research department has recently turned it’s focus to the study of ancient artefacts and I am lead to believe, with the right incentive, you are just the right woman to find them for me.”

“I’m afraid you’ve been misled. I only play for sport.” Lara responds nonchalantly

“Which is precisely why I’ve come to you, Miss Croft.” Natla tells her, rising from her chair to walk around her desk. She picks up a small remote control from the desk, “This is a game you played before; with your father.”

She presses a button on the remote control and the screen shows a columns of strange symbols on the left hand side and an unusual blue object in the centre. “You both spent years searching for the Scion of Atlantis. All you needed was the location of Qualopec’s Tomb.”

Lara leans towards the device, “You found Vilcabamba?”

“How quickly can you get to Peru?” Natla asks.

Stone peaks rise majestically towards a blanket of grey clouds, creating an isolated and forbidding landscape. A large, stone door hides among the cliffs of the mountainside.

“Vilcabamba continues to elude us, and my insistence that we press on in spite of these failures has morale low…” Lara reads from her small book. “I suspect Jenkins to be the author of this sedition;  he refuses to accept the possibility that Atlantis is the foundation upon which all known civilisations were built. Increasingly, I find it is Lara alone who remains untainted by academic dogma and open-minded enough to see this truth.” Lara, standing at the edge of a deep chasm at one end of a huge, wooden bridge (broken since it was built), turns around.

Through tinted glasses, Lara watches as her companion, a man dressed in a warm cloak and hat, climbs a ladder that leads to the platform with the door. The wooden ladder suddenly breaks and the guide quickly grabs the edge of a cliff. Briefly panicking, she calms after seeing the man skilfully climb onto the platform. Looking back at her, he tells her “I’m sorry; I didn’t bring enough rope.”

“Not to worry. I’ll find another way up.” Lara replies.

The player discovers a way to climb up to the side of the cliff and open the doors. A pack of wolves escape into the open and attack Lara’s companion. Lara kills the wolves and enters the mountain caves. Exploring the caves, walking through wooden structures and stone walls and floors, Lara finds the city of Vilcabamba. After passing through the city, which seems to consist of small houses for people to live in and a large, ornate building which basically functions as a gate, the player reaches the lost valley. The player searches ruins in a valley filled with dinosaurs to find a number of cogs used to lower an ornate dam to block a waterfall and reveal the tomb of Qualopec.

Lara finds the scion floating above an altar in front of the remains of Qualopec and two tall creatures. Lara learns the “God-king” Qualopec was one of the keepers of the Scion and one of the three rulers of Atlantis. One of the creatures comes alive and lunges towards Lara, who backs away towards the Scion. She takes the artefact, which causes the structure to collapse. Qualopec rises from his throne before being blocked by a piece of stone as Lara escapes.

Outside the tomb, Lara meets Larson, who demands she hands over the Scion. Lara defeats Larson after a fight and, after threatening him, Larson tells her Pierre Dupont was searching for a second piece. Lara renders Larson unconscious with a kick to the head and leaves, stealing his shotgun.

Lara infiltrates the Natla Technologies skyscraper by shooting lift cables and performing acrobatic stunts. Inside Natla’s office, she finds video conversations of Natla ordering Larson to steal the Scion piece from Lara and Pierre Dupont revealing a second scion piece is buried at St. Francis Folly. It is also revealed Richard Croft believed the Scion contained a wealth of information, which would help him discover what happened to his wife.

Entering St. Francis Folly, Lara finds Pierre who states he is unwilling to let her retrieve the Scion piece. The player finds the keys which open the door that leads to the Coliseum, which the player passes through to reach the Palace Midas. The player turns four lead bars into gold and uses these to open an underwater gate to reach the Tomb of Tihocan.

The tomb, with a pair of statues resembling centaurs outside, contains the second Scion piece. Inside, Lara learns the “God-king” Tihocan, so respected a cistern was built around his tomb, was also a ruler of Atlantis. Tihocan became the leader of the “chosen” after a “great betrayal” caused Atlantis to sink. She finds Tihocan’s remains are missing and Pierre has taken the piece of the Scion. He attempts to rob her at gunpoint, but, following a fight, is forced to leave the structure. Outside, the centaur statues come to life and kill him. After defeating the creatures, Lara puts the two pieces of the Scion together.

After attaching the two Scion pieces, Lara experiences a vision of past events. After seeing the three pieces of the Scion separating, Lara watches a two giant figures reprimand a large kneeling figure. One figure, revealed as Tihocan, claims the shamed person had broken the triumvirate of Atlantis by betraying their fellow kings, maiming their brother, Qualopec, in the process. Qaulopec taunts the prisoner, stating Tihocan defeated their treachery. The vision ends with the final Scion piece hidden in a doorway carved into a rock wall.

Lara finds the doorway in Egypt. The player passes through the temple of Khamoon and the obelisk of Khamoon to reach the sanctuary of the Scion. The player defeats a number of strange creatures to reach a locked room that contains the final piece of the Scion.

After taking the artefact, the ceiling begins to collapse and Lara escapes through a passageway that leads to a cliff edge. Attaching all three pieces of the Scion together, Lara returns to the previous vision. Able to witness the events in more detail, Lara realises they are positioned on the top of a pyramid structure surrounded by huge statues. Tihocan continues his speech where he finished previously. The prisoner claims they acted because Atlantis had become ruins and needed to burn to start the “Seventh Age”. Tihocan, describing how the traitor attempted to use the power of the Scion to unleash the armies against the other rulers, sentences the prisoner to expulsion from the triumvirate and to be frozen in limbo for eternity. The prisoner raises her head and Lara realises the third ruler is Natla. Natla threatens the other two while they chant words that cause her to be sealed within a crystal structure. After the vision ends, Lara returns to the present.

Natla takes the completed Scion from Lara, while three henchmen (including Larson) grab Lara and remove her weapons. Confirming she was Queen of Atlantis, Natla also states the Scion contains all the knowledge of the Ancients, but does not tell Lara what the Seventh Age is. Natla orders her subordinates to kill Lara, who breaks free and escapes by leaping into a river at the bottom of the cliff. Seeing her enemies leave by car, Lara finds her motorcycle and pursues them. Finding they have reached a boat and have already cast off, she leaps into the water and manages to infiltrate the boat. She finds a place to hide. After the boat stops, Lara discovers they have reached a rocky island and dives into the sea to swim to the island.

Lara explores a mine Natla had dug into the island, retrieves her guns and shoots Larson. After regretting killing him, Lara takes Larson’s shotgun and continues into the mines. She finds the remaining henchmen (a muscular man and a kid) at the entrance to the great pyramid. After forcing a reluctant Lara to fight, the man and kid kill each other while attacking Lara. Lara finds a way to enter the great pyramid.

Inside the pyramid, Lara finds Natla powering it to release strange creatures. Lara climbs the pyramid, defeating a creature that mimics her, to find the Scion spinning above a small platform. She sees a huge pulsating pod positioned above a large platform in the middle of the pyramid. Natla appears, wearing a strange dress and with wings, and tells Lara she is using the pyramid to breed the army of Atlantis and other creatures. She offers Lara the opportunity to become a ruler with her to unleash the “Seventh Age”. Apologising to her father, Lara draws her guns and shoots the Scion. Natla pushes her forward and both women fall into a chasm. Lara uses her rappel to hook onto the large platform while Natla falls into lava.

A large monster bursts out of the pod and attacks Lara. She defeats it and escapes from the pyramid, which starts to collapse and become engulfed in lava. Lara is attacked by Natla, who has turned into a fiery creature. Lara defeats Natla and escapes the structure, using the boat to flee while the pyramid explodes.

The Review

This game is a remake of the first Tomb Raider game, released eleven years previously. I found this game to be less of a direct remake, but a mix of the original game and the seventh game (Tomb Raider: Legend). A number of examples can be made where the game remains similar to the original game, but with elements from Tomb Raider Legend added.

The story itself largely follows the storyline from the first game, Lara is sent, by Natla, to retrieve a mysterious artefact, but discovers Natla wishes to betray her so Natla, an ancient ruler of Atlantis, can obtain the three pieces of the Scion and form the army of Atlantis. The story also uses the same range of locations from the first game, with Lara visiting an ancient Peruvian culture, exploring European ruins (which are categorised as European levels), examining ancient Egyptian structures and discovering Atlantis. While the main story is the same, a number of smaller plot points have been altered.

The story of this game simultaneously removes the cowboy from the original (who gave Lara a sweet smile as he took her guns) and solves the Larson conundrum (the fact that killing Larson in the Sanctuary of the Scion level is completely optional) by making Larson Natla’s henchman in the Natla’s Mines level. The monk’s diary, used in the first game to suggest St. Francis Folly is the location of the second piece of the Scion, is replaced by a video presentation by Pierre Dupont. The mystery of Qualopec and Tihocan deepens in this version of the game. In the original, the two rulers appear once in tombs and in a replay of past events. In the past, they seem to be strange creatures, however, it is not clear what they actually are, with Tihocan seeming similar to a normal man and Qualopec machine-like. In this game, Qualopec comes back to life briefly and Tihocan’s tomb is empty, what actually happened to the two characters is a mystery. The two, in the replay of Natla’s sentencing, appear to be giant men, with Qualopec described as maimed, explaining why he uses a machine.

One of the aspects of the original game I actually preferred was the way the game showed Natla’s sentencing. In the first game, after retrieving the second piece of the Scion, the player sees dark shadows against bright backgrounds silently accusing an upset figure, removing the piece of the Scion and throwing it away, followed by a comet and still pictures of people drowning. After completing the Atlantis level (which I felt was the hardest level in the game), the player is shown an animation (in higher quality, more detailed graphics) that explains why the Scion was removed from Natla and the player finally sees Tihocan and Qualopec in the past. I felt this was an effective way of telling the backstory, the first animation shows the events in an interesting way, but it is more difficult to understand fully what is happening and how this affects the story. The second animation fully explains the backstory and Natla’s past. The animation, with extremely smooth surfaces and set under an purple sky, has an other-worldly feel, which makes the sequence more interesting. In this version, the player retrieves the second piece of the Scion and is shown a slightly strange animation where Lara witnesses two huge shadowy figures berate a third character against a clouded background, revealing some of the backstory in the process. After finding the final Scion piece, Lara observes the rest of the sentencing, discovering Natla was the disgraced ruler and her motivations. I find this telling of the story to be less effective. I like the graphics and the shadowy figures, but find there is less mystery in the first animation and it is easier to identify Natla. The second animation, I feel, is less fascinating, the two male rulers are seen clearly and Atlantis seems to be a collection of stone statues with a platform, with the sentencing taking place on a ordinary day. Natla describes Atlantis as being in ruins, but there is little evidence of this or reason how it happened. It is slightly annoying for the story to be split, with the player learning half of the events before having to complete a number of levels to complete the backstory, rather than having a complete description of the events. Strangely, instead of the strange machinery used to imprison Natla in the original game, Qualopec and Tihocan chant a magical spell to seal Natla in a small prison.

Some of the story has been changed to allow the developers to insert themes and plot developments from the Tomb Raider Legend game. The developers have added references to Lord Richard Croft, Lara’s father, into the game. Lord Croft’s mission to discover the location of his wife was a large part of the story of the previous game. In this game, Lara uses her father’s theories to find parts of the Scion, claiming he believed it would help him in his quest. Natla’s reasons for retrieving the Scion have been slightly altered as well. In the original game, Natla wanted the Scion to rebuild the Atlantean army to cause conflicts that would prevent the world becoming complacent. In this game, Natla wishes to rebuild the army of Atlantis to lead to an event she refers to as the “Seventh Age”. It is not explained what this is, but this motivation will remain in the final part of the trilogy.

There is a strange suggestion to the story. The story is set in 1996, the year the first game was released, which indicates this game is part of the original storyline and not just associated with the Tomb Raider: Legend game. In the library in the Home level, the player is able to find information relevant to the artefacts and settings used in the later Tomb Raider games  (such as the second and third games). The fourth game clearly states Lara was 14 when she joined Professor von Croy’s expedition in 1984, which would make Lara approaching 40 during the events of Tomb Raider: Legend. She seems too young to be in her late thirties in the game.

This game uses the mythical city of Atlantis as part of the story. Atlantis was described by Plato (in his works Tinnaeus and Critias)as a huge island in the Atlantic Ocean opposite the Straits of Gibraltar. The island was mostly mountainous with a fertile plain in the south and contained a unique metal (orichalc). A magnificent city was built on three circular rings of land separated by rings of water and the island was ruled by ten powerful kings, who were descendants of Poseidon. The country fought a war with Athens and was then struck by violent earthquakes and fierce floods, before being swallowed by the sea. It is debatable whether Atlantis was an actual story Plato knew or something he described as a theory for a idyllic society. Many of the settings are based on actual or mythological structures (such as the palace of King Midas who turned everything he touched to gold, the coliseum where spectators watched fights and the village of Vilcabamba, where the inhabitants are famous for living long lives).

The character of Lara has also changed to resemble the character of Lara in Tomb Raider Legend. In the original game, Lara was quite a slightly cold character, prepared to kill animals, creatures and humans, with a witty sense of humour. In this game, Lara is shown to be more emotional, but retaining many characteristics from the original, so that she is upset and remorseful that she was forced to kill Larson and does not want to have to kill the other henchmen. This is more like the character of Lara in Tomb Raider Legend, who wishes to find her mother and feels sad for her father’s vain attempts to rescue her. It is also suggests this is Lara’s first adventure, rather than the experienced fighter from the original. This effect may occur because it is an animated Lara who fights the men and interacts with them, rather than the player defeating an enemy to progress through the game.

The other characters in the game have been developed or have characteristics altered. This game uses extended animations and character biographies to develop the characters, instead of the animations and catchphrases said at the beginning of fights to suggest personalities. Larson is mostly the same, except he is more softly spoken and the player is forced to fight him. The game explains Pierre Dupont’s motivation for retrieving the Scion (he wants money and does not care about it’s use) and he appears less in the game, only appearing at the beginning and end of the part of the story set in Europe. The large man seems to be a more sinister character, suggesting he enjoys committing murder and is prepared to attack his allies. The kid is very similar to the character in the original version, with an arrogant attitude, but the game states he has a prior relationship with the large man, who functions as his mentor. Natla, with her blonde hair, thin features and relaxed professional clothes, seems to resemble a wealthy salon owner, rather than the leader of a sinister organisation. She also states that she believes Lara would be suitable as her fellow ruler.

The designs of the levels, while remaining similar to the structures used in the first game, have been changed. As expected, the graphics have greatly improved in this game compared to the original, so that the walls are not covered in repeated patterns and it is easier to see how the developers intended the locations to look. The levels appear more compact, so, instead of the player running through long corridors in huge ruins, the levels consist of a small amount of rooms. An example of this effect is the Coliseum level. In the original, the Coliseum was massive, requiring the player to wait a few minutes for Lara to run from one end of the seating area to another. In this game, the same location is much smaller, with the combat arena almost too small to allow room for the player to fight the animals that attack Lara. In some levels, the layout has been altered to provide different challenges and increase the difficulty of the game.

The layout of the levels is strange. In the original game, each level was very individual, so that, while they formed part of the story in a distinct location, the levels would end with a display of statistical information for the level, the screen showing a picture while the level loaded and the player in a new environment which does not allow the player to return to the previous level. In Tomb Raider: Legend, each location had one level. This game seems to incorporate both variations into the gameplay. During each level, a box will appear, showing statistical information for the level and signalling the end of the level, however, the player will remain in the same position and will continue to explore the environment as if the are in the same level. This means the levels are more fluid and there has a greater sense of connection between the different levels.

The improved graphics have also caused a number of differences between the two games. The settings for this game appear more open and less claustrophobic than the original. In the first game, the levels consisted of a series of dark caverns, with rocky ceilings covering the locations and little light (except for plants, animals and characters). In this game, it is possible to see the sky and background and the lighting effects have improved so that fires light the structures and this game uses more realistic natural light, with different shades and shafts of light. The levels set in Peru appear to take place on a bright day at mid-morning, with mountains visible in the background, the European section of the story seems to be set at late afternoon and Lara explores Egypt and Atlantis during an afternoon on a clear day. The graphics also add a decaying atmosphere to the levels. In the original, the graphics were unable to provide detailed environments, so that the levels looked as if they had been built strangely and the textures of the walls painted on. In this game, the levels look like ruins, with crumbling pillars, fallen floors and eroded decorations. While this effect does add a sense of realism to the game, it removes the cosy feel of the original, rather than finding a way through warm environments, the player has to walk through collapsing structures and further destroy decrepit locations. The designs for the levels set in the pyramid have been changed. The bits of seemingly pulsating flesh from the first game have been removed and the levels resemble stone structures with warmly glowing lava. The pods emitting weird creatures remain, but the player climbs the central space directly, instead of following passages that lead upwards.

There have also been efforts to remove mistakes and rename the levels. There are three levels in each setting. The Cistern level from the original has been removed and elements of that level have been incorporated into the Tomb of Tihocan level. The Atlantis level has been renamed Great Pyramid (which is more fitting as the player explores the pyramid and not the city) and the final level is called the Final Conflict. The names of the rooms in the St Francis Folly level use the names of characters from Greek mythology (Thor has been replaced by Hephaestus and Poseidon has replaced Neptune).

The gameplay has been changed to resemble the way Tomb Raider: Legend was played. The controls for this game are the same as Tomb Raider: Legend, with Lara being able to swing on horizontal poles, climb vertical poles, grab onto cracks and edges, climb ropes and ladders, use a grapple and perform a series of rolls. Lara is also able to perform a wall run by attaching the grapple to a hanging object and running along the side of a wall the length of the rope, she is able to pick up speed by running back and forth and can shorten or length the rope depending on need. The game itself has a larger focus onto grabbing onto ledges, shimmying across and jumping onto nearby ledges, similar to Tomb Raider Legend, than the original. I, personally, enjoy the change in controls, I feel they add more fluidity than the slightly stilted gameplay in the first game (with Lara slowly pushing blocks, repetitively shimmying across long cracks and performing the running jump) and looked quite impressive. Lara pushes objects in a more natural way, with the objects moving in a number of directions.

The way the player fights enemies has changed. The player can no longer attack without using weapons, but they can prevent Lara from falling if she is loses her balance after an attack and break free if they are grabbed by an animal. The game also uses an “adrenaline dodge”. When a strong enemy is under attack, they can roar and launch a powerful attack on the player. The action slows down and the player can perform a roll to dodge the attack, a pair of red crosshairs appear and line up with the creatures weak spot, allowing the player, if they are able to wait for the opportune moment, to shot the enemy at a point which will instantly kill them. In the original game, the other tomb raiders and Natla formed the bosses at the end of the final levels in each location, with larger creatures appearing during the levels. In this version, the bosses are the Tyrannosaurus Rex from the Lost Valley level, the strange creatures in the Tomb of Tihocan level, the massive creature at the beginning of the Final Conflict level and Natla at the end of the game. These bosses are fought using the adrenaline dodge, with an extra consideration needed for each individual enemy (such as forcing the dinosaur to hit a wooden log or using a shield to reflect the centaur-like creatures attack). I feel the combat techniques are enjoyable, but the adrenaline dodge does make the game easier, as the most threatening enemies are easier to defeat. I found the bosses were enjoyable to fight, but their appearance throughout the game seemed slightly random.

Lara’s inventory for this game mimics the first game. The player finds both small and large medipacks (unlike Tomb Raider: Legend) and the guns are the same as the original, except some have been renamed (so the player can use pistols, shotgun, .50 calibre handguns or submachine guns). Lara also uses the grapple from Tomb Raider: Legend.

One obvious addition from Tomb Raider: Legend that has been inserted into the game is the interactive animations. During the animated sequences, the player will have to press buttons to help Lara survive any dangers she faces and reach safety. In the original game, meeting a man usually meant the player would have to draw a weapon and fire enough bullets that the enemy would die or become wounded. In this game, the player would watch the fight as an animation and push buttons when needed. I found the animated combat to be enjoyable to watch, with a fast pace and interesting attacks, however, I can understand an argument that these sequences remove an enjoyable part of the game and replace an active aspect with a passive experience of watching a fight. By having the large man killing the teenager, the game removes the morally dubious idea of the hero shooting a kid.

A number of extra features are used to encourage repeating the levels in this game, similar to Tomb Raider: Legend. Completing a level will allow the player to select the time trial option. Hidden throughout the game are artefacts and relics. Artefacts resemble small, lighted objects and all artefacts in a location have the same shape. There are a number of artefacts hidden in each level. Relics are small objects which, when picked up, cause an animation to occur showing Lara lifting the treasure while it rotates. Each level may have one relic or less and each relic has a small description (I am not sure if the relics are actual objects or if the designs and descriptions were invented for the game). Collecting these objects also unlocks extra features that can be accessed in the Extras menu. These features include concept artwork created during the production of the game, cinematics and music from the game, the relics and their descriptions, different costumes that Lara can wear during the game, commentaries and biographies of the characters from the story. An interesting addition is a feature which compares the designs from the original game with the enhanced graphical interpretations of this game. When I played the game, I felt parts of the game were completely different from the first game, however, this option made me realise the settings were more similar, but the higher quality graphics had made them less recognisable or the locations had been altered slightly to use the different gameplay.

The Home level for this game has changed. The environment closely resembles Lara’s home from the Tomb Raider: Legend game, except the room with the swimming pool is in the process of being built and the hall is filled with packing crates (an idea taken from the first game). A number of artefacts are hidden throughout the level (like in Tomb Raider: Legend). A unique aspect of this level is how it is completed. Rather than just a place to practice controlling Lara, the player has to explore the house and grounds to retrieve Lara’s equipment and open a locked door. Entering the final room ends the level, with a list of statistics to demonstrate how well the level was completed.

In conclusion, this game was very enjoyable. I enjoyed the gameplay and found the controls more fluid than the original. The puzzles are more varied and interesting in this game. The inclusion of the adrenaline dodge, however, does make ferocious enemies too easy. The fights with the large creatures are interesting, with some enjoyable fight sequences with the human enemies. I can understand how this could be controversial with players who enjoyed the battles with the other treasure hunters in the original and felt the button pressing was less effective. The graphics are an improvement with more detailed environments. I can also understand how the settings from the original game have a warmer feel, which is lost from the destroyed structures and neutral backgrounds in this game. The story is interesting, but, I felt, there were some changes that negatively affected the story. I also liked the extra features and found collecting the artefacts and relics enjoyable.

A Review of Lara Croft Tomb Raider: Legend (PlayStation 2)

2006

In this year, militaristic tensions increased. The president of Iran announced that Iran had successfully produced small amounts of low-grade enriched uranium, leading to fears from Iran’s enemies that the country will be able to create weapons-grade uranium. North Korea claimed to have conducted it’s first nuclear test. East Timor requested military assistance from nearby countries, Ethiopia admitted to sending troops into neighbouring Somalia and the Mexican military was used to combat drug cartels and related violence, initiating the Mexican Drug War. Israel launched military offences in Gaza and Lebanon to combat militants. Diplomatic tensions between Britain and Russia increased following the poisoning of an ex-FSB officer in a London hotel. Military coups occurred in Thailand and Fiji. Terrorist bombs detonated in India, Spain and Iraq. A gang stole £53,000,000.00 from a cash storage warehouse after kidnapping a member of staff and using another employee’s inside knowledge in the largest heist in British history. Space craft were launched to reach Pluto and enter the orbits of Mars and Venus. A space craft retrieved dust from a comet and another discovered geysers of liquid on Enceladus (one of Saturn’s moons), which suggested the presence of water on the moon. Montenegro declared independence. The Winter Olympics were held in Turin, Italy. Twitter was launched. Films released this year included thrillers with detailed plots (Inside Man, The Departed, The Da Vinci Code, etc.), films based on past events (Hollywoodland, The Black Dahlia, The Queen, etc.), animated films (Open Season, Cars, Hoodwinked!, etc.), re-makes of old horror films (Black Christmas, The Wicker Man, The Omen, etc.), gory horror films (Hostel, Saw III, etc.), films based around the events of the 11th September 2001 (United 93, World Trade Center, etc.), epic films with a fantastical element (The Fountain, Pan’s Labyrinth, Tristan and Isolde, etc.), films set within dystopian societies (Ultraviolet, V for Vendetta, Children of Men, etc.), gentle comedies (RV, Just my Luck, Click, etc.), superhero films (X-Men: The Last Stand, Superman Returns, My Super Ex-Girlfriend, etc.), films about dance (Step Up, Take the Lead, Happy Feet, etc.) and murder mysteries involving magicians (The Prestige and The Illusionist). James Bond returned to his beginning in a film that updated the first novel to feature the character into the post-cold war world (Casino Royale). Music released this year included, cheerful music with misleading and ironic titles (Lily Allen, James Morrison, Scissor Sisters, etc.), songs about seduction by women (Beyoncé featuring Slim Thug and Bun B, Nelly Furtado, Shakira featuring Wyclef Jean), songs with women’s names as titles (Mika, Kaiser Chiefs, The Zutons, etc.), songs about mental health (Gnarls Barkley and Amy Winehouse) and a song to encourage girls to become intellectual (Pink). Into this mix entered Tomb Raider: Legend.

The Story

———————————————-Spoiler Warning——————————-

Dark clouds gather around the Himalayan Mountains. A small plane flies through the night as streaks of lightening brighten the menacing clouds. As the two pilots, in tidy uniforms, try to navigate the plane, an older woman and young girl sit in the comfortable, grey seating area. As the woman gently strokes her daughter, the girl states “Just because no one’s ever caught one doesn’t mean they’re not real.”

“That is very true, but perhaps they do not wish to be found” the mother tells her daughter in a soothing voice, “I’ve heard they are rather fierce.” She removes a glowing green broach from her dark blue suit.

The little girl studies the picture in her hands. “Yeti only look fierce”, she replies. The picture is a child’s drawing, with bright colours and shapes without detail, showing three yeti terrorising a small mountain village and love hearts floating in the air. “They probably don’t like to be cold all the time. I shouldn’t like it either.” the little girl reasoned.

“You never have to be cold, my Lara, if you don’t want to be.” the mother tells her before leaning in to lightly kiss her hair.

Lara sees flames through the window. “Look!” she alerts her mother before the plane makes a sudden lurch up and down.

“Henry! What happened?” the mother asks, rising to her feet in the aisle.

“Lady Croft! Please stay seated!” the pilot tells her “Mayday, mayday…” The pilot commands into his radio. “…this is Bravo Tango Two Two niner…” one of the plane’s engines burns fiercely. “…we’ve lost our portside engine…”

The plane rolls from side to side in the air as Lady Croft seizes her daughter’s arm and forces her into a chair.

“…trying to get crossfeeds open…”

Lady Croft buckles the seatbelt to keep Lara in the chair. “Are we going to crash?” the frightened daughter asks her mother.

“…starboard engine non-responsive…”

A sudden jolt knocks Lady Croft off her feet and into a nearby chair. “Not unless it’s absolutely necessary.” Lady Croft replies, sitting up.

The plane shakes violently as a bag of luggage flies down the length of the plane and almost hits the well-dressed woman.

“…stabilizer jammed…” the pilot continue his urgent commentary as Lara watches him with terrified eyes. “…kicking rudder, losing altitude…” the pilot desperately struggles with the controls “we’re going full nose down…”

The plane dives towards the ground as violent jolts shake the girl in her seat. Lady Croft lowers her head before raising it to look Lara in the eyes. “Close your eyes, darling.” She tells her child.

Lara looks up and holds her mother’s gaze, “I don’t want to close my eyes.” Lara replies with a slight shake of her head.

The pilot looks up into the night before the front windscreen smashes and a load of snow enters the plane. The outside of the plane whitens as a bright light ends the reminisces.

Flat mountain peaks rise out of a layer of cloud. Lara Croft, now an adult, climbs across narrow ledge above an endless drop.

“You know, I think you forgot your climbing gear on purpose.” a deep voice told her in her ear.

“What would give you that idea?” Lara asks, working out a way to reach a ledge situated on an opposite wall of rock. She leaps upwards, grabs a higher ledge, turns, leaps across a narrow gap and grabs a small outcrop. She feels the rock shift in place before becoming dislodged from the cliff. Lara falls a short distance before grabbing a small crack in the rock.

She strengthens her grip. “Really, Zip, it’s like going up a set of stairs, only far less boring.” she says, studying the distant mountains and vast drop beneath her.

“Yeah, well, I want to throw up every time you look down…” Zip responds while Lara continues along the cliff face. “Hey, Alister’s back. Grab a headset.” Lara leaps upwards to reach another ledge. “Back so soon… from Florence, wasn’t it?” the unseen Zip asks another unseen character.

“Decided on Genoa at the last minute.” Lara looks at a nearby plateau while Alister discusses his travel. “My dissertation will never see daylight at this rate, but never mind that. What are you doing in Bolivia?” Lara prepares herself before throwing herself over the gap. She dives towards the smooth rock next to a waterfall. She graps the edge of the rock and hangs high above the ground, her legs swinging.

“Ascending.” she tells her colleagues as she shifts her body upwards from the uncomfortable position to form an elegant handstand at the edge of the rocky platform. She cartwheels her body into an upright position. “Alister, meet Tiwanaku. She’s a lovely pre-Incan civilisation, currently in ruins.” She says while using a device held in her palm.

“Delighted.” Alister replies in response to the rocky terrain, large gorge and small waterfalls.

Lara reveals she decided to travel to Bolivia after a friend (called Anaya) had contacted her from La Paz after hearing a rumour that an ancient temple had been discovered there. Lara, searching for an ornate stone dais, decided to examine the discovery.

Lara explores the temple, encountering strange, armed mercenaries. She reaches a plateau, ringed by a deep chasm and accessible by rope bridge, with a stone dais on top. Using binoculars, Lara focusses on a small stone stand situated in the middle of the ring of large stone monoliths. She remembers her childhood. After surviving the plane crash and exploring an ancient structure, she found a similar ring of boulders circling a stone stand, with a mysterious green light marking the larger stones. She found a strange sword wedged into the stone stand and, after touching it, it sank into the stone. A large circle rose from the floor and a green light formed in the middle of the circle. Lara’s mother, finding her daughter and pulling her out of the circle, walked forward to stand in front of the glowing circle. Lara watched while her mother had a conversation with an unseen person in the glowing circle, before suddenly pulling the sword free of the stand and disappearing in blast of light. Lara draws mysterious symbols present at the site into a book and leaves behind her picture of yeti.

Adult Lara breaks out of her flashback by armed men. A man, dressed in a red shirt and jeans and looks as if he is about to visit a night club, talks to her, while a young woman watches seated in a helicopter. Showing her a piece of stone, Lara remembers the sword she found as a child as the man asks what she knows about it. He works out she does not know what the stone is and mentions the names Amanda and Paraiso. After saying Amanda is dead, Lara asks the man what he knows about Paraiso as he walks away. While inspecting the stone stand, Lara mentions her father believed there was more than one of the stone stands.

At Croft Manor, Lara meets Zip. Zip tells her the clubber is an American called James Rutland, son of a senator. Lara reveals the stone dais in Bolivia was similar to the one she found as a child, but configured differently, and Rutland’s artefact is a fragment of a sword.  She leaves to visit Anaya in Paraiso, Peru.

Lara meets Anaya in a small town and, after evading a large number of gunmen, travel to reach an old archaeological dig site in the mountains. Lara states that she does not believe Amanda died when the archaeological site was active.

Lara reminisces to when she was younger and was examining the site. Lara became trapped underground with the rest of her team, including a cheerful young woman called Amanda. A strange creature attacked members of the group and chased Lara. Lara found Amanda trying to remove a stone from a huge door. The creature attacked Lara, but turned to smoke after Amanda removed the stone. The roof of the area with the two friends started to collapse and they started to escape. Falling rubble trapped Amanda, followed by large rocks falling on her and rising water. The water forced Lara to flee and abandon Amanda.

In the present, Lara enters the site, believing the ancient location is linked to her mother’s final moments. She finds Amanda’s shoe with the laces untied, wondering if she escaped. Lara also finds an inscription describing the story of the last queen of Tiwanaku. The queen was lost by her father, the king, and raised by a warrior. A shaman (sharing the name as the culture’s god of creation) discovered her royal heritage and took her to a lake, which was where the god of creation was rumoured to originally live. The queen borrowed the shaman’s powerful staff and led her people into a time of peace. She ruled wisely and justly until she died following a power struggle. Exploring further into the ancient structure, Lara finds the tomb of the queen, along with the tip of the sword and an inscription suggesting the shaman’s staff should be set into a dais. Lara realises she has seen another piece of the sword in Waseda University in Japan, before it was stolen by Shogo Takamoto, a member of the Yakuza. Lara returns to the surface and shows Anaya evidence Amanda had escaped. Zip tells Lara that Takamoto wants to meet her at some offices opposite his penthouse apartment, unaware Lara is friends with the owner of the offices. Lara travels to Japan for the meeting.

Lara reveals she had previously demonstrated some artefacts Takamoto owned were forgeries as she enters a corporate party. After visiting her friend (an oddly proportioned man who dresses like the 1920’s never ended), Lara finds the party members replaced by Takamoto and some members of his gang. After accusing him of stealing the artefact, which he denies, she threatens him and gets into a fight with his gunmen. Lara manages to cross from the roof of the offices to Takamoto’s apartment building and climb to the top floor. She meets Takamoto, who reveals that the artefact belonged to an English crusader (rumoured to be one of King Arthur’s knights) and is older than the eleventh century. He demonstrates the artefact has a strange power, before being killed by Lara. Lara takes the artefact and is rescued by her friend in a helicopter. She is informed Rutland has been found in Ghana and travels to follow him.

While exploring the jungle, Lara is told her father explored the same site before she was born. She finds a hidden temple and Rutland. Investigating the structure, she finds a gift from her father to her mother (Lara’s father hid it in the last place his wife would look). She finds Rutland, who discusses the Ghalali Key, a device used to rebuild the sword, which, according to Amanda, should be in the temple. Rutland proves his sword fragment has special powers before being defeated by Lara, who realises the fragments of the sword were designed to be able to separate and reattach. Rutland revels Amanda is at Croft Manor. Her allies revel they were attacked by a woman with a creature like smoke and she had decided to got to Kazakhstan after she found a photograph of another piece of the sword. Lara travels to Kazakhstan.

When Lara arrives a military base, Alister reveals a secret Soviet project, called Carbonek, began in the 1950’s to examine an ancient sword fragment. A mysterious disaster occurred during the research, which led to intervention of the KGB, who removed every trace (except what Alister found). Lara finds members of the Kazakh military engaged in a fire fight with gunmen linked to Amanda and Rutland. Lara finds the laboratory and Amanda. Lara apologises to Amanda and tells her she would have helped her, but Amanda was more upset they did not dig there and does not like Lara’s memorial idea. Amanda, contacting Lara through her headset, reveals Carbonek is also the name of the castle Lancelot sought the Holy Grail and the Soviet scientists activated a power in the artefact that harmed them (it is suggested that the scientists discovered the artefact converted Tesla voltage into a wave of concussive force that killed some of them). The KGB wanted further experiments, but the scientists refused and were trapped within the freezing the building. She finds an ancient shield (from the tenth or eleventh century), with Lancelot’s crest on the front and a map carved into the back. Lara finds Amanda again and begs to work with her, Amanda refuses and demonstrates she is the master of the strange creature found in Peru. Lara retrieves another sword fragment and escapes the abandoned facility. Alister informs her the map leads to Cornwall, England.

Following the map, Lara finds it leads to a decrepit theme park. Exploring the abandoned structure, the old attractions recite the legend of King Arthur: his tutelage under the wizard Merlin, his removal of the sword from the stone, the returning of the sword (Excalibur) to the lake and Arthur going to Avalon. The player finds an ancient tomb hidden in the theme park and discovers an ornate church underground. Inside the church, Lara finds the tombs of the knights of Camelot and suggests someone places swords in dais around the world before kings and wise men remove them and ruled, before going to Avalon. The player retrieves the piece of Excalibur left to help King Arthur when he returned and escapes (after defeating a sudden pair of sea monsters and armed men who took her friends hostage).

Back at Lara’s home, Lara states that the broken sword is the same object called Excalibur and was made a millennia before Arthur found it. Realising the Ghalali Key is the pendant her mother was wearing when the plane crashed (a gift from Lord Croft, which basically means  had forgotten his wife’s birthday and found an object he thought was worthless), Lara decides to travel to the Himalayas. She also claims her mother’s death and her father’s determination to find out the truth destroyed his reputation and she hopes to salvage something else from the mountains.

Exploring the Himalayan mountainside, Lara finds the Ghalali Key inside the plane wreckage and travels to the Buddhist monastery where she found the stone dais. She finds the stone dais (using a route that seems impossible for a young girl to follow) and puts the pieces of the sword together. She uses the Ghalali Key, which causes a green light to fill the pieces and the sword becomes whole. She thrusts the sword into the middle stone, which smashes into pieces. The sword becomes powerful and can release a green wave. Lara decides to return to Bolivia.

Returning to the stone dais in Bolivia, Lara finds Rutland and Amanda waiting for her. She uses the sword to throw Amanda, Rutland and their guards out of her way, but Rutland orders his men to attack. James Rutland dies in front of a pleading Amanda, who tries to prevent Lara activating the centre stone as she wants to use the sword herself (the stone only works once). Using the stone she found in Peru, Amanda transforms into a large smoke like creature. Lara defeats the monster, which turns into an unconscious Amanda. Lara steals Amanda’s stone before returning to the centre stone. She stabs the sword into the stone and, using her book from childhood, touches the glowing surrounding stones in sequence. She touches the sword, which penetrates further into the stone base and the stone ring rises from the floor. The centre of the ring starts glowing and Lara sees her mother. She speaks to her parent, before realising her mother is in the past and she is the unseen person she saw talking to her mother when she was a child. While Lara tries to warn her mother not to touch the sword, Amanda regains consciousness and orders Lady Croft to remove the sword. After the sword is removed in the past, the stone explodes, destroying the ring and causing the sword to land near Lara. Lara finds Amanda upset, complaining that Lara had ruined her opportunity. Believing Amanda was responsible for her mother’s death, Lara draws a pistol and points at Amanda’s head. Amanda tells her Lady Croft did not die, but was transported somewhere. Her frustration growing, Lara fires shots at Amanda and demands answers with a snarl. Amanda reveals she has been taken to Avalon. Lara takes her arm back before swinging it to hit Amanda’s head with the gun and rendering her unconscious. Lara sadly realises her father was right about Lady Croft surviving and leaves, suggesting she is going to finish her father’s mission.

The Review

The previous game in the series (Angel of Darkness) was very different to the other games, with gothic environments and darker mood. This game, however, seems to resemble the early Tomb Raider games, while incorporating some aspects of the Angel of Darkness game.

The story itself seems to be similar to the stories of the first and third games, Lara travelling the world searching for pieces of an object, which has a complex backstory. In this game, the object is the sword, which was once Excalibur and a staff owned by the last queen of Tiwanaku. I, personally, liked the way the story progressed and how the different parts of the artefact were hidden across the world. There is an unexplained aspect of the story. Towards the beginning of the game, it was suggested that myths about stone dais and swords and staffs were spread around the world and these myths were all related. During the game, it seems as though the only legends about the artefact were the last queen of Tiwanaku and Excalibur, with the only stone dais being the stone associated with Excalibur and the ones found in Bolivia and the Himalayan mountains. It could be explained that only two swords existed, the one held by the queen and Excalibur, with the stone dais built in the Himalayas and Bolivia to accommodate the two objects. While Excalibur was split between the knights of Camelot, the queen’s staff was placed intact in the Himalayas and was then activated by Lady Croft. Unfortunately, this does not explain why the queen’s staff was placed in the Himalayas and not Bolivia (which is near Tiwanaku). I feel it would improve the story if it was explained where the swords originated from, the artefacts appear to contain power and it is suggested that mysterious characters created them and built the stone dais for unknown reasons.

According to the website of the United Nations Educational, Scientific and Cultural Organisation, Tiwanaku (the site used in the levels set in Bolivia) was an actual city. The capital city of the Tiwanaku Empire, it was situated near a lake (as suggested in the game) and predates the Incan culture. It was also a highly religious area of the Tiwanaku culture, but I was unable to find any suggestion that there was a last queen of Tiwanaku with a mythical background story.  According to the Crystalinks website, some stories suggest Excalibur was the sword removed from the stone to proves King Arthur’s right to lead, other myths claim Excalibur was presented to King Arthur by a woman known as the Lady in the Lake. According to the story, after King Arthur died, Excalibur was thrown into the lake, where it was grabbed by the Lady in the Lake and taken underneath the waves, while King Arthur leaves on a death barge to travel to Avalon with the three queens.

Another important aspect of the story is the Croft family backstory. This game describes how the recovery of artefacts are related to the strange disappearance of Lara’s mother and her father’s desperate attempts to understand what happened. I enjoy this aspect and feel it adds to the character of Lara and allows the game to increase the drama of the story. Strangely, the character of the father has changed from earlier games. In the fourth game, Lord Croft seemed to resemble an aristocrat who, concerned that his daughter seems to be uninterested in developing her education, reluctantly agrees to donate a large sum of money to Professor von Croy’s expedition so that he would agree to allow Lara to accompany him. Story for the first game describes how Lara’s family disowned her for wanting to be an archaeologist, instead of marrying a wealthy man. Strangely, it still uses the story of Lara developing her desire to be an adventurer after a plane crash in the Himalayan Mountains, except she is 21 (not a child) and it was following a skiing trip. In this game, Lord Croft seems to be a practical archaeologist, used to examining ruins and is widely respected for his theories. This actually reflects the character of Lara’s father in the first Tomb Raider film.

Lara’s relationship with Amanda also forms part of the story. Amanda was a colleague of Lara’s when they were both younger, she was trapped when a strange creature attacked the group and Lara left her, believing she had died. She reappears later, controlling the powerful creature and determined to use the sword for her own purpose. The progression of the character, and relationship with Lara, closely resembles Professor von Croy, the villain in the fourth game. Both encountered Lara when they were younger, they became trapped within ruins and abandoned by Lara, both returned later, both developed strange powers (Amanda controlled the monster and Professor von Croy was possessed by Seth) and both competed with Lara to retrieve the artefact and use it for their own reasons. One difference was that Amanda and Lara were more friendly towards each other when they were younger and Amanda does not change her mind at the end of the game. Even though this story seems reused, I feel it was shown better in this game. Lara seems to be sorry for leaving Amanda and she seems desperate to find out what happened to her friend and to make amends.

The character of Lara also seems to have changed in this game. Previously, Lara seemed to be a cold and humourless figure. In this game, Lara seems to have become more friendly and emotional. She has more friends in this game and her early relationship with Amanda seems to be more genuine than the early relationship with Professor von Croy. In the fifth game, some of the levels introduced the character of Zip, an ally of Lara who provides commentary during the game through a headset. This concept was expanded in this game so that the commentary continues throughout the game and another character was introduced, called Alister, who provided background information about the historical ideas. I can understand how these characters may not be liked by some players, they do stop the character of Lara being a lone adventurer and do make the game less frightening than previous games. I, personally, feel they add to the game, in some levels, particularly the one set in Cornwall, their commentary adds humour to the game and their relationship with Lara does make her seem a warmer character. She is also voiced by the actress Keeley Hawes (from The Bank Job and British TV series Ashes to Ashes and Tipping the Velvet).

The levels themselves resemble levels from the earlier games. Like the third and fifth games, each of the levels has a unique feel and backstory, but are linked to the main story. The first level, Bolivia, functions as the introductory level (with explanations of the controls and the start of the main story) and resembles traditional Tomb Raider levels, with Lara searching a rugged landscape to find ancient ruins. The second level, set in Peru, begins as a shootout in a small town (like a modern Western) before Lara travels to an old dig site, where she remembers the past. The part of the level set in the past deals with an archaeological dig Lara participated in with Amanda and seems like a horror film, with glimpses of an unseen monster killing her colleagues, frightened voices and the events shown in a ghostly light to resemble old memories. The past exploration (and present search) also resemble the old Tomb Raider levels with an exploration of ancient structures and the story focusses on Lara’s regret at abandoning her friend. The third part of the game, set in Japan, shows Lara recovering a piece of Excalibur from a gangster and features urban exploration, with Lara climbing a building, but, unlike levels set in cities in previous games, the action focusses on scaling a building, rather than searching city streets. The level set in Ghana also involves the player exploring an ancient temple, featuring a dive from a high cliff and the player being chased by a boulder, while the story describes Lord Croft’s work at the same site. The fifth level, set in Kazakhstan, resembles the highly technical environments from the second, third, fifth and sixth games. The level takes place within an abandoned Soviet scientific facility, with bare walls and electrical equipment, and also forms a sense of horror, with broken machinery, a freezing cold environment and the presence of dead bodies. The story focusses on Amanda’s rejection of Lara’s apology with a backstory that involves a deadly scientific experiment (described on pieces of paper written by scientists as they froze to death). I have also wondered if this level was inspired by the disaster at the Chernobyl power plant. The level set in Cornwall forms an unusual level. The level begins as a search of a decrepit theme park and the player can activate speakers to listen to a narrative of King Arthur’s story as they progress through the structure (followed by witticisms made by Zip and Alister in response to incorrect historical details). The player then enters a dark, stone tomb before discovering an ornate church. The seventh level, set in Nepal, begins as a climb through a mountainside, followed an exploration of caves to reach the monastery. It ends with Lara activating the sword and the player demonstrating it’s powers. The final level forms a final battle, with the player defeating an army of gunmen and a strange creature using the powerful sword before completing the story.

This game also uses the Croft Manor level. In the first, second and third games, the player can practice playing as Lara Croft by selecting the Home option on the main menu, which opens up the Home level, a level that resembles Lara’s home and is independent to the main game. This game revives this concept, allowing the player to explore the rooms of Croft Manor (a luxurious mansion) and practice Lara’s actions in a number of specialised rooms.

The game also uses intended costume changes that were used in the second and third games. Lara wears a brown version of her usual clothes to explore Bolivia, Peru and Ghana. As a young woman, Lara wears the green vest and brown shorts she is associated with. She dresses in a ripped, black evening dress in Japan. She uses a coat and trousers to search Kazakhstan and Nepal. She wears her English uniform of leather jacket and trousers in Cornwall.

The game also uses the idea of characters forming bosses after being in contact with broken pieces of the artefact, like in the third game. The gangster Takamoto and Rutland both use the power of the pieces of the sword to fight Lara. Amanda transforms into a creature to attack Lara in the final level. In Kazakhstan, Amanda’s pet attacks the player, but, rather than fight it, the player has to perform a series of actions while avoiding the creature. In Cornwall, the player is attacked by a giant sea serpent, with no explanation of what it is and a suggestion more exist.

The graphics have continued to improve in this game. The game also seems to include some moments and designs intended to inspire awe in the player. There have been moments that seemed to be included to amaze the player in previous games, such as when the camera retreats to show the huge sphinx in the first game, the extravagant structures decorating the Temple of Xian in the second game, etc. The later games did not use this effect, with the sixth game using understated and scientific background environments and reserving the reveals for monstrous bosses. This game uses more interesting designs. The design of the temple in Bolivia is interesting (with Incan designs made of stone) and the areas outside use spectacular views (such as a ledge that gives a view of the entrance of the temple, along with the armed guards). The tomb in Peru is similar to the Bolivian temple, with a trio of huge statues that are designed to be climbed. While climbing the building in Japan, it is possible to have detailed views of surrounding buildings and the streets (while gives an interesting background) and it is possible to see the intended destination from the lower heights (which is a detail I have always enjoyed in levels that include climbing). The interior of the building is also interesting, showing a luxurious living area (with reflective wooden floors) and a comfortable office. The temple in Ghana is also made of stone, but decorated in a different style and lit with a warm glow, a particularly memorable part is the reveal of an intricately designed temple hidden behind a large waterfall and climbing the outside of the temple. The facility in Kazakhstan is filled with scientific machinery and frost, with bright lights and dark shadows creating a sinister aesthetic. The Cornwall level uses a damaged theme park (derelict rooms filled with statues, low quality decorations and machines with jerky movements) and a dark tomb decorated with stone in a medieval style. A highlight is the hidden church, which has an ornate exterior and is brightly lit inside. The mountain in Nepal has amazing views of the surrounding peaks and ravines far below, with the sun reflecting off the snow creating a dreamlike quality in the level. A highlight of the level is reaching the mountainside that allows the player to see the wreckage of the plane below and the monastery rising out of a distant valley. After travelling through dark caves (with ice creating a cold effect), the player reaches the monastery and a huge room intricately carved in wood, containing a large statue of the Buddha. The endless drop that forms the ground throughout this level (including the mountain climbing, cave exploring and monastery) adds a sense of danger to the level. I also find the way the level designs use light is also effective in this game. Much of the game is brighter and lighter than previous games (particularly the sixth game), but there are a number of interesting light effects. Some of the levels use shafts of light to add atmosphere and the disturbing level in Kazakhstan uses darkness very well. A particular highlight for me was swimming through the dark lake to reach the hidden church in the Cornwall level, the water was black which added to the sense of horror, particularly knowing a monster was hiding beneath the waves.

The controls for this game have also expanded. In previous games, Lara’s movements were graceful yet stilted, so she was able to perform acrobatic movements, but shimmying and fighting seemed to consist of repetitive actions. This game introduces more fluidity to Lara’s movements. A lot of the game consists of Lara clinging to ledges, however, the player is able to change the speed Lara moves along ledges and she is able to climb by jumping from ledge to ledge in all directions (up, down, left, right and she can jump between ledges opposite to each other across a gap). Lara can grab horizontal poles and swing in circles before letting go to jump across a gap. She can grab vertical cylinders, climb up and down and jump off them. She can leap onto pointed objects and balance, before jumping off. Sometimes, Lara will jump onto an object or grab a ledge wrongly and she will start to fall, unless the player pushes a button that will consolidate the grab. She can push and pull objects in a range of directions and her movements seem more natural. Repetitively pushing one of the buttons (or combining it in a sequence with the jump button) causes Lara to perform a sequence of gymnastic manoeuvres, including rolls and cartwheels, I am not really sure what this is used for, but it looks impressive.

There are also a number of times the way the game is played changes. During the levels set in Peru and Kazakhstan, Lara uses a motorcycle. Unlike the vehicles used in previous games, the motorcycle is not used to explore locations that are also accessible by foot, instead it is used to follow a course through the landscape to reach a specific destination in a part of the game separate to the rest of the level. Before beginning, the game displays the controls used while using the motorcycle. The gameplay mostly consists of travelling through the terrain at high speed, engaging in gun fights with enemies and driving up ramps to perform jumps. These parts are enjoyable, with a racing feel and some challenging aspects, but the motorcycle ride in Kazakhstan does seem quite repetitive. There are also parts of the game which use a different view. In Bolivia and Peru, parts of the game change the view from an angle that closely follows Lara to the viewpoint of something that chases Lara. This means, while the controls for Lara are the same, the player’s viewpoint is more distant and does not show what is in front of the character, making these sequences more difficult. This occurs twice in the game, during Bolivia, when Lara is evading a rolling boulder, and Peru, where the player controls Lara while having the viewpoint of the monster that is chasing her. This aspect can be quite difficult, as it impairs the player’s ability to see obstacles ahead and impairs the player judgement while jumping, however, it can make the game more interesting to play and adds a strange sense of fear as the player is aware they need Lara to evade them to escape the creature.

One of the changes to the controls concerns animations. In previous games, the animations were passive parts of the game, the player did not need to control Lara and could watch the animated sequence. In this game, animated sequences of Lara moving are interrupted by a sudden representation of one of the button’s of the controller. The player needs to press this button to allow Lara to perform a manoeuvre that would allow the action to continue, if the player does not press the correct button in time, Lara is shown to be unable to perform the necessary action, which leads to her death. I like this aspect, it allows the player to become more involved in animated sequences that include Lara performing complex and acrobatic movements (in previous games, Lara always seemed to be able to fight and perform stunts when she wasn’t controlled by the player). This addition does have some drawbacks, many players would get annoyed that they could not relax during the animated sequences as they had to be prepared to suddenly press buttons, rather than enjoy watching the action. It can also be annoying to keep watching sequences, which may have been exciting at first, because the player presses the wrong button at some point during the animation. It can also release the player’s sadistic side of their personality as they deliberately make mistakes to see Lara fail, such as seeing Lara leap over the head of a sea serpent and, before pressing the correct button, deciding to wait to see if Lara would get eaten by the monster.

One of the most noticeable changes to the controls is how Lara combats her enemies. In previous games, Lara is only able to fire her guns at enemies and dodge attacks by running around (in strange directions) and jumping in different directions. The sixth game added an unarmed combat option, where Lara performs a sequence of punches and kicks to defeat combatants. This game introduces a more active method of fighting. Lara is able to use a kick to attack enemies and can roll in different directions to evade attacks. She can perform a powerful slide kick that knocks attackers backwards a few feet and give the player a chance to defeat them while they recover. Lara can also jump onto an enemy and jump upwards into a high, acrobatic manoeuvre that slows down the game and is useful to defeat multiple enemies. Lara can also throw grenades and uses a small amount of guns (mainly pistols and a rapid-fire gun), including the pistols with unlimited ammunition. A button is also used to allow the player to change guns quickly (rather than pausing the game and selecting from the menu). The player is also able to aim the guns using a receptacle. The receptacle also changes colour depending on if the object is in range, is the target is destructible or if the player needs to use the grappling hook. Re-gaining health is also highly simplified, so that the player can only use one type of health pack that restores the same amount of health each time.

This game has also changed the way the player saves the game. In previous games, the player is allowed to save whenever they liked, limited only by the amount of available save game slots. This game saves the player’s progress after each level (unless the player deactivates the auto-save feature). Each location forms one level (so that, instead of previous games where each location comprised of a number of levels, each level is called Japan or Bolivia and includes all the game that occurs in that location). Throughout each level are Checkpoints, certain points in the game that the player will return to if they die. While it is annoying to replay parts of the game to get to the point where the player actually has difficulty, I, personally, feel that this adds tension to the game. Instead of being able to save before attempting a difficult part, trying until the player succeeds and then saving afterwards so the player does not have to pass the same point, this system adds more reason for the player to be careful (as they do not want to waste time and energy completing tasks they have already finished), therefore, the player becomes more determined to be successful. The checkpoints usually occur before and after difficult parts of the game, so the player is not too badly affected.

Lara’s inventory of equipment has expanded. She carries a grappling hook that the player can launch at metallic objects and pull to cause a range of effects. The player can also launch the device while mid-air to hook onto an overhead object and remain suspended. The player can then swing back and forth to reach new areas. Lara has also equipped herself with binoculars. The player can use these to look at different areas and use a RAD function to analyse parts of the landscape, to determine if they are explosive, destructible, machinery, etc. Lara also has a PDA. Selecting this machine allows the player to read the objectives of level, find out information about Lara’s equipment and read information about what has been completed and collected in the level. Lara also carries a small light that the player can use to lighten dark areas temporarily.

This game also seems to focus on replaying levels. The game gives the option to allow the player to replay specific levels, rather than only allowing the player to return to saved games they had recorded. Completing each level also unlocks a time trial option. The player is also able to change the difficulty of the game (selecting from easy, medium or hard). While this is a common feature of many games, earlier Tomb Raider games do not use different difficulties.

The game also incorporates additional contents. In the second game, three dragon statues were hidden in each level (made of stone, jade and gold) and the items were hidden depending on their material (with stone dragons being easiest to find and gold ones the hardest). In this game, this simple idea has been expanded. Hidden in each level (including the Croft Manor level) are a number of bronze, silver and gold artefacts. Like the three dragon statues, each type of artefact is hidden according to difficulty. Unlike the dragons, more than one of each artefact is hidden each level (except the gold artefacts) and the amount concealed in the location changes between levels. The design of the artefacts also changes depending on the level (such as the artefacts being crosses in Cornwall, staffs in Nepal, etc.) Collecting these items unlocks additional material that can be viewed through the Extras option at the game’s main menu. The extra content includes costume changes, background information to the characters and designs from the game (including concept designs for the locations and models used in the game).

Summary

In conclusion, I found this game to be very enjoyable. The change in controls are enjoyable to use and make the game smoother. The movements also look more impressive and less stilted. I liked the storyline and found it made Lara seem a more human character. The level designs were good, with high quality graphics and an intention to use more ancient locations. While some parts could be irritating (the use of checkpoints, addition of sidekicks and controlling Lara during animations) I thought the game was very good overall, with an enjoyable gameplay and an attractive aesthetic. Interestingly, this is the second attempt to make a trilogy of Tomb Raider games that continue one storyline (after Angel of Darkness), but this attempt was more successful.

A Review of Tomb Raider: Angel of Darkness (PlayStation 2)

2003

In this year, the Iraq war began. US and allied forces invaded the country and quickly took control of Baghdad. Saddam Hussein was later captured and armed groups formed an insurgency. War began in the Darfur region of Sudan following an insurrection by armed forces against the government. Terrorists attacked Saudi Arabia, Chechnya, Russia and Morocco. Political figures were assassinated in Serbia and Northern Ireland. The war on terrorism also resulted in the creation of the Department of Homeland Security in USA, the arrests of people in Britain associated with a terrorist plot and the arrest of the mastermind of the Twin Towers attack, Khalid Sheikh Mohammed, in Pakistan. A newspaper columnist leaked the name of a CIA agent as part of a plot, connected to political figures, to punish the agent and her husband for publicly stating that intelligence suggesting Saddam Hussein was attempting to obtain material to use in nuclear weapons was false. Military operations began in the Aceh province of Indonesia, Solomon Islands, Liberia and Israel bombs targets in Syria. Scientific achievements suggested the completion of one area of advancements and the progression into new areas. The Human Genome Project was completed with 99% of the human genome sequenced, Hubble Space Telescope started Hubble Ultra-Deep Field, the space shuttle Colombia was launched on it’s final flight and space craft were launched by China, USA and the European Space Agency. Films released this year includes continuations of popular stories (Matrix Reloaded, Lord of the Ring: Return of the King, Terminator 3: Rise of the Machines, etc.), family-friendly comedies featuring comedians previously known for adult humour (The Cat in the Hat, Daddy Day Care, Cheaper by the Dozen, etc.), comedies that feature sex (Boat Trip, American Wedding, Old School, etc.), thrillers with stories which revolve around a novel plot device (Phone Booth, Identity, The Recruit, etc.), films that use martial arts (Kill Bill: Volume 1, The Medallion, Shanghai Knights, etc.), adventure films set in a past era (Pirates of the Caribbean: The Curse of the Black Pearl, Master and Commander: The Far Side of the World, The League of Extraordinary Gentlemen, etc.), dramatic films set in the past (Cold Mountain, Mona Lisa Smile, The Last Samurai, etc.), superhero films (X-Men 2, Daredevil, Hulk, etc.) and the second Tomb Raider film Lara Croft Tomb Raider: The Cradle of Life. Music from this year included singers singing about lovers having other lovers and had a heavy rhythm (Justin Timberlake, etc.), songs which lamented lost love using simplistic music (Coldplay, Evanescence, Dido, etc.), songs which reflected on humanity (Christina Aguilera, Black Eye Peas, etc.), upbeat songs about unusual, dying or intense love (Scissor Sisters, Fountains of Wayne, OutKast, The Darkness, etc.) and songs from rock singers from an earlier era (Bon Jovi, Red Hot Chilli Peppers, Rolling Stones, etc.). Tomb Raider: Angel of Darkness entered into this mix.

The Story

——————————-Spoiler Warning————————–

A jackal head lies on the ground, it’s sinister red eyes visible in the dark. A flash of lightening exposes it’s golden head and smile. A reminder of a past adventure? Or Seth gloating over his revenge? Another flash reveals it is lying in a comfortable sitting room with walls lined with books. The storm exposes a broken table, evidence of a recent fight. The credits roll as the camera follows a corridor leading from the room.

“There have been seventeen reported murders so far in the latest outbreak of Monstrum killings.” An unseen newsreader announces in a sombre voice. “It appears to be the work of a single, highly psychotic perpetrator. The name of the latest victim is just released: Professor Werner von Croy.”

The camera reaches the front door. Shadows can be seen moving underneath. Strong hands rip the yellow police tape across the door. “A female, described as Caucasian, brunette, wearing a ponytail, was seen leaving the most recent crime scene.” the announcer continues as a woman opens the front door and enters the flat. “Officers are advised to use extreme caution when apprehending the suspect.” The woman continues her journey along the corridor, stopping at a doorway before entering another room. “At present, nothing seems to link those involved.” She walks into the room, towards the open window at the other end. Curtains can seen flapping violently while lightening reveals more broken furniture and strange, painted symbols covering the walls. “There are no known survivors of these attacks, so far.” The woman’s feet step on a picture in a frame among blood stains in the middle of the carpet. She steps back, alerted by the sound of cracking, and picks up the object. Using the lightening flashes, she sees the picture shows her and Professor von Croy standing next to a strange object. She stands up, walks across the room and places the photograph on the sideboard. She looks into a mirror and sees Lara Croft’s face illuminated by the lightening.

Two days earlier

Another thunderstorm. Professor Werner von Croy and Lara sit on separate armchairs in the professor’s living room.

“Help me, Lara, I need you to get something for me.” Professor von Croy says sorrowfully.

“Go on.” Lara replies with tension in her voice.

“I am tracking five Obscura Paintings for a client called Eckhardt, but he is a psychopath.”

“Why should I care?” Lara asks menacingly while leaning forward.

“Because I am being stalked.” von Croy says while rising from his chair “People are dying out there.” He continues, his plea becoming more shaken with fear in his voice.

“Handle it, Werner.” Lara responds in an offhand manner while standing up

“Lara, please.” Werner manages to block Lara’s path before running to retrieve a scrap of paper “Look, go and see this woman, Carvier, she can help.”

“I’m going.”

As Lara walks towards the front door, Werner dashes forward to seize her arm. Lara swings her arm to release his grip and turns to face him.

“Egypt, Werner.” Lara pushes the elderly man onto a nearby armchair. She leans over him, positions her face close to him and angrily tells him “You walked away and left me.”

“Get out.” Werner yells, producing an antique pistol in his left hand.

The room becomes engulfed in blackness, only a bright light is left as Werner fires a volley of shots from his weapon. With a cry, Werner stumbles backwards into a wall. He is then thrown against another wall, releasing his gun which flies across before hitting the floor and sliding across the carpet to rest underneath a table. Werner falls to the ground. Lara crouches over him a rolls him into her arms. While lightening strikes and thunder rumbles, she lowers him to the floor, the curtains lit by a ghostly light. She rises to her feet and checks her hands. Both hands are covered in blood.

A pair of police officers, equipped with night vision goggles and accompanied by aggressive dogs, wait in a van.

Lara runs down a narrow alley through heavy rain.

A police van, it’s sirens screaming, turns a corner and parks in front of Lara. Lara stops running and watches. The van doors are shoved open and the dogs leap out and run down the alley. Lara scans the passage, she sees a brown door and runs towards it, her motion ending with a shoulder barge that forces the door open. She sees an once-grand staircase within the dilapidated hall. The police officers follow their angry dogs towards her. Lara enters the building and runs up the stairs at a fast pace. The dogs follow closely. Lara reaches a passageway at the top of the stairs and escapes along it closely pursued by the animals, excited by the chance to catch her. She passes ruined carpet, dim lights and boarded up doorways until she reaches a window at the end of the corridor. She turns to face her pursuers. One of the dogs, feeling that he will soon catch his prey, leaps, his mouth twisted into a fierce snarl. He hits her and forces her backwards. She hits the window and it smashes, leaving her to fall into the drop the other side. She falls down the side of the building with the shards of the glass. Her fall is broken by the soft filled bin bags of a dumpster. She rolls onto the hard pavement and slowly rises to her feet. She looks up at the broken window and sees one of the dogs leaning out, her backpack hanging from it’s jaws. The other dog appears, barking viciously. Lara runs into a small passageway.

Lara follows the passage until she reaches a some stairs blocked by an iron gate. She leaps over a metal railing to drop onto the ground. She stands up, prepared for the chase.

The player evades the police by climbing onto rooftops and running through abandoned buildings until they reach Margot Carvier’s apartment. Mlle Carvier reveals that Professor von Croy accepted a commission five weeks ago that has left him extremely fearful. The commission was from a man called Eckhardt interested in artefacts called the Obscura Paintings. Professor von Croy approached Mlle Carvier at the Louvre. Lara retrieves Professor von Croy’s notebook from Mlle Carvier and escapes while her host calls the police. Lara evades the police and escapes into the night.

The notebook describes Professor von Croy’s research into the Obscura paintings. The five paintings are described as pieces of alchemy, created during the 12th Century, which were hidden by a group of warrior monks called the Lux Veritatis. It also discusses the five Obscura engravings, drawings based on the original Obscura paintings, which give clues to the locations of the paintings. The notebook also contains information on the black cabal (a collection of sinister alchemists which fought the Lux Veritatis), the peripatic shards (“Weapons of light”) and the nephilim (creatures said to be a cross-breed of humans and angels that were exterminated during biblical times, except for one called the Sleeper that is believed to reside in Turkey). The notebook also describes Professor von Croy’s actions, including his wariness about Eckhardt, his contact with a man called Bouchard, buying the Obscura engravings from a man called Mathis Vasily, finding hidden symbols under the surface of the paintings, investigating the Louvre as a place where one painting is hidden and his attempt to reach Lara.

Lara wakes up the next morning in a derelict train carriage situated on disused railway tracks in a Parisian ghetto. After interviewing local people, Lara learns that Louis Bouchard is a gangster who owned a nearby nightclub, Le Serpent Rouge. She also learns that many members of his staff where murdered by the Monstrum and only a few remain. Lara also discovers that the police have announced that Margot Carvier is the latest victim of the Monstrum.

The player finds the former barman of Le Serpent Rouge, who asks Lara to retrieve an item he left in the club. The player finds the object in the club, now abandoned due to the murders, while avoiding members of Bouchard’s security teams. After giving him his possessions, Pierre the barman reveals that a black-haired man also asked about Bouchard after Lara left. Lara had seen the same man drive off on a motorcycle prior to entering the club. The player follows the Pierre’s instructions to find Bouchard’s hideout beneath St. Aicard’s Church. The same events will occur with Bernard the elderly ex-janitor as Pierre the former barman.

After entering the hideout, the player sees a man writhing on a bed. The man is covered in a strange metallic substance. The player enters a room to reach Bouchard. Bouchard tells Lara that his men have been targeted recently. Arnaud, the man in the adjacent room, is his strongest man and the only person to have survived the attacks. He also reveals that Professor von Croy contacted him to purchase maps of the Louvre and weapons. Lara asks for equipment and explosives. Bouchard tells Lara that Daniel Rennes the pawnbroker has the items and requests that she deliver some fake passports to the same man.

As Lara enters the pawnbroker’s shop, she is passed by a large man with long grey hair and wearing white bandages under a gauntlet. The player finds the front of the shop in disarray. Moving into the backroom, the player finds the body of Rennes, along with a strange symbol painted in what seems to be blood. The player, using ascrap of paper in Rennes’ wallet can enter his strong room and take the needed items. This leads to a explosive device been detonated. The player can avoid the explosion by escaping down a trapdoor that leads to a tunnel.

The black-haired man calmly lights a cigarette and watches as Lara runs through a tunnel pursued by a fierce explosion. She jumps out the end of the pipe and falls to the ground below, fire burning her jacket.

The grey-haired man addresses a small audience in an room built with ancient stones and filled with bookcases, huge gargoyles and a large wooden table. He explains to some “Cabal members” that they posses three Obscura paintings and Professor von Croy has located the fourth. The audience consists of a blonde man dressed in a black coat, a woman wearing a green sleeveless dress with black gloves and a man dressed in a green shirt and hat. The speaker tells them they will reassemble at the Strahov in Prague (the location of the last painting) after finding the fourth painting. He states they will reawaken the Sleeper and hope they will be more successful this time. An unusual metallic cage is seen and glimpses are shown of a pale hand inside. A man called Gunderson is called and the speaker (Eckhardt) rests his hand on his shoulder and tells him to search for the painting.

The player infiltrates the Louvre through the storm drain. Lara learns the Obscura Paintings were created by Pieter von Eckhardt and used to hide the Sanglyph. The paintings were seized by the Lux Veritatis, who used a man called Brother Obscura to paint over the paintings with religious imagery (to make the world such a better place and annoy Eckhardt). Obscura made secret copies, the Obscura Engravings, for some reason and the paintings and engravings were hidden. She also learns the Nephilim once populated Turkey (in biblical times) before becoming extinct and had the ability to change shape.

The Player reaches the archaeological dig at the Louvre and finds a door the leads to the Tomb of the Ancients, which leads to the Hall of Seasons. The Player finds a tomb and retrieves the Obscura Painting. The Player returns to the Louvre to find it overrun by masked gunmen. As Lara escapes the art gallery, she meets the dark-haired man who demonstrates his ability to disarm her in a seductive way, walk through walls, knock down doors without touching them and his unusual weapon (a spiked disc he can control from afar). Outside, both intruders are rendered unconscious by a man with the ability to change shape, switching between a masked gunman and Bouchard’s former doorman.

Lara is woken by Bouchard, who agrees to take her to Professor von Croy’s apartment in his chauffer-driven limo (apparently he gave up hiding) while telling her that the Monstrum has murdered Mathias Vasily in Prague. After she enters the apartment, Bouchard arranges for a man called the Cleaner to intercept her.

Entering the apartment, Lara remembers her final conversation with Professor von Croy and Eckhardt appearing behind her. Eckhardt knocked her to the ground and she lost consciousness. Eckhardt strangled Professor von Croy and used his blood to decorate the room with strange symbols. While exploring the apartment, the player learns that the Lux Veritatis were a 12th century offshoot of the Knights Templar, dedicated to suppressing evil, particularly works of sorcery and alchemy. They destroyed Pieter van Eckhardt, the Black Alchemist, in 1445, who created the Sanglyph, an alchemist object made of five metallic objects. She also learns about the Cabal, a group of five alchemists and sorcerers in the 14th and 15th centuries, murdered by Eckhardt so he could learn their secrets and battled the Lux Veritatis even after Eckhardt’s disappearance. She also defeats a gunman attempting to burn down the apartment. She learns the gunman was sent by Bouchard, who is desperate to reach Prague, and finds a business card belonging to Mathias Vasily.

In Prague, the player meets a journalist named Luddick. Luddick, outside Vasily’s apartment tells her that he was involved with the “mafia” and attempted to keep something they wanted, so they used the Monstrum to kill him. After killing him, the “mafia” removed evidence and kept it in the Strahov, the centre of “mafia” activity in Prague, which has been busy recently. The journalist shows Lara pictures of Bouchard (claiming he arrived the day before) and Eckhardt (claiming he is the head of the “mafia”) and claims there are five other members. He promises to use his contacts to get her access to the Strahov. He seems to refer to the Cabal as the mafia.

She finds Bouchard in Vasily’s apartment and, after knocking him unconscious, ties him into a sitting position to interrogate him. He reveals that Eckhardt is the Monstrum and has been pressuring Bouchard into killing Lara. He was also forced to take a painting from the Louvre and take it to the Strahov. He reveals the Cabal uses the mafia front to hide their activities and are protecting Eckhardt. He claims Professor von Croy was murdered because he was faxing information to Vasily to recover the engravings (which would lead to the Obscura paintings) and he learnt too much information while attempting to obtain the Obscura painting hidden in the Louvre. Bouchard also reveals the murders are part of a ritual to revive the Cubiculum Nephili to breed the extinct Nephilim race back into existence. He claims the final engraving shows the location of the Vault of Trophies (a secret stronghold of the Lux Veritatis beneath the Strahov), which Eckhardt is desperate to enter.

While searching Vasily’s home, Lara learns the Periapt Shards are three crystalline shards (“weapons of light”) shaped like spearheads and the Cubiculum Nephili (the Sleeper) is a stone cask rumoured to contain the remains of the extinct Nephilim race, which is said to be buried in Turkey. The player recovers the Obscura painting and leaves the apartment. Lara discovers Bouchard has escaped his imprisonment and finds his dead body hidden in a storeroom.

Outside, Lara meets Luddick. Luddick gives her a card to enter the Strahov, after she promises to give him an exclusive interview, and tells her workers have gone missing from the building. He also sells her a gun. He drives her to the complex and she enters.

As the player infiltrates the Strahov, they find a room with Eckhardt running with covered hand along a wall. Gunderson enters holding Luddick and forces the journalist into a chair, claiming he was found at the loading bay. Eckhardt places his covered hand upon the prisoner and blue light issues from the man’s eyes, which turns orange and causes the body to become alight. Meanwhile, a strange red symbol is mysteriously painted on the wall during the event.

Lara deactivates the power to a section of the Strahov. Armed men are seen guarding a container suspended over a large pit. As the power is lost, a door to container is broken and some of the men are killed. A strange creature is seen escaping.

The player finds the green-shirted man in bio-research facility. He tells Lara that the Cabal control everything in Prague and Eckhardt is going to make the members immortal after reviving the Nephilim race. He states that they are holding the Sleeper in the Strahov and will use the remains to breed a new generation of the species. He also claims a prototype creature was created. He uses a noxious spray to distract Lara while escaping.

After exploring the bio-research facility, Lara watches as the green-shirted man (named Muller) is chastised by Gunderson for the power being out. Eckhardt  demands that the dome is locked down before the woman in the green sleeveless dress (named Boaz) enters, claiming there is a problem in the Sanatorium. She reveals she was unable to destroy the proto Nephilim (as ordered) because she did not use the Periapt Shard, possessed by the man in the black coat. Eckhardt, angry at his orders being ignored, commands Muller to lower one of his creations, a strange pod, and pushes Boaz into each, which seems to digest her.

Exploring further into the facility, Lara enters a container. She sees the black-haired man outside, who tells her that he is going to re-activate the power and leave her sealed inside the container. Lara then shows him his Periapt Shard she found in the Louvre after he stole the Obscura Painting and then he leaves.

The black-haired man kills the proto Nephilim, using a Periapt Shard, in the Maximum Containment Area and restores the power. Returning to the container, he is surprised by Lara and disarmed more roughly than when he did it before. Introducing himself as Kurtis, he tells her he lost the Obscura Painting at the Louvre and wants to fight Eckhardt until one of them dies. He revels that Eckhardt plans to revive The Sleeper and rebuild the Nephilim race using the Obscura Paintings and alchemically transmuted elements from the bodies of his murder victims. He claims Eckhardt is the original Black Alchemist and is close to finding the final Obscura Painting hidden in a Lux Veritatis vault beneath the Strahov. Kurtis states all three Periapt Shards are needed to destroy the Obscura Paintings and Eckhardt. He also says his father was entrusted with two Periapt Shards (which were weapons possessed by the Lux Veritatis) before he was murdered by Eckhardt. Lara suggests they work together, with Lara seeking the fifth Obscura Painting in the Vault of Trophies and Kurtis finding the third Periapt Shard in Eckhardt’s alchemy laboratory. Kurtis would then defeat Eckhardt by stabbing all three Periapt Shards into him.

Eckhardt, watching on another room, tells the man in the black coat they will allow Lara to open the Vault of Trophies and ambush Kurtis, also revealing he has obtained the last Obscura Painting.

The player retrieves the final Obscura Painting in the Vault of Trophies. Returning to the Strahov, Lara finds Eckhardt has captured Kurtis. Lara gives him the painting on the promise he will allow both her and Kurtis to leave. Eckhardt traps them both on a lower level and releases “Boaz”. Informing them that she was once human, he opens a heavy door to release a strange creature, resembling a giant insect embedded with the body of Boaz. He also throws Muller off the balcony, complaining he failed him as well, who is killed by the monster. Kurtis helps Lara leap onto the balcony and gives her two Periapt Shards. Lara escapes the room.

Kurtis kills the creature. Another monster, resembling a large moth with the body of Boaz, emerges. This creature stabs Kurtis through the stomach and he uses his bladed disc to decapitate it. He falls to the ground weakened with a bleeding wound.

Lara locates Eckhardt in his laboratory. He is attempting to revive the Sleeper using the metal objects hidden within the Obscura Paintings. After putting them together, a surge of blue light (or electricity) is shown emanating from Eckhardt’s body into the objects. A hand twitches inside the Sleeper’s cage, held high above ground. The unconscious Sleeper is released from the prison and suspended above the ground. Eckhardt boasts he has killed many people and used their body parts and will repeat this process with Lara. Stating he is immortal after killing the last of the Lux Veritatis, that he will release higher beings and will fulfil his fate to release hell on Earth (this character really needs to be insulted).

Eckhardt is defeated by the player and he slumps to the floor in front of a pillar, dying. Lara charges towards him, holding a Periapt Shard aloft. Just as she is about to stab Eckhardt with her weapon, the man in the black coat appears, takes the weapon from her hand and knocks her to the ground. Lara removes her guns and points both her pistols at him. After a brief standoff with Lara, the man in the black coat (named Karel) stabs the Periapt Shard into Eckhardt’s forehead. Karel praises Lara for finding the third Periapt Shard and claims that Eckhardt was unwittingly working for him, but he has ceased to become useful. He asks Lara to join him to complete the Great Work and become part of a benign new order in the world, before revealing himself to be a Nephilim. Demonstrating his ability to assume the form of a number of characters and claiming to have helped Lara in her quest, he offers her his hand. After seeing the mysterious symbol present at the Monstrum killings imprinted on his palm, Lara remembers it was him, disguised as Eckhardt, that murdered Professor von Croy. She refuses him and he attacks her. The player jumps towards The Sleeper and Lara, hanging from the creature’s foot, places the metal object  from the Obscura Paintings (stolen from Eckhardt’s corpse) onto the creature’s skin. The Sleeper screams as the object causes his body to be filled with a light, which pierces Karel’s body, and the monster explodes. Lara escapes and reaches the room where Kurtis fought the Boaz creature. She finds the room completely empty except for a pool of blood and Kurtis’ bladed disc. Picking up his weapon, it guides her to an open door and she walks through.

The Review

By the time this game was released, there had been five previous Tomb Raider games. These games used the same controls (with extra abilities added in each game), were played in the same way and all involved the player searching for ancient, mystical objects to defeat a villain. Tomb Raider: Angel of Darkness appears to be a game that was intended to introduce change to the Tomb Raider series. Even the story seems to highlight this aim. Professor Werner von Croy, appearing in two games and being introduced as Lara’s mentor in a previous story, functions as the most recurring character in the series. The murder of this figure at the beginning of the game seems to symbolise that this game wants to sever it’s ties to the previous stories and develop independently of the series. This game also seems to add realism to the series and form a grittier story (which seemed to be a fashion at the time of the release).

The story itself (and the way it is presented) is very different to the previous games. The previous games seem to include Lara Croft exploring the world, looking for objects that possess a mystical power, and include a fairly simple storyline. This game, however, is much darker in tone. The game begins with Lara being suspected of a series of violent murders and seems to avoid using mysticism. Like many other series, this game appears to replace mysticism with science fiction (such as creatures formed through biological research). The story itself is more complex, with references to past events (particularly the history of the Obscura Paintings and the Lux Veritatis’ battle with the Cabal). The story also seems similar to the plot of the Da Vinci Code book, released before the game. Both stories involve a brutal, ritualistic murder, a main character suspected of killing their academic friend, finding hidden objects within the Louvre, finding hidden things within old paintings (one symbolic, the other physical), ancient orders (with dangerous knowledge) being hunted by another group and references to Christian mythology. The Lux Veritatis are even described as an offshoot of the Knights Templar.

The plot also discusses the return of the Nephilim race. According to the book of Genesis, “In those days as well as later, when the sons of the gods had intercourse with the daughters of mortals and children were born to them, the Nephilim were on the earth; they were the heroes of old, people of renown.” (Genesis 6:4). It is suggested that the Nephilim dies in the flood from the story of Noah, though there does seem to be references to them later in the Bible (where they seem to be giants).

The story is told in a more complex way. Unlike the previous stories, this game features dialogue heavily and more frequently (so that plot details are revealed during levels, rather than during cutscenes at the end of certain levels). Aspects of the plot are also revealed at random points in some of the levels, this does make the plot seem more relevant to the levels, but also increases the danger of missing details. Strangely, a lot of the background to the story is revealed in Professor von Croy’s notebook, but a lot of this information is repeated during the game.

The character of Eckhardt seems interesting. It is stated he originally created the Obscura Paintings and he is heavily involved in the story (as the Monstrum and the leader of the Cabal). Part of the background also discusses the history of this character. He seems to resemble Natla (villain of the first game), both have history with the main artefacts and feature heavily in the backstory. He is also voiced by Joss Ackland (from Lethal Weapon 2, Bill and Ted’s Bogus Journey, etc.), who becomes one of the only famous actors to have a part in the Tomb Raider series of games. I also find the Obscura Paintings interesting. I like the idea of collecting these strange images. The fact that these pictures are supposed to be used in alchemy allows the designers to produce some creative ideas and the Obscura Paintings that can be seen do seem very unusual and disturbing.

One of the main flaws in the story of the game is the lack of explanation. Apparently, the game was intended to form the start of a trilogy of Tomb Raider games (this is according to Wikipedia, but I also remember hearing some discussion of releasing a sequel at the time). I am not sure how the story would continue in the sequel, but there are some mysterious elements of this game that may have been explained in later games. The character of Kurtis seems to require an explanation. Coincidentally on a quest to stop the Nephilim, he begins the game as a mysterious character watching Lara, interested in the Obscura Paintings. Later, as he loses his mystique, he retains some characteristics that remain unexplained. He clearly has a number of strange powers (moving objects with his mind and a farsee ability) and a weird weapon, but what he actually is (human or Nephilim) remains unexplained. The game actually ends with him seeming to die following his battle with Boaz, but Lara finds his body gone and his treasured object leading her through an open door. Is this where he has escaped to? Or is it a location that could explain this character more? Why would he leave his weapon behind? The character of Eckhardt also requires slightly more explanation. It is suggested that Eckhardt has survived for many centuries and has died at least once. Is this the same Eckhardt? Or is the Nephilim Karel the actual Eckhardt? Lara clearly sees Eckhardt using his covered hand to kill someone and a mysterious symbol appearing on a nearby wall. What is actually happening? What is the meaning of the symbol? Why is it on Karel’s hand later in the game? According to the story in the instruction manual, the Monstrum killings have occurred over the previous fifty years. What happened then? Was it a failed attempt to retrieve all the Obscura Paintings? It is also suggested that around seventeen people had been murdered by the time Professor von Croy was killed. Who were these people? Did they hold the other Obscura Paintings? Who killed Bouchard? Lara finds his dead body, but not the symbol that formed during the other Monstrum killings. Was this a trick by Katel? Why does Bouchard look like a nightclub owner from a film from the seventies? Why is Lara angry at Professor von Croy after he saved her from the ruins of the pyramid after she released Seth?

I actually find the character of Karel also confuses the plot. The story revolves around the idea The Sleeper is the last Nephilim and is needed to create a new race. When Karel reveals himself as a Nephilim, it does suggest this aspect of the plot is incorrect as Karel could create a new race himself. Why does he kill Eckhardt? As Eckhardt already shares his vision of creating as new race of Nephilim, wouldn’t he make a better ally than Lara? After she retrieves the fifth Obscura Painting, isn’t it Lara, not Eckhardt, who has become useless? It also suggested, after he demonstrates his ability to assume the form of a number of characters Lara has met, that he has helped Lara in her quest. It is not really clear when he helped Lara. This effect can allow the player to re-examine the story to determine when this character helped them (such as when Luddick gave Lara a pass card he had mysteriously retrieved).

The setting for the game is much darker in tone than previous games. In previous games, at least some of the levels usually took place in magnificent ancient structures (even if the rest of the game used modern or technological environments). This game, however, seems to avoid exploring ancient cultures. Instead, it focusses on modern, industrial and gothic environments. The game seems to present with a very grim mood, with dim lighting and bare environments (even the streets of the Parisian ghetto are lit with a depressing dawn light with moody music). This effect increases particularly in the Sanatarium level. Many of the levels set within the Strahov seem to present a sad atmosphere, with bare walls and industrial architecture, but the Sanatorium seems to add to this mood. The idea of the level is Kurtis exploring the area of the Strahov where the human test subjects are kept for experimentation, as a result, the location resembles a prison (with bare brick walls and heavy doors), appears to be falling apart, has strange-looking men walking around in brown straight-jackets and the dead bodies of people attacked by the prototype Nephilim. Some of the levels also resemble the scenes of horrific murders, with dead bodies and symbols painted in red. More effort has also been spent creating blood effects, so that shooting enemies leads to small spurts of blood appearing, rather than flashes of red. I actually have memories of playing this game and being surprised at finding it was a bright summer day due to the dark nature of the game. I, personally, preferred the older games preference for magnificent structures to the grim environments of this game, but I did like the levels set within older structures and felt their design was creative and interesting.

The controls and gameplay of the game are also more complex than previous games. In previous games, each gun usually had an unique characteristic (such as speed, power, etc.), ammo was displayed as a total, each item collected was used and had a specific purpose and health was refilled using either a small or large healthpack. There is a common joke about it being lucky Lara always takes her dual pistols with unlimited ammo. In this game, however, there are a lot of changes. The collected items are kept under separate categories of weapons, health and items. The guns seem to mostly consist of single handguns and ammo is displayed as ammo in a clip and clips left (Lara also has to reload while firing). Lara has got rid of her dual pistols and only uses them in cutscenes (I was always wondering if this was to add realism to the game). Health can be regained using a greater selection of items, such as healthpacks and medication, and the amount replenished depends on the item used. The game begins with Lara being able to find a partially eaten in a wet alley and regaining health after eating the rancid food. During the part of the game set in the Parisian ghetto, Lara can collect a large number of valuable items and the player has the option to sell these objects to a pawnbroker (collecting money is also a new addition to the game). This makes it so that the player can collect items that they do not use. This aspect also introduces a morally dubious concept whereby Lara can steal bottles of wine and jewellery from Carvier’s apartment and sell them for Euros at the pawnbrokers.

An interesting addition to the items menu is Professor von Croy’s notebook. Lara retrieves this document following her meeting with Carvier. This document serves a number of functions, it provides background information to the story (which is usually repeated elsewhere), it gives clues to how the player should progress (there is even a new icon used to visualise when a new clue is written in the journal) and it provides a solution for one puzzle in the game (the lock in the archaeological dig).

There are also changes to the controls of the game. This game appears to use “modes”, so that pressing a button will activate “walking mode” and prevent Lara walking off edges, while another button controls “stealth mode” and allows Lara to move quieter. The “walking mode” is an improvement to holding the “walk” button as the player no longer reaches an edge, feel their finger slip and watch their hero fall to her death. There also efforts to add fluidity to the controls. The player does not need to repeat the mechanical walk to the edge, jump back, run and jump as the game encourages a more dynamic run flowed by a jump. Tapping the “jump” button causes Lara to perform a small hop (rather than needing to measure a long jump correctly to clear small gaps) and Lara can also vault over obstacles. She can also climb up vertical bars (such as pipes), she can climb walls in diagonal directions and follow a twisted wall. Her movements while shimmying are more dynamic, instead of robotic. In some sort of attempt to increase realism to the game, Lara has a grip gauge which limits the amount of time she can cling to an edge, rather than hold on indefinitely. The game also uses icons to denote when Lara has entered information in the notebook, increased in power or can interact with her surroundings. The way Lara fights has also changed. She can no longer fire her weapons while jumping (which used to be the most efficient way of defeating previous enemies), but she is able to use unarmed combat (a button allows her to perform a slightly robotic sequence of impressive punches and kicks) and is able to use an effective take down manoeuvre after sneaking up behind an enemy using the “stealth mode”. Strangely, it seems to be harder to hit the smaller bats with the guns, so that the bats (once the easiest enemy to defeat) have become extremely deadly.

A strange aspect of the game is the “feeling stronger” power up. During the game, Lara will be unable to perform a physical activity because she “does not feel strong enough”. While exploring the surrounding area, the player may do some less exhausting physical exercise and Lara will state “I feel stronger” and will now be able to complete the former activity. This can seem very odd, particularly when the strengthening exercise does not resemble the other activity. It can also be annoying if you are unable to reach a hidden area and need to search the location for a block to move or door to kick (particularly if she had managed to perform the activity before).

This is also the only game to allow the player to play a character different from Lara Croft. After Kurtis Trent locks Lara in the container within the Strahov, the player controls him to reactivate the power. The controls for Kurtis Trent is the same for Lara, but the way he moves is different and he uses different items. It is also an interesting way of developing his character. While controlling him, the player learns he has a “farsee” ability, which seems to allow him to travel outside of his body (like a scientologist). He also seems to be a more humorous character than Lara, as he makes some jokes during his adventure (this is probably quite lucky, considering he is exploring the Sanatorium level, the most depressing level of the game). It would be better to learn more of his mysterious past and his motivations.

This game also introduces the idea of the player having greater control in the story. This is accomplished by the player selecting what they want Lara to say during conversations with other characters. Unfortunately, Lara still retains her hostile attitude to others and it can be hard to find a diplomatic option to select. I am not sure about this point, but I feel it is possible to miss plot points because of a bad selection, I know Carvier can make it harder to obtain the notebook if Lara is rude to her. The effect can be annoying as the game can force the player to pursue a line of conversation they may not particularly want. There is an option during the discussion with Bouchard which, if selected, causes the conversation to become an argument, leading Bouchard to remove his gun and kill Lara. There is a character who, if Lara talks to him, will force the player to take part in a bet, with no option to leave. Similarly, there is a character who offers to help for a price, but, if the player declines once, he will refuse to talk to them again.

This game also presents with a number of glitches, or mistakes in the game design. A new addition to the game is that Lara can use number pads to open locked doors. Whenever I have used these doors, I have entered a sequence I had found, only to find nothing happening, until I attempt to re-enter the sequence. Lara also changes clothes at random points in the story. For example, she starts to explore the Strahov in trousers, watches Luddick dying while wearing shorts, changes to trousers afterwards and changes back into shorts in a later level. Apparently, sometimes Lara face disappears during conversations. Sometimes, if you shoot a man next to a wall, he will jump into the air and perform some amazing acrobatics before dying. Sometimes, after Lara dies from a fall, she will continue screaming in a continuous, haunting pattern while the game is re-loaded, which adds to the sinister feel of the game.

This as a few extra features. Without completing any extra tasks, the player is able to view a “making of” documentary and a trailer for the Tomb Raider: Cradle of Life film. I have not watched the documentary, but it seems like a bit of a fashion at this time for game to include information about the production of the game to extra menus. I do not know if this has anything to do with the expansion of the DVD market, where viewers are able to watch the film and extra that discussed the making of the film. The trailer is a little strange. The films of Tomb Raider are not critically adored and follow different plots to the game, but there is something interesting about the fact Tomb Raider was shown on two mediums in two different ways. While Tomb Raider: Angel of Darkness is gritty, grim and gothic, the film is lighter, more mystical and shows more attractive environments. A similarity is that both stories feature male companions who are more seductive to Lara Croft, a concept that does not seem to be repeated in later stories.

In conclusion, I felt this game was one of the weakest in the series. I, personally, preferred exploring the ancient, creative environments, to the gothic structures of this game. I did enjoy some of the levels that seem to be designed to be more ancient and I also felt that, while I personally preferred other levels, the designs did create a good atmosphere of horror for the levels. I also liked the complex and involving storyline and was interested in the character of Eckhardt. This game has also attempted to introduce some new concepts to the series and some of them work well and are interesting, such as controlling another character and using “modes”, but others could be improved, such as the conversations. While this game is fairly famous for ruining the Tomb Raider series, I feel that is it is saved because the trilogy was never expanded. If two more games were made in a similar way, the games would go in another direction and I would have ignored the horror games that may have been made. Instead, Tomb Raider: Angel of Darkness seems to remain as a stand alone game, it’s difference to the rest adding mystique and originality to the game and the unexplained parts of the story adding mystery.

A Review of Tomb Raider Chronicles (PC)

2000

In this year, the new millennium began with celebrations occurring in many countries and structures being built to commerate this date, such as the British Millennium Dome and the Millennium Force rollercoaster in Ohio. The Olympics was held in Sydney, Australia. Conflicts and criminal actions were resolved; the Algerian government negotiated with the Islamic Salvation Front and the terrorist group disbanded, 5 Bosnian Croats were jailed for a massacre in a Bosnian village, Pope John Paul II apologised for wrongdoings by members of the Catholic Church, Israel withdrew its armed forces from southern Lebanon, prolific serial killer Dr Harold Shipmen was sentenced, American stock markets reached their peaks before the “burst” of the “Dot-com bubble” and Microsoft was found to have maintained an “oppressive thumb” on it’s competitors during an American court case. Religiously inspired terrorist attacks occurred in Thailand and Indonesia and the USS Cole was attacked by two Al-Qaeda suicide bombers. A riot leads to an armed uprising in Palestine after an Israeli opposition leader visited a holy site. Anti-globalisation protests occurred in Prague and Washington. A Ukrainian politician accused the President of involvement in the murder of a missing journalist, leading to the Cassette Scandal. Elections were conducted in Croatia, Russia, Turkey, Mexico, Syria, Venezuela, Canada, Mexico and the Florida presidential recount was stopped, allowing George W. Bush to become the American President. Serbian President Slobodan Milosevic left office after widespread demonstrations. The first female president of Finland was elected and the constitution was re-written. Scientific advances continued with the first residential crew entering the International Space Station, the completion of the first draft of genomes was announced by the Human Genome Project and a computer virus spread globally from it’s origin in the Philippines. Films released this year included films set in past times (Gladiator, O Brother, Where Art Thou?, American Psycho, etc.), films that recreated past events (Thirteen Days, The Perfect Storm, Shadow of the Vampire, etc.), films that continued older stories (Shaft, Charlie’s Angels, the Adventures of Rocky and Bullwinkle, etc.), comedies featuring down-trodden characters (Little Nicky, The Whole Nine Yards, Meet the Parents, etc.), thrillers that contained a supernatural element (What Lies Beneath, Hollow Man, The Cell, etc.), films that featured superheroes (X-Men and Unbreakable), remakes of earlier films (BedazzledHow the Grinch Stole Christmas, Get Carter, etc.) and adaptions of children’s TV shows (Digimon: The Movie, The Tigger Movie, Rugrats in Paris: The Movie, etc.). The Mission: Impossible series, usually associated with careful planning and the creation of clever tricks, changed and became more focussed on impressive stunts and awesome action sequences in Mission: Impossible II. Music released this year included simplistic love songs (Coldplay, Lene Martin, Dido, etc.), songs released by artists from earlier eras (Kylie Minogue, Tom Jones, Madonna, etc.), songs about parties with a prominent beat (LeAnn Rimes, Toploader, Robbie Williams, etc.), harmless love songs from clean cut groups (Westlife, Backstreet Boys, A Teens, etc.), angry songs from aggressive groups (Green Day, Linkin Park, Papa Roach, etc.), overtly sexual songs (The Corrs, The Bloodhound Gang, Ricky Martin, etc.), songs about damaged relationships (Spiller featuring Sophie Ellis Bextor, Britney Spears, Dido and Eminem, etc.) and music with heavy beats and obscure lyrics (Eiffel 65, and Baha Men). Computer games released this year included less well-known games which expanded and changed the setting of popular games (The Legend of Zelda: Majora’s Mask, Perfect Dark, Command and Conquer: Red Alert 2, etc.) and players were allowed to create alternative lives in The Sims. Tomb Raider Chronicles entered this mix.

The Story

————————————————Spoiler Alert————————————–

Streaks of lightening pierced the dark clouds and illuminated the heavy rain. A statue of Lara Croft, immortalised in her shorts and vests and holding two pistols, looms over a small crowd of people carrying damp umbrellas. A man, dressed in a black coat, places a wreath at the foot of the memorial to the famous adventurer, missing since she became trapped in the Great Pyramid. A small plaque reads “Lara Croft” followed underneath with “Once and Future Adventurer For Her”. The members of the small crowd leave separately. The man in the dark coat turns to walk away, his shoulders lowered due to the weather and grief. A car appears and waits for the man at the end of a short path. After entering the chauffer-driven car, the man removes his coat to reveal himself to be an elderly, stooped man. The car also contains a younger priest wearing a wide-brimmed hat. A small TV, set among a wooden counter containing shot glasses and a decanter of brandy, is tuned into a channel showing the latest news. A well-dressed man announces the memorial of Lara Croft, illustrated by a picture of her statue placed in the corner of the screen.
“Tis a sad day, Winston.” The priest tells his companion.
“She will live on forever in our hearts.” The elderly man replied.
“Surely, Winston. And for what use this memorial service? There may yet be news from Von Croy in Egypt.” The priest responded in a thick Irish accent.
“Indeed. We can only hope and pray that he may yet return to us. But I fear Von Croy digging for the hopes of finding her alive may only be met with black reality.” Winston replied, mournfully.
“Indeed. Indeed.”
Winston presses a button on a remote control and the newsreader is reduced to tiny white spot in a black sea.

A trio of animal heads stare across the grand entrance hall of Croft Manor. Winston and the priest, joined by a third man, walk across the abandoned hall, lit only by candles and pale light from a high window. The group becomes illuminated by a flash of lightening as they reach a door.
“To the study, Gentlemen.” Winston states as they cross the room. “Where we may pontificate over today’s disheartening facts.”
“Indeed, my friend, even the heavens cry out.” The priest replies, consolingly.
As the priest and the third man, dressed in green, across a round, wooden temple in comfortable armchairs with a large fire burning in the fireplace in the comfortable study, Winston appears carrying a tray filled with a kettle and cups.
“Ah, the Philosophers Stone.” Winston states, with a relish associated with a happy memory, as he sees the small rock held by the man in green. “One of Lara’s earliest conquests and her most challenging pursuits, if memory serves me.”
“And Rome still bears the scars of that little episode.” The priest adds.
“Ah, she was never one for diplomacy, Lara.” The man in green mentions in a refined accent. “But, she certainly knew how the paint the town red.”

A woman in a red dress sings an operatic song, watched by Lara dressed in a dark blue dress with blue dress gloves. Her interest in the singing is interrupted by the sound of a Texan voice giving her a compliment. Lara turns around, recognising the “gentle Mr Larsson”. The meeting turns into a negotiation, as Larsson asks for the money to pay for the Philosopher’s Stone he shows her. As she picks up a briefcase containing the money, she is robbed at gunpoint by a Frenchman. She attacks the Frenchman as he kisses her hand and kicks the retreating Larsson, before stealing the Philosopher’s Stone and escaping by leaping on to the stage curtain. The audience watches as Lara pulls down the curtain and they applaud the acrobatics. Lara is treated to thrown roses and a burst of gunfire, before fleeing the stage. Running out the stage door, Lara knocks over a pizza delivery driver and steals his motorcycle to escape. Larsson jokes about “It ain’t over till the fat lady sings” as he and the Frenchman pursue Lara. A taxi chases after Lara’s motorcycle at high speeds, until Lara evades it by turning sharply into an alley and driving underneath some railing. The taxi follows Lara into the alley, but, despite Larsson’s protests, crashes into the low railings. Lara blows a kiss as she walks away from her bruised pursuers.

After Lara changes into her usual clothes, the player escapes through the streets of Rome. She is followed by Larsson (who has changed into his familiar outfit) and the Frenchman (who has changed into Pierre DuPont’s clothes). Lara is stopped by the two enemies, who activate a sub-plot by inserting some symbols into a gate. This causes Larsson to explode into flames and Lara warning her two assailants to find the other symbols discs. After finding the rest of the symbols in Trajan’s Markets, the player inserts them into a gate after a duel with Larsson and defeating a large hydra. The gate opens into a strange cave-like area and the player enters. The player progresses through the caves, encountering the Frenchman (where his name is revealed as Pierre) who falls down a deep pit. The player reaches the surface, which seems to be The Colosseum in Ancient Rome, before entering another underground chamber to retrieve a second Philosopher’s Stone.

The game transports back to the comfortable study and the three men’s conversation.
“…and so ended the first of many.” Winston finished. “I am sure Miss Croft would be the first to apologise for her not entirely courteous behaviour, regarding more delicate religious artefacts, Father Patrick.” Winston said, turning towards the priest.
“No need, my good friend.” The priest reassures him, shaking his head “It was for a good cause, at least we knew they were in secure hands and, fortunately, the Church wasn’t above sending a bulletproof envoy to receive them.”
“Ah, she recognised her place in the great scheme. Somethings, as history has illustrated, are best left to their slumber.” The well-spoken man lecturer, demonstrating he is unaware of the events of the previous games. “I speak in riddles. I talk of the stricken Wolf ship.” He finishes, pointing to a hanging picture of a submarine.
“Ah! The U-boat episode.” Winston exclaims. “Miss Croft would never enlighten me of the details, for my own protection she would often stress.”
“Indeed, Winston, and for this you should be grateful.” The well-spoken man interjected.
The man dressed in green starts a new story before anyone can ask Winston how he knew the previous story when he clearly wasn’t there and that the battle with the hydra and the excursion to ancient Rome seemed invented.
“Deep in the bowels of their vessel lay one of the most powerful artefacts in the whole Christendom. An artefact which, wielded at the vanguard of an army, would make that army invincible” He began as the camera travels along a metallic corridor containing men wearing grey overalls to reach a room within a small hold behind a locked door.
“The Spear of Destiny.” A voice states in wonder as the camera zooms in to a shaking box kept within the room.
“But the boat never reached the Fatherland with it’s precious cargo, it disappeared from radar three weeks into the journey.” The well-spoken man continues as the camera shows a U-Boat lying underwater near the edge of a deep precipice. A group of Nazi seamen are shown huddled around a radio among the torpedoes in the hold. A number of the sailors point guns and torches at the locked door as a bright light is shown issuing from the bottom. As the glow increases, the seaman shout commands and fire bullets at the door. An invisible force is shown attacking the men, whose bullets appear to be useless against their enemies, and causing one of the torpedoes to explode.
“…and so, this was the final resting place of the 52 seamen and something much more sinister.” The speaker finishes.

Lara and the well-spoken man are shown watching a port, credited as once being the pride of the Russian fleet, during a snowy evening. Lara watches with binoculars as a pair of expensive cars enter the port as her companion claims they are mostly ex-KGB and trained killers. Lara claims she has dealt with Mafioso before and would prefer to avoid them. They watch a lone ship exit the port, before Lara realises something else is happening. Her ally tells her they are looking for a nuclear-armed submarine after buying an admiral’s allegiance and offers her a tracking device. She mocks him about his concern before he leaves on a jet-ski (he did tell the others he did this as part of the story?)

Lara infiltrates the naval base and overhears an argument between an admiral and his “employer” (the man who gave him the bribes). The “employer” is a Mafioso, who commands the admiral to load up a submarine before boarding. Lara enters the submarine as a stowaway. She is discovered by the admiral and some of his troops. She is escorted to the brig. she warns him he is going to be in danger, but he decides to follow the idiots protocol by refusing to listen to her and referring to her as a “little girl”.
The player escapes the confinement and learns, through an overheard conversation, that the Mafioso has reached his destination, a stricken U-Boat, but is unwilling to share what he hopes to find on-board with his ally. The player finds the Spear of Destiny within the corroded wreck of the U-Boat. On her return to the submarine, She meets the Mafioso and gives him the Spear of Destiny, while warning him not to use it. He explodes while holding the artefact, which causes the submarine to sink. The player escapes the sinking ship with some help from the admiral (who explains that he took nobly bribes to feed his man’s starving family). The bright light from the spear reaches the admiral and causes the nuclear submarine to explode. Lara reaches the surface with the well-spoken man’s ship.
“Lara saw enough power in the artefact to recognise it’s rightful place was where man could never again misuse it.” The man finished the story, missing out the bit of the story when he almost shot Lara.

“…and not an authoritative destroyer, some powers were beyond the wit of man.” Father Patrick added.
A lightening strike causes a blinding a flash outside the large window in the study and the house is plunged into darkness.
“Oh dear, gentlemen.” Winston exclaims “I do apologise, it seems as if someone up above has a sense of humour. If you will excuse me a moment, I shall fetch candles and some…”
“…A night spurred by Hell…” The well-spoken man interrupts with a whisper.
“…And Sir Mortimer drove ever more across the world, the Heavens boiled in their wake.” Father Patrick finishes the quote. The man in green turns to face him. “Ah. Benefits of a religious education.” The priest states, with a cheerful smile.
As a large fire burns in the grate, Father Patrick remembers a story. “This night reminds me of the Isle of the Canussi.”
“Winston’s home?” Asks the man in green while the two men stare out of the large window.
“Indeed, yes. The staff had taken leave due to flooding. Lara, back when she was a slip of a girl, was staying with Winston and his wife. It was her that contacted me, as a matter of fact, some trouble over the islands, weird lights, manifestations, that kind of thing…” His voice trails as both men watch a shaft of lightening break through the dark clouds and heavy rain.
“Thought I might be able to help.” The priest continues as lightening pierces a similar storm at a farm. “It was on a hellish night like this when I arrived.

A young Lara is shown sitting on a bed in a room with bare walls and floor and little furniture. As she pulls her white top over her head, she hears footsteps and leaves to investigate. Father Patrick enters the house and discusses mysterious apparitions with a younger Winston. Lara moves to the door to overhear Father Patrick warning his friend against allowing Lara to explore the island. The priest states his intention to investigate the mysterious island, with a warning from Winston to beware of “what you cannot see”. Lara is seen jumping out of her first floor window. Father Patrick, waving to Winston on a jetty, sets off by boat into the stormy night, lit by a full-moon. Lara looks out of her hiding place on the boat to see a group of islands illuminated by stabs of lightening. They progress into the centre of the circle of islands and the priest reaches a cliff to wave to the departing boat. Lara watches while the priest moves a stone to enter a hidden passage in the rock.

The player explores the island, finding an old settlement with a gallows tree. A mutilated body, hanging by noose on the tree, comes to life. In an extremely creepy voice, he reassures Lara that he is just a wandering spirit and requests that she finds his heart, while promising rewards. Lara finds a heart and discovers the priest communicating with a creature at the bottom of a pit. He warns Lara to wait at the Church until morning and responsibly walks off.
Lara finds a labyrinth beneath the ruined church populated by spirits and discovers a book. She finds Father Patrick, who’s hair has turned white after he was scared in a cartoonish way, and offers him the book. He rejects her and tells her to stay in the church.
The player finds and investigates an old ruined mill and is attacked by a spirit on horseback. The priest appears and, after a brief scuffle, is kidnapped by the creature. Lara finds the monster, who, after accusing a priest of being a heretic, states that he was imprisoned for seven hundred years by an abbot after he seemingly massacred a load of holy men. He is currently looking for a scroll that gave eternal life and was used to keep him alive in his prison for so many years and ruined his looks by turning him more demon like. The priest makes jokes throughout these threats. The creature describes himself as Vladimir Kurleen, popular in the Kremlin and butcher of Swedes on the River Kravon. Lara notices that the monster claims to be trapped by running water, until the priest informs her that demons are unable to cross running water. Lara uses a spell from the book she found to control the demon and send him back to where he belongs.
The adventure ends on a bright morning, with Father Patrick lecturing the young Lara about the lessons she has just learnt on the boat trip back from the island.

“Her curiosity was eventually her failing.” Father Patrick concluded back in the warm study.
“The path she chose was the path she loved.” countered the well-spoken man “And for this, we should celebrate, not grieve. Although I fear for von Croy. Pursuing his inner demons, driven half to madness, in his quest for her final resting place, he will not find peace in himself until this is complete.”
Professor von Croy is shown resting at the foot of the Great Pyramid and then walking to meet a convoy of workmen.
The three companions complete a tour of the house. “Ah, the trophy room and you will be doing the acrobatics to enter Winston, yes?” The well-spoken man states as they reach a mirror.
“Miss Croft did enjoy her little games.” Winston says, turning a candle stick mounted on the wall.
The mirror lifts to reveal a dark passageway.
“And here it is, gentlemen.” Winston tells them, pointing towards a box hidden underneath a red cover “the artefact which led to the animosity between Miss Croft and von Croy, ending, ultimately, in this terrible business.” He lifts the cover to reveal a small object floating in a glass cabinet. The artefact consists of a small sphere, glowing green, surrounded by a pair of revolving semi-spherical objects.

A man is seen watching a computer screen displaying the mysterious object and issuing instructions to another person through headphones. The man reveals that the two of them are opposite the von Croy Industries building to steal the Iris. Using a hand glider and rope, Lara enters an air ventilation shaft to enter the skyscraper. The player finds the Iris on the thirteenth floor and escapes through some luxurious offices. A security officer is shown explaining to a mysteriously paralysed von Croy and his elderly assistant that the intruder has evaded his subordinates. Von Croy recognises Lara and his assistant tells him his past has caught up with him. The player escapes to the helipad (after defeating a cyborg) and Lara is seen reaching the helipad pursued by three armed men. She uses the hand-glider to escape to a neighbouring rooftop.

The friends toast “absent friends” in a gloomy room with sad music playing in the background.
Professor von Croy, mourning Lara in Egypt, is startled by the sound of someone calling his name. He turns to see a boy shouting his name and telling him to “come quickly”. Von Croy puts his arm around the boy while they walk off into the desert. They reach the base of the pyramid, where the boy finds his lantern in front of a large, stone doorway. He leads the professor through dark, underground passageways until they reach a room.
“What is it, men?” von Croy asks a group of men searching the room. “What have you found? Pass it to me, pass it to me.” He commands. They give him a large, leather object. “We’ve found her.” von Croy proclaims, studying the large backpack in the warm glow of the lantern.

The Review

If you read many of my reviews, you will possibly notice I am blatantly more familiar with some games rather than others. Unfortunately, I have little experience of playing Tomb Raider Chronicles, so I have had to base this review on watching videos of other people completing the game.

Unlike other Tomb Raider games, the story for the previous game heavily influences the story for this game, which takes the form of playing through seemingly exaggerated tales of Lara’s adventures while she lies trapped within the Great Pyramid following the end of Tomb Raider: The Last Revelation. The adventures seem to resemble fan fiction stories. After quickly browsing a fan fiction archive, I realised that many stories had a number of similar themes, some stories heavily featured characters that had memorable and brief appearances in the original story, some attempted to provide a narrative for events that were referred to without being seen in the original story and some introduced a romantic element to the relationships between characters. This game seems to use elements of these in the stories. Larsson and Pierre (from the first Tomb Raider game) form the main villains in the part of the game set in Rome and young Lara returns (minor characters becoming more prominent). The game provides an answer to explain how von Croy is trapped with the Iris, but Lara is able to display it in her home in Tomb Raider III (providing a narrative to events outside the story). There is no level where Lara seduces Marco Bartolli, so that fan fiction story is not used.

Strangely, the game seems to use characteristics from Tomb Raider: The Last Revelation and Tomb Raider II and Tomb Raider III. Like the forth game, the story uses elements from actual history. Tomb Raider: The Last Revelation used the ancient Egyptian mythology of a battle between Horus and Seth to form an adventure story the used the concept of Seth being released to spread evil and Lara needing to summon Horus to defeat him. Tomb Raider Chronicles featured Lara hunting the philosopher’s stone and the spear of destiny. According to the Crystalinks website, the philosopher’s stone was a legendary object believed, by alchemists, to allow the user to turn inexpensive metals into gold. It was also believed to create an elixir of life that would cause rejuvenation in the user and could be used to become immortal. The theory of the stone was originally formed by an eighth century Islamic alchemist called Geber. I am not sure if there is any link between the stone and ancient Rome, as suggested by the game. According to the Crystalinks website, the spear of destiny was the name given to a lance used to test if Jesus Christ was dead. In the Bible, it states that the Romans wished to determine if the crucified Jesus Christ was dead or alive. A centurion stabbed him in the side with his lance. Miraculously, blood and water issued from the wound. A number of legends have claimed that the lance had been moved around the world over the years and now a number of different lances have been identified as possibly containing the tip of the original spear of destiny. It was also claimed that Adolf Hitler developed an obsession with the artefact after being told that whoever held it would be able to “hold the destiny of the world”. A writer has suggested Adolf Hitler started the Second World War to possess the spear, as he had become obsessed with the object, and US General George Patton obtained the object at the end of the conflict. Adolf Hitler committed suicide, which apparently fulfilled a legend stating that losing the spear would lead to death. The writer also claimed that the spear contained a hostile and evil spirit (though not controlled by an actual supernatural being, instead it was “intertwined with all of mankind’s ambition”. Another writer claimed a former U-boat captain had described a mission, ordered by Adolf Hitler and commanded by a Nazi colonel, to send a number of treasures (including the spear) to Antarctica, while a fake spear was displayed in a museum. The source provided evidence, including a log from an expedition to recover the objects and pictures of the recovered items, and stated that the spear was hidden in Europe by members of a Nazi secret society. The writer claimed that he became convinced of the accuracy of his contact after interviewing members of the expedition and former Nazi figures. Some of these concepts are used in the game, particularly the idea of the Nazi party obsessively possessing the spear, a U-boat being used to transport the spear along with the other objects and the spear containing a mysterious power. This game also appears to enhance this concept during the part of the game set in Russia. Around the time the game was released, there was a number of films released that examined the effect of the collapse of the Soviet Union and the end of the Cold War had on those involved. The Admiral character in the game seems to discuss the effect of these actual recent events on him, as he regrets the erosion of the governments ability to provide wages to him and his men and his need to work with gangsters to allow his men to feed their families.

The player only uses one vehicle in this game (the deep sea diving equipment), which is similar to the previous game, where Lara only uses a jeep and a motorcycle. Young Lara appears in the game (just like the beginning of the previous game, despite the story stating that her holiday in Cambodia was her first adventure). Just like before, the player is not able to use guns and has to rely on alternative methods to get rid of enemies (not just a slow von Croy). The game also uses the alternative ammunition feature used in the fourth game. One gun (the HK) used one ammunition, but alternative firing modes (sniper, rapid and burst) which seemed to expand this idea.

In the Cambodia part of the previous game, secrets consisted of a number of golden skulls hidden throughout the levels. In this game, throughout the game are a number of golden roses, which form a large amount of the secrets. In this game, a number of items are combined to form useful items, similar to a concept introduced in the previous game, except the player is informed the number of items needed to create the useful object, which makes it easier to work out if the player needs to keep searching for other objects.

Other aspects resemble the older games (Tomb Raider II and Tomb Raider III) more than the previous game. In this game, Lara travels extensively (Rome, ancient Rome, Russia, Ireland, Von Croy Industries building) and the game uses a number of ancient civilisations. This mimics the older games more than Tomb Raider: The Last Revelation, which mainly explored Egypt and the ancient Egyptian culture. This game also features, as part of the travelling aspect of the game, costume changes. Lara dresses in her usual clothes in Rome, she wears an outfit that is the colour of snow camouflage to infiltrate the Russian structures and vehicles, she dresses in her teenage clothes in Ireland and wears a smooth, black cat-suit while sneaking around the Von Croy Industries building. Like the older games, Lara is captured (in the submarine level) and is forced to surrender her weapons, which leads to her finding her guns again in the next level. The game also uses highly technical and industrialised environments (the Von Croy Industries building and Russian parts of the game), similar to the Area 51 level and oil rig levels in the older games. Parts of the levels within the Von Croy Industries building section of the game resemble executive offices and a destroyed fire escape, which is similar to one of the levels in the London part of the third Tomb Raider game. One of the levels set in Russia seems to closely resemble the parts of the second game set underwater and heavily feature swimming. The levels set in modern Rome seem to resemble many of the deserted cities used as settings for treasure hunts in previous games (such as Venice, the London levels and Alexandria).

There are also a number of features of this game that are new and unique. It is unusual for the player to be transported to ancient Rome and it does create an interesting environment, but causes the story to appear far fetched. The part of the game set in Ireland does create a stronger atmosphere of supernatural horror than previous games (with strange creatures, ghostly figures and unsettling gothic environments). This concept seems to be expanded on in later games. This game also features the character Zip, who functions as an ally to Lara. Unlike other characters, Zip seems to be the first character to help Lara during the level (other previous friendly characters, such as Jean Yves in the previous game, seem to act as consultants, giving background information in animated sequences, but having little input during gameplay). This character will return in later games. Some of the levels set in the Von Croy Industries building seem to new concepts. It is unusual for a Tomb Raider game to require the player to use stealth techniques, rather than using guns to defeat all the enemies. In this game, the player needs to crawl across floors and check rooms to avoid security guards in certain levels. In one level, the player is allowed a set amount of ammunition (also unfamiliar in Tomb Raider games) and has to develop methods to prevent excessive firing (it is also strange for the player not to be able to use the pistols with unlimited ammunition). The effects used to animate close quarters combat has improved in this game. In animated sequences, Lara is shown punching, kicking and kneeing enemies in the groin, which is better than flooring Larsson with a strange twirling movement as seen in the first game.

The episodic layout of the story of the game also provides some unusual challenges. Instead of being able to stockpile medipacks and ammunition for powerful guns until faced with more difficult enemies toward the end of the game, the player is given new weapons, ammunition and items at the beginning of each new location. This encourages the player to develop new tactics to defeat harder enemies, instead of depleting the more powerful weapons. The Von Croy Industries building part requires the player to develop a tactical way of shooting targets due to the small amount of ammunition given to the player and the portion of the game set in Ireland forces the player to find non-violent ways of fighting enemies because there are no weapons. The 13th Floor level is also different, with the player exploring small rooms connected by a labyrinth of air vents.

The gameplay appears similar to the previous games, with Lara now being able to walk across tightropes, grab and swing on bars and perform a somersault jump from ledges. In previous games, Lara brought a stopwatch which, when selected, displayed a number of statistics about the level. In this game, the stopwatch has been replaced with an expensive TMX-Timex device, which performs the same action.

In summary, the game seems enjoyable and similar to previous games. Many aspects greatly resemble ideas from previous games, but there are some innovative concepts that look good. The new millennium appears to have had a strange effect on films and games. Many popular series of films had a film that seemed to reflect on previous stories in the series. This game seems to have a similar effect for the Tomb Raider series, as, like the mourners who dictate the story, the player sees characters associated with older adventures and use a system of play that would no longer be used in future games.

A Review of Tomb Raider: The Last Revelation (PC)

1999

In this year, the creation of a pan-Europe state began. The Euro (a currency used in a lot of European countries) was established, the pan-European crime force Europol was created and former Warsaw Pact members (Hungray, Poland and the Czech Republic) joined their former foe NATO. Scotland and Wales formed their own parliaments and obtained legislative powers over their territories. East Timor voted for independence from Indonesia. Portugal transferred Macau to Chinese rule. Elsewhere, reminders of monarchist power occurred. Australia voted to keep the Queen of Great Britain and Ireland as head of state. The King of Bhutan celebrated his Silver Jubilee. Prince Abdullah succeeded his father as King of Jordan. Prince Mohammed replaced his father as King of Morocco. Wars ended in Kosovo and Algeria. Short wars began and quickly ended in Dagestan and between India and Pakistan. Terrorist attacks hit Russia, Spain, Zamibia, Uganda, Pakistan and Turkey. Political assassinations occurred in Armenia, Niger, Paraguay and Iraq. The president of Uzbekistan escaped an assassination attempt. Military coups occurred in Guinea-Bissau and Pakistan. Racist attacks occurred in Britain and USA. Films included gentle comedies (Blast from the Past, Never Been Kissed, Notting Hill, etc.), outrageous comedies (South Park: Bigger, Longer and Uncut, American Pie, Dogma, etc.), films that rebelled against uniform environments (American Beauty, Office Space, Election, etc.), films that use characters from cinema’s past (Payback, the Mummy, Star Wars Episode I: The Phantom Menace, etc.), films set in a past era (Sleepy Hollow, Angela’s Ashes, the Talented Mr. Ripley, etc.), thrillers set in scenarios with a grounding in real life (True Crime, Double Jeopardy, Three Kings, etc.), films that use an understated feeling of horror (the Blair Witch Project, The Green Mile, the Sixth Sense, etc.), films that present with an apocalyptic feel (The Matrix, End of Days, Fight Club, etc.) and films that use characters from children’s TV shows (Inspector Gadget, Pokémon: The First Movie, Dudley Do-Right, etc.). James Bond followed a complicated plot that incorporated physical and psychological changes to the brain, Russia after the Soviet Union and economic terrorism in The World is not Enough. Music from this year included music that used a strong rhythm (Jamiroquai, The Cardigans, etc.), songs that seemed to have a definite theme and used abstract lyrics (Robbie Williams, Christina Aguilera, Smash Mouth, etc.), songs about broken love that used uplifting music (Bryan Adams featuring Melanie G., Britney Spears, Jennifer Lopez, Ricky Martin, etc.) and songs about selecting partners (Lou Bega, Shania Twain, etc.). Other computer games from this year included fighting games with characters from different franchises (Super Smash Bros., Marvel Super Heroes Vs. Street Fighter, etc.), characters with previous 2-dimensional adventures transported to 3-dimensional worlds (Donkey Kong 64, Pac-Man World, etc.), games where the player shot at science-fiction monsters (Silent Hill, Quake III Arena, Half-Life: Opposing Force, etc.), games that previously examined modern conflicts suddenly switched to futuristic fights (Grand theft Auto 2, Command and Conquer: Tiberian Sun, etc.) and the Pokemon franchise continued to expand (Pokémon Gold, Pokémon Stadium 2, Pokémon Snap, etc.). Tomb Raider: The Last Revelation entered into this mix.

The Story

———————————–Spoiler Alert————–

Cambodia, 1984

Small shafts of light penetrate a darkness. The light grows as small rocks fall from a wall. the wall shakes as larger rocks fall out of place. A fist smashes through the wall and a man can be seen pushing and kicking a hole through the wall. Eventually the man, silhouetted against the bright light piercing the blackness, climbs through the hole he has created. The man, dressed in white clothes with a white hat, describes the discovery he is about to make. A teenage girl, dressed in a white T-shirt, with a green waist coat and knee-length khaki shorts steps out behind him. She twirls in circles, her long hair in pig-tails floats as she spins, examining the beauty of the ancient site the two of them have entered.

The two explorers, Lara Croft and Professor Werner von Croy, explore the ruins to find the Iris. The two adventurers eventually reach a chamber within the ancient structure with a large, spinning globe. Professor von Croy instructs Lara to pull a wheel which causes the globe to open, revealing the iris (a golden ball surrounded by larger spherical pieces that mysteriously rotate around the centre) on a small surface. A curled ladder rolls out to the platform containing the Iris. As Professor von Croy walks towards the platform, Lara warns him, telling him that he does not know what will happen. Professor von Croy angrily replies that Lara should be helping him (he wouldn’t be an idiot if he didn’t), until the structure starts shaking. The tremors cause Professor von Croy to fall backwards, trapping his foot on the edge of the platform and the rest of his body hangs over the edge. He shouts for Lara to help him, but she is unable to reach him because of the shaking and she turns round and flees instead. Professor von Croy continues to call for his apprentice, wanting her to save him so that he could continue his work in ensuring Roger Moore remains as James Bond. The pieces of the globe return to their original position, swallowing Professor von Croy and muffling his cries.

Egypt, Present Day

Lara Croft rides a camel through the desert with a companion. They reach a rocky outcrop which contains a load of scorpions and a large rock head buried in the sand. They activate a small switch on the rock, which causes the ground to shake and open up beneath them. The two companions fall into a tunnel that leads to the underground Tomb of Seth. During their investigation, Lara’s torch wielding friend reads something that makes him realise that entering the tomb wasn’t a very good idea and he runs away, leaving Lara on her own (not very chivalrous). The player also finds a sarcophagus during their exploration of the tomb and Lara climbs across it (as disrespectfully as possible) to remove an ankh from the chest. Removing this treasure causes light to glow from the place on the sarcophagus where the ankh was and blood to flow out along grooves along the ground. Lara leaves the tomb through a back door and starts to read an inscription on the ankh. As clouds quickly cover the sky, Lara learns that the ankh was used to trap Seth within the sarcophagus as part of Horus’ extreme punishment for dismembering Horus’s father. Removing the amulet allows Seth to be released. Man of the year returns and aims a gun at Lara’s head, demanding she hand him the amulet. As Lara recites more of the inscription, a cloud of dust is released from the tomb and knocks her enemy to the ground.

Lara escapes her former colleague and his henchmen. Afterwards, Professor von Croy appears to find out Lara has escaped with the amulet and Pierce Brosnan is now James Bond. Lara drives to the home of a friend and shows him the Ankh. The friend (Jean Yves) realises Lara has released Seth and tells her she needs to use the amulet to discover a method to defeat Seth. He guides Lara to the tomb of Semerket (the priest who helped seal Seth in his tomb). The player uses the amulet to open the tomb, but Professor von Croy appears and removes it, trapping Lara within the tomb. Within the tomb, Lara learns that placing the armour and the amulet on the statue of Horus underneath the Great Pyramids of Giza, during the appearance of an astrological occurrence (called the millennial constellation), will summon Horus who can defeat Seth. Lara escapes the tomb, killing her former guide in the process, and stows away aboard Professor von Croy’s train, which is heading to Alexandria.

At Alexandria, Lara meets Jean Yves. Jean Yves reveals that Cleopatria was very concerned about Set being released and hid the pieces of Horus’ armour inside her palace. A nearby archaeological excavation discovered parts of the palace underneath some Catacombs, but the worker’s were scared off by Professor von Croy’s henchmen. The player finds the pieces of Horus’ armour within Cleopatria’s Palace, along with a scroll describing a ritual that will be performed during the distant millienia that will cause the release of Seth. Professor von Croy appears while Lara reads this, claiming that he does not believe the ceremony would work, but wants to perform it with the amulet, armour and ceremonial tablet for some reason.

After the player retrieves the armour, Lara finds Jean Yves has been captured and discovers a note telling her to bring the armour to Cairo in exchange for his release. As Professor von Croy travels to Cairo, a swarm of locusts surrounds his car. Inside, Professor von Croy turns into Seth for a brief moment. A helicopter flying to Cairo is shown crashed as Lara enters the city.

The city inside is shown to be a warzone, with armed soldiers fighting strange creatures. The player reaches a wounded sergeant, he tells Lara that the Citadel is where the focus of the unusual activity with a huge monster guarding the entrance (similar to a bouncer). The soldier tells Lara to find two other members of his team who are able to detonate the explosives kept in a truck opposite the creature. The player finds the wounded body of one of the soldiers and the corpse of the other, allowing Lara to retrieve the detonators. Lara presents the equipment to the sergeant, who then requests that Lara transports him to the truck. The soldier threatens Lara at gunpoint, telling her to leave the area, before climbing into the truck and driving it towards the monster. The vehicle explodes, decapitating the creature and allowing Lara to enter the citadel.

Lara finds Jean Yves tied up inside the citadel and releases him. He tells her that Professor von Croy has been acting strangely (he had been moonwalking along corridors) before Lara tells him to leave. Professor von Croy, meanwhile, finds the ceremonial tablet and opens a door using the amulet. He resurrects some knights from the crusader period. The player finds Professor von Croy standing inside the room surrounded by demonic jackals. With his eyes red and his voice hushed, he tells Lara that he can make her immortal. Lara, realising that he has been possessed by Seth, rejects him and removes the amulet, sealing him inside the small room. She dives out of the citadel and lands in the Sphinx Complex.

While exploring the Sphinx Complex, the player discovers a stone tablet which reveals that Horus nominated a hero in Ancient Egypt who would return when he is required (why isn’t he there?). The player then uncovers a tunnel beneath the Sphinx that leads to Menkaure’s Pyramid (collecting a number of small statues called Holy Scriptures). The player travels through the pyramid and reaches the Mastasbas, which seems to consist of a series of small buildings connected by underground tunnels that also hold hidden treasure. The player collects some star-shaped ornaments called shaft keys. The player eventually reaches Khufu’s Queens Pyramid and the Great Pyramid. Using the shaft keys, the player reaches a statue of Horus and, using the four scriptures, dresses the statue in the armour and the Amulet of Horus. A large, bright spirit in the shape of an eagle appears from the heavens and flies down to the statue. The spirit merges with the statue while a plague of locusts enters the pyramid. The locusts fly to the statue and cause it to explode in a shower of sparks. Seth appears surrounded by fire and gloats about destroying his cousin and taking over the world. The player escapes the cavern where Seth is and uses the Amulet of Horus to seal him inside. the player finds a route to exit the pyramid.
Outside, the moon can be seen in the sky now cleared of storm clouds. A truck can be seen in the bright dawn light. Lara, resting against the walls of the passage, notices dust falling as the structure shakes. She slowly climbs the slope as a shadow passes in front of her and she recognises a familiar figure. Professor von Croy (who somehow escaped the sealed room and citadel while using a walking stick) motions for her to come towards him so he could help her. Regaining her posture after being hit a cascade of small stones, Lara asks if he is still possessed by Seth. He reassures her Seth has gone and she runs across the crumbling ground. She falls and grabs onto a ledge above the deep pit. Lara begins to climb up while Professor von Croy tells her he couldn’t leave her. The crumbling ceiling forces Professor von Croy to leave the pyramid and a large stone block covers the exit. Professor von Croy removes his hat in solemn mourning as a stone jackal head watches him sinisterly (as if Seth is clarifying his final revenge).

The Review

One of the most obvious differences between this game and most of the other games in the Tomb Raider series is the fixed location. While the other Tomb Raider games involve the player exploring a range of international settings, this game focusses exclusively on Egypt and the Ancient Egyptian civilisation. It is also one of the few Tomb Raider games to incorporate actual ancient mythology into the story. In Ancient Egyptian mythology, Seth (the God of Evil) murdered Osiris and dismembered his body. This action led to the birth of Horus, who avenged his father and attacked Seth. In the game, Horus is shown imprisoning Seth within a sarcophagus with torture devices built into the design. The story revolves around Seth being released from Horus’ imprisonment and unleashing the plagues of Egypt on the world. This also seems to use a story from the Bible, where Moses convinced the Pharaoh of Egypt to release the Jewish slaves after God created a number of plagues to inflict Egypt (even though the game leaves out levels where the player is attacked by armies of frogs). One of the puzzles within the Temple of Horus mimics the Ancient Egyptian’s belief in the afterlife.

Another difference in this game is that it is the first game to give a backstory to Lara Croft. The accompanying instruction manual for the game describes the young Lara as the daughter of aristocratic parents about to begin studying for her A levels at “…one of England’s most prominent boarding schools.” However, Lara discovers an article about the respected archaeologist Professor Werner von Croy (who once performed a lecture at Lara’s school) and decides she would like to join Professor von Croy’s expedition to uncover new artefacts in Cambodia. Her father contacts Professor von Croy who, remembering Lara’s insightful questions at the presentation, agrees to allow her to join his team. It is interesting to see Lara as an experienced youth, rather than being of the same age, and seeing her develop on the Cambodia trip (including a cinematic moment where Lara steals her backpack from a skeleton impaled on spikes). It seems to add dimension to the character and builds the character of Professor von Croy when he returns as the villain.

There is a slightly strange connection between the myth of Seth and the story of Professor von Croy. According to the Semerkhet character, removing the amulet will release Seth “He who walked aboard with the jackels at the dawn of man shall once again violate the Earth.” This suggests that Seth was an evil, destructive presence who was sealed away and, once he is released, will continue to destroy the world. At the beginning of the game, Professor von Croy is shown pursuing an ancient artefact. When he and Lara reach the item, Lara attempts to warn him that he may endanger the two of them, but Professor von Croy does not listen, instead he demands Lara helps him reach his goal. As he reaches the artefact, the building starts collapsing (putting both members of the team at risk) and Professor von Croy becomes sealed within the globe. When Professor von Croy is released, he searches for another artefact (the Amulet of Horus). Lara again warns him that the artefact will cause disastrous effects, but he dismisses these concerns as superstitions and he continues to hunt for the treasures until he endangers the world by releasing Seth and initiating the apocalypse. Ironically, when Lara is about to be sealed within the Great Pyramid, Professor von Croy attempts to save her, which is the opposite to what Lara did at the beginning of the game.

Unfortunately, there are a number of slight mistakes in the story. Connected to the Lost Library is a Temple of Poseidon. Poseidon was the Greek god of water. It is strange that part of Cleopatra’s palace contains a temple dedicated to a deity from another civilisation. A number of possible reasons could explain this inconsistency. The temple of Poseidon was built at a another time to Cleopatra’s palace and the two structures were not originally linked together. After researching this topic, it seems as if there was no definite water god worshipped by the ancient Egyptians. Instead, there seems to be gods responsible for various water aspects, such as a god of the Nile, different gods for Upper and Lower Nile, river gods, etc. Therefore, it seems possible that the developers decided it was easier to create a temple for a definite water god than a potentially inaccurate minor god. Another mistake regards the timing for the story. The game appears to be set in 1999 and the story revolves around the idea that the progression to a new millennium will cause a number of strange effects to appear. It has been suggested during the story (by Semerkhet and the author of an ancient manuscript) that Seth will be released during the start of the new millennium. Unfortunately, the new millennium is the year 2000, named after the 2000th year since the birth of Christ. It is a mystery why the ancient Egyptians would use the Christian calendar to predict the re-emergence of Seth, considering that they lived before Christ was born and they did not follow the Christian religion. If the story followed the calendar used by the Ancient Egyptians, the events of the game would probably take place at a different time (for example, 100BC).

It is also interesting how different characters are used in the story. Professor von Croy appears to be the first character to be linked to Lara’s past. Jean Yves seems to be the first ally Lara has who does not betray her. The interaction between the two characters is also slightly strange, Jean Yves seems to be a completely serious character and Lara speaks to him with a surly demeanour (she even jokes with him with a slightly aggressive tone in her voice). It is also the first time Lara’s father has been introduced into a story. According to the accompanying instruction manual, Lord Henshingly Croft is a aristocrat, accustomed to servants, high society and social functions, who wants his daughter to attend a “prominent boarding school”. Lara demands that she travel with Professor von Croy and persuades Lord Croft to contact Professor von Croy to persuade him to allow Lara to join the expedition. Lord Croft uses his status as an “influential society figure” and promises financial assistance to influence Professor von Croy’s decision, who assures the father that he will be able to look after Lara. The character of Lara’s father changes in later games and films.

An odd part of the game occurs towards the end. At the start of the story, the player retrieves the Amulet of Horus and learns of the impending disaster of removing this item from the Tomb of Seth. After Professor von Croy re-enters the story, he steals the amulet and the player realises Professor von Croy is the villain and they must acquire the amulet. The player learns that they need to find the Armour of Horus to defeat Seth and, when this is accomplished, need to hunt Professor von Croy after he kidnaps Lara’s ally. After Professor von Croy is sealed within the citadel, the game seems to become a slightly bizarre treasure hunt. With Professor von Croy sealed away and the player possessing both the Amulet of Horus and the Armour of Horus, it seems like the story should be nearing a climax. Instead, the player follows a path that leads under the Sphinx, through Menkaure’s Pyramid, through the Mastasbas and into Khufu’s Queens Pyramid to collect a number of objects. While it is explained why the pieces of the Armour of Horus were hidden in Cleopatra’s Palace, there is no reason why these locations are connected to the objects or how obtaining the objects will defeat Seth. Strangely, despite the signals indicating Horus will return to defeat Seth, Seth is not defeated and no warrior attempts to battle him. Instead, Lara seals him within a room and leaves him, which does seem to ruin the build up to the final fight.

Another change to this game compared to previous games is the interaction between the levels. In previous games, the levels would end at a definite point and the player would continue the adventure in another level. The player would not need to return to the previous level during the rest of the story, except if parts of the previous level are imitated in other levels. In this game, the player can re-enter previous levels from successive levels and parts of the story rely on the player completing a challenge or obtaining a treasure in a level and returning to a previous level to place an object somewhere or follow a newly opened path. This gives the locations a more complex structure as it means the levels become more connected to each other, rather than seeming to follow each other, similar to following a tunnel. For example, entering a structure in the Coastal Ruins level will lead to the Catacombs level, exploring the Catacombs level will lead to the Temple of Poseidon which is connected to The Lost Library. Following a corridor in the Lost Library will lead to another section of the Coastal Ruins, which makes the levels in that section of the game seem more interconnected than levels in previous games. A positive aspect of this design is that entering a new level will replenish Lara’s Health, even if the player deliberately re-enters a previous level to take advantage of this effect. A negative aspect of this design is that if the player gets lost, instead of examining one level in detail, they will have to search for an answer in many levels, which can be time consuming and frustrating. Incidentally, if you have fixed all the trident heads to the statues of Poseidon in the Temple of Poseidon and have released the water, but the recess in the centre remains empty, enter the chamber opposite the climbing wall (the one where the player has to avoid a flame to enter) and use an explosive weapon to destroy the skeletal warriors (including the one lying motionless on the ground). This might somehow allow the recess to become filled with water and allow the player to progress.

A small number of levels in the game are quite innovative. Unlike the previous Tomb Raider game, this game uses less levels requiring the player to use a vehicle to navigate a level. The player has to drive a truck through a desert strewn with ruins in one level and navigate a motorbike through the streets of Cairo in a few other levels. One level is set entirely on a train, requiring the player to jump between carriages and climb along them to enter the vehicles. If the player falls off the train, they are instantly killed, which enhances the difficulty of the level. It also provides some interesting moments, like seeing Lara shimmying across the bottom of a carriage while train tracks move a few metres below her feet at a high speed. Another level, called the Great Pyramid, is also slightly strange. The level begins with the player seeing a huge sloped side of an enormous stepped pyramid. The player is then required to climb the pyramid by jumping onto steps that Lara can remain standing on, while avoiding steps that are worn so they have become sloped at such an angle that will cause the player to slip down the pyramid until they fall into a deep chasm. After finding a path that leads along the side of the pyramid, the level abruptly ends a few metres from the beginning, which is slightly comical.

An addition to this game is a number of invincible or almost invincible enemies. Some of these are skeletal warriors that climb out of the ground and mummified corpses, which can only be defeated by explosive weapons or by using a powerful gun (such as the shotgun) to knock them into pools of water. Other enemies are giant, golden figures with bird heads and staffs which fire blue projectiles, but can be defeated with heavy firepower. There are also golden bulls which use a charging technique to attack the player, the player needs to use the charging attack to either trigger switches hidden within a wall or distract the creatures while they are locked away. The player also faces irritating insects (such as scarab beetles and moths) that quickly diminish the player’s health while the swarm is in contact with the player, until the player reaches higher ground or the flying swarm goes away (unfortunately, the scarab beetles seem to good at climbing, but hanging off the edge of a surface usually gets rid of them). There are also a number of spirits (or djinns) within the game. These spirits float along the air and diminish the player’s health when they make contact. There are also a number of different spirits (fire, ice and ghostly) that require a different strategy to get rid of them. The fire and ice spirits can be defeated by leading them into water (the ice spirit is actually needed to help progress through the game). Throughout the game a number of small statues (resembling a bird with it’s wings outstretched) which, if the player crouches next to, will cause the ghostly spirit to travel in a circular motion before exploding at a point above the top of the ornament.

The game also allows the player to combine different objects. This action is usually used when the player is required to find an object that can be used to progress the game. In past games, the player would need to find a set of similar objects (such as keys) that could be used to open a path (which means a door was built which needs four keys to open). The system used in this game requires the player to search through levels to find a set of objects to progress, but the set of objects form one item. During the game, the player finds a scope. The item can be attached to both the crossbow and the revolver to allow the player to target an area with more accuracy and the ability to zoom in. This skill is needed at various points during the game and requires the player to be more aware about their surroundings, rather than the usual method of the player entering a room and drawing their weapons which cause Lara to point the weapon in the direction of an object. Removing and adding the scope to the weapon also allows the player to change the gun used depending on the target.

The use of weapons also changes in this game. The guns available in this game include the reliable pistols, the slow shotgun, the rapid-fire SMGs, the highly powerful revolver, the versatile crossbow and the explosive grenade gun. While the attributes associated with these guns (such as speed and power) seem basic and obvious, each of the guns uses a number of different types of ammunition. The pistols, revolver and SMGs all use only one kind of ammunition. The shotgun uses normal and wide-shot ammunition. The grenade gun has three types of ammunition: explosive, dispersive and flash. The crossbow uses normal, poison and explosive ammunition. The types of ammunition used by each gun can be changed easily when selecting the gun. This addition can be slightly irritating as it requires the player to keep changing the ammunition depending on circumstances and supply. It can also be annoying if one type of ammunition is useful, but the player can only find the useless ammunition (particularly if the player can see the shape of a box of ammunition, only to find it is the wrong colour at close examination, similar to shopping for mints).

This game also features a crossbar. During the game, the player retrieves a discarded crossbar. The crossbar becomes extremely useful, as the player is able to open a large variety of doors and boxes using this tool. A good strategy for the game is to press action near a door or item to see if Lara is able to open it using the crossbar. For some reason, the doors used to navigate the coastal ruins can only be opened using the crossbar from one side, which destroys a lot of short cuts. This game also features the compass again. The compass cannot be selected and remains visible at the side of the inventory menu. The compass is only useful for one puzzle in the citadel, by then the player is accustomed to seeing the previously useless item at the side of the screen they forget it can be used in that particular situation.

Another change to the game is how the player learns to play the game. In previous games, the player was able to select the Home level from the game’s main menu. Choosing the Home level would allow the player to learn the controls and practice playing the game in a setting independent of the game and could be accessed at any time during the game. In this game, the first level functions as a tutorial to teach the player the controls. The teaching mostly consists of Professor von Croy telling Lara an action and implying she would be unable to complete the simple function, with Lara remarking that he is too old to accomplish the action himself. This also demonstrates each characters personality, Professor von Croy being a superior and arrogant man and Lara being an adventurous and verbally combative woman (although she will lose her cheerfulness in later levels). While it is interesting that the game uses past events to teach the player to play the game, there are a number of negative aspects associated with this method. If someone chooses to learn to play the game using other methods or does not require a tutorial to play the game, the first level can seem unnecessary. If someone progresses through the game, but stops playing the game for long time, there is no option for them to re-learn the controls for the game if they decide to complete the rest of the game at a later date. An annoying aspect of the tutorial levels is that Professor von Croy does not trust Lara with guns, therefore, the player has to wait for Professor von Croy to use a knife to kill the vicious pigs that populate the tutorial levels (this probably influences Lara’s decision to purchase pistols with unlimited ammunition). A strange part of the tutorial levels is the artefact Professor von Croy is searching for. Lara sees Professor von Croy attempt to acquire the artefact, before he is sealed within the globe along with the artefact. In the third Tomb Raider game, the artefact is displayed within the museum within Lara’s home. The game does not provide an explanation for this anomaly.

Finally, the settings for the game are very interesting. Angkor Wat appears to be a series of ornate structures decorated with elaborate carvings. Angkor Wat also contains a number of open air spaces that are lit with bright sunlight, with a sky consisting of dark clouds floating quickly along the wind. This effect gives the impression of gathering storm clouds. The levels set in Seth’s Tomb have a sinister quality. The locations are mostly decorated with elaborate decorations that are coloured using gold and dark red, that become highlighted in the flaming light from the fires used to light the levels and dark shadows form in the corners of the levels. The environment outside the tomb is lit in the reddish glow of the evening sunlight and has a background of mountains. The Temple of Karnak seems like the ruins of an elaborate temple, with crumbling statues, a secret room that can only be seen through a mirror and a giant board game. The Tomb of Semerket is dingy, with dark rooms coloured in a sombre grey. The streets of Alexandria have a low budget theme park, that contains attractions in a state of disrepair that seems to create a neglected feel to the city (especially the hollow, manic laughter of a broken mummy). The ruins present with an air of neglected craft, with the mixture of ornate carvings and rough stone of the Temple of Poseidon and the disorder of the Lost Library. Cleopatra’s Palace appears as gilded luxury with walls coloured in bright gold, wide spaces and giant statues.

In previous games, while it has been implied that disastrous events would occur globally if the villains were to fulfil their goals, the danger seems to be contained to a localised setting. For example, it seems like Lara could swim in the bright waters of the Mediterranean instead of fighting Natla, Marco Bartoli does not seem like he would do much if left in the Dragon’s Lair and Lara could forget about the mutants in the mines in Antarctica if she returned to the surface. In this game, however, there is a much more apocalyptic feel to the final levels, which suggests danger on a more global scale. This effect occurs more strongly when Lara travels to the Cairo. The streets, cleared of pedestrians and market traders, are used by monsters and patrolling soldiers. The city streets and bazaars seem empty and deserted, with a few mutilated corpses of defeated soldiers to add a sense of fear and the remains of civilisation (such as a taxi) to highlight a feeling of abandonment. The player is attacked by small hordes of flying insects periodically. The sky consists of a black horizon with a green glow overhead, that lights the city with an unnatural light. Using the headlight on the motorbike only seems to highlight the emptiness of the streets, which seem damaged and decrepit in some areas. Entering the Sphinx Complex adds to the apocalyptic feeling. The environment is flatter, with structures appearing out of the darkness, and the sky has become overcast with dark red clouds. Lightening can be seen lighting the clouds at times. The rest of the game seems darker, regardless of whether the player is climbing the outside of a pyramid or exploring underground tunnels. Deep pits scar the land, as if huge chunks of earth had been ripped out of the ground.

In summary, this game is similar in gameplay to previous games. it is enjoyable to play and the controls are easy to learn, but there are a few negative aspects added to the game. The game also uses puzzles, as well as the usual traps, to allow the player to progress. I, personally, enjoy the focus on a particular ancient culture and find the setting good looking, however, others may find the environments repetitive. The story is generally good, but the ending does seem a little anti-climatic. The way different levels are structured around each other does improve the environments, but there are a few problems associated with this design.

A Review of Tomb Raider III: Adventures of Lara Croft (PC)

1998

In this year, science-fiction became closer to reality. NASA claimed that a probe had discovered enough water in the moon to support a colony. Satellites reached further into space than before and discovered more about distant objects (such as Jupiter’s moon Europa). The International Space Station began to be built. Japan built the largest suspension bridge in the world. Human cloning was banned. Wars begin after a massacre in Kosovo, a military uprising in Guinea-Bissau and a rebel uprising in the Democratic Republic of the Congo. The Real IRA bomb Omagh, despite the Good Friday agreement between the British and Irish governments and many Northern Ireland political parties. The 1998 FIFA World Cup takes place. A number of events also took place which would involve individuals and organisations that would become more important later. Bear Grylls became the youngest British climber to reach the top of Mount Everest. The bombings of the US embassies in Tanzania and Kenya were the first attacks launched by al-Qaeda. A pair of PhD students launched Google, Inc. Films in this year include films that rely on cutting edge computer graphics to show disasters (Armageddon, Deep Impact, Godzilla, etc.), films that present a laid-back lifestyle (Fear and Loathing in Las Vegas, The Big Lebowski, BASEketball, etc.), films that are thrillers set in dark environments (Blade, Ronin, Lock, Stock and Two Smoking Barrels, etc.), thrillers that show a fight against corrupt officials (Snake Eyes, Enemy of the State, The Negotiator, etc.) romantic films with eccentric additions (City of Angels, Sliding Doors, Meet Joe Black, etc.), films that are set in various past eras (Shakespeare in Love, Saving Private Ryan, The Wedding Singer, etc.) and films that use stories and characters from the past (Mask of Zorro, Blues Brothers 2000, Psycho, The Avengers, etc.). Music in this year consisted of songs closely associated with films (Spice Girls, Aerosmith, Celine Deon,etc.), tender love songs (Eagle Eye Cherry, Mariah Carey, Shania Twain, etc.), songs that reflect an unhappy love (Natalie Imbruglia, etc.), sexual songs (The Offspring, Will Smith, etc.) and aggressively rebellious songs (The Verve, New Radicals, etc.). Other computer games in this year showed the transfer of well-known franchises from 2-dimensional platforms to 3-dimensional environments (Legend of Zelda: Ocarina of Time, Sonic Adventure, Metal Gear Solid, etc.). Tomb Raider III was released into this mix.

————————–Spoiler Alert———–

The Story

A large rock hurtles through space. On a tropical island on Earth, animals continue their peaceful existence. Suddenly, lightening strikes from the storm clouds above the island. The meteor, now covered in flames and issuing clouds of smoke in it’s wake, heads towards Earth. Alligators calmly swim through lakes and rats sniff the air. The meteor hurtles towards Earth at an accelerating rate. The animals watch as the great flaming sphere hits the island with a huge force that sends clouds of dust flying in all directions. The dust clouds tear down trees and set fire to the land in great trails of destruction. Flames engulf the island as smaller pieces of the meteorite fall to Earth.

Antartica – Present Day

A small group of men stand around a red machine among the snow. The machine powers a drill that digs into the ground. A Scottish man holds a walkie-talkie to his ear, complaining about the bad reception caused by the blizzard. He then claims the expedition is “Going swell.” before smoke starts issuing from the drill. After the Scottish man unsuccessfully convinces his men to switch the machine off, the drill eventually breaks. A man, holding a small computer in his hands, examines the hole left by the drill. As the man signals that nothing is found in the drill hole, a man on a jet ski appears out of the white background and stops near to the men. After suggesting the Scottish man “checks out site 2”, the Scottish man climbs onto the jet ski. The computer changes and displays a colourful graph, “What about this?” the man asks.
“Blow through it.” his superior replies.
The jet ski drives through the snow. “Found more meteorite?” the man asks.
“Ha. Something a little younger than that” the driver replies as a large stone face stares out from the snow. Realising the implications of this sight, the Scottish man tries to prevent his underling detonating the explosives. His colleague does not hear him and causes an explosion, sending a cloud of smoke visible from where his superior is sitting.
A group of stone heads, arranged in a semi-circle, watch as the Scottish man investigates a crater in the ground. The man wipes snow off a cross marking the grave of Paul Caulfield, a sailor on the HMS Beagle.

Lara reaches the ruins of a temple hidden in the Indian jungle. Inside she finds a small camp with a small machine trying to contact someone. A man emerges, telling Lara that his colleagues went deeper into the temple, leaving him alone with some strange voices. He decides to leave and starts packing his equipment away while Lara ventures deeper into the ruins. Lara sees the man again and follows him down the River Ganges until she reaches the Caves of Kaliya. She fights him in a small room, where he throws fireballs at her and performs a number of spectacular tricks. He eventually curls into a ball and explodes (don’t forget about fire safety), leaving behind a small, crystal artefact. Outside the cave, she meets a Scottish man on a boat. He apologises for hiring a murderer and tells Lara she has got an infada artefact. He then analyses the object with a computer and shows it has the same readings as those taken from the drill hole in Antartica. He then gives Lara a journal to read. The journal is an account from a sailor aboard the HMS Beagle. When the vessel reached Antarctica, some of the men decided to row across (without any warm clothes) to investigate. They followed some strange footprints to a cave filled with ice crystals. The cave was also had statues carved from rock and pictures imprinted into the cave walls. The men follow the cave to reach a clearing. A lizard statue (made from a strange crystal) was lying on the floor until one of the men find it. The man, deciding to take this opportunity to save kids memorising extra dates in History lessons, smashes the sculpture into smaller pieces. A wolf, hating people who desecrate priceless antiques, attacks him. One of the men kills this wolf and takes his dead friend outside. The other men bury the dead man and each gets a piece of the sculpture to hide somewhere on the condition that no-one tells Charles Darwin who would probably try to test the material. The Scottish man explains that the pieces of the statue were split up and he somehow knows where they all are. He asks Lara to retrieve them for him.

One of the pieces is hidden inside a UFO kept within Area 51 (congratulations to the 19th Century sailor who put it there). Lara has to fail a jump into a High Security compound to reach it. Another piece is kept within a temple located on a tropical island within the Pacific Ocean populated with dinosaurs, gunmen from a crashed aeroplane and a spectacular waterfall. Lara finds a building with a mural and fasting cannibal. The cannibal translates the mural, claiming the meteor hit an island, his ancestors reached the island and lived there, until their sixth leader was born without a face and storms hit, whereupon they fled, until a white man appeared with a stone from the island and they seemed to revere him. Inside the Temple of Puna, the player finds the infada artefact embedded within a chair, which turns round to reveal a man who can throw lightning. The final artefact is held by a cosmetics company based in London. While in London, Lara discovers the company has created an underground army by testing products on volunteers, who became disfigured and then hid in the London Underground tunnels. The player retrieves some embalming fluid from the British Museum to help the men and then infiltrates the office of the CEO of the cosmetics company. Lara begins a short lecture on corporate responsibility, before the CEO grabs a stick (with an infada stone placed within the top) and escapes. Lara defeats the CEO in a battle.

Lara travels to Antarctica to deliver the infada stones to the Scottish man, who reveals that his plan is to use the infada stone to reach the meteorite crater, which he believes will cause organisms to mutate (or evolution as he calls it). Lara decides to betray him, until he overpowers her and steal the stones. He escapes into a mining facility (that seems to have been built very quickly) that he has employed mutants to run. Lara follows the mine into an ancient city (called Tinnos) which contains a special chamber over where the meteorite hit the Earth. The Scottish man (Dr. Willard Scott) uses the infada stone to levitate the meteorite (those ancient Polynesians apparently developed advanced technology) and reveal the crater left by it’s impact. Dr. Scott faints into the crater (which contains green crystals) and finally fulfils his wish to become Spiderman. Sort of. The player defeats the creature Dr. Scott has transformed into. On the surface, Lara steals a helicopter and destroys the mining company’s air defences and another helicopter before fleeing into the snowy night.

The Review

The story for this game is similar to the one for the first Tomb Raider game, the player has to find the pieces of an ancient artefact that, when used by the enemy, causes strange monsters to appear. The pieces of the item are spread across the world and the person that hires Lara to find the pieces disagrees with her and changes shape. The artefact has a good backstory, that it was carved from the meteorite and was used by the Polynesians, and it is explained why it was spread around the world, the sailors each taking a piece. However, while it explains why many of the pieces were found at each location, there is no reason for the pieces to be hidden in a UFO in a heavily-guarded, modern government facility or in an ancient Indian temple. There is no explanation how the Scottish man knew where all the pieces were or why Lara was in India at the beginning. Also, at the beginning, RX Tech (the company Dr. Scott works for) seems to be a few men operating a drilling machine in Antarctica. Towards the end, RX Tech has managed to built a large, hi-tech mine between the beginning of the game and near the end. At the end, the RX Tech mine is suddenly guarded by military hardware. This seems a little strange.

Personally, I enjoy the idea that the game shows the history of the artefact and explains why it was split up. The concept that the item was carved from a meteorite and causes genetic mutations to occur is quite interesting and allows the game to incorporate characteristics associated with horror fiction. The story that a meteorite crashed into a planet, which unleashes a material from the meteorite that spreads corruption across the planet is a common theme in many science-fiction stories (such as Command and Conquer and Metroid Prime).

It is also interesting for the game to reveal a final, mysterious location. The game begins by showing a vast meteorite crashing into the Earth. It is then revealed that the meteorite produces a strange reading on instruments and the ruins of a mysterious civilisation are spread around the meteorite site. It is then mentioned that the infada stone was made of the meteorite and it is shown the effects of this stone on people who have contact with it. It is then suggested that the Polynesians lived in Antarctica until a series of people were affected with strange mutations. It then becomes known that the meteorite causes mutations in people and animals that are close to it. It becomes interesting to find the ruins of the ancient city where these strange occurrences happened. The Antractica levels seem to also have a slight horror feel, as the player explores the remains of the mining operation, knowing that mutated creatures (still wearing their human clothes) roam the darkness surrounding the cold machines. It is also interesting to see Dr. Willard running into a dark, imposing chamber and raising the meteorite, which seems to have a mysterious place in the story, the plot revolves around this strange object, but it is not shown much in the game and it is never revealed what the origins of it is. It is also strange to see a pool of green liquid below the meteorite as it is never explained what this material actually is.

An interesting addition to the game story is the use of sub-plots. Some of the locations used for the game each use a different sub-plot. In India, Lara meets a fellow explorer who seemed to become deranged after his colleagues left to explore the temple ruins. It is also interesting to find the corpses of his colleagues floating in mid-air in the temple ruins. In the Pacific Ocean island, Lara meets a wounded soldier, who explains how his aeroplane crashed and, with his fellow soldiers, he was attacked by dinosaurs and cannibals before being healed by another set of villagers. In London, Lara meets a group of people living underground who had been subjected to experiments from a cosmetics company. In Nevada, the player commits a federal crime by releasing high-security prisoners.

The settings used in the game are more diverse than the previous games. Some of the levels are set in old ruins (such as some of the levels set in India and the island in the Pacific Ocean), some of the levels are set in high-tech facilities (such as the levels set in Nevada) and some of the levels are set in modern locations (such as the levels set in London). Each of the locations also seem to feature a level where the player is allowed to explore a more open environment (such as the Nevada desert or London streets), usually using a vehicle.

A new addition to the game is the ability to slightly customise the timeline of the game. After the player has completed the part of the game set in India, they have the option to travel to either Nevada, London or the island in the Pacific Ocean. After the player has completed this part of the game, they can select either of the remaining locations to travel to. This gives the player slight control over the story, but it is recommended the player completes the section of the game set in Nevada after India as they will complete the Tomb Raider ritual of being captured and losing their weapons.

The introduction of a number of locations that are linked with a limited amount of independence from each other allows this game to incorporate a common aspect of computer games that is not used in the previous games. In the first Tomb Raider game, each section ends with the player fighting a human enemy, with extra bosses added to different levels (the Tyrannosaurus Rex in the Lost Valley level and the large mutant and Natla in the Great Pyramid level). In Tomb Raider II, the only boss is the dragon (except some levels have a limited number of more powerful enemies, such as muscular men, invincible large eels and giant spiders). In Tomb Raider III, each section of the game ends with a boss, with the nature of the artefact explaining the presence of a powerful enemy (which adds to the story). This, unfortunately, does not apply to the Nevada section of the game.

The bosses themselves seem to behave like bosses found in other games, the player has to dodge attacks launched from the boss while simultaneously attacking the boss. In some levels, defeating the boss is made more difficult as the player can only stand on certain platforms. In the London location, the fight with the boss takes place on two buildings, with the player required to climb up one of the buildings to defeat the boss. I, personally, enjoy this innovative change to the fight and also find a previous level, requiring the player to climb around high buildings, a nice alternative to using a level similar to the others.

Another aspect which separates the levels from each other are the vehicles used to explore the locations. In each section of the game, there is a level that is more open than other levels. In these levels, there are vehicles used to explore the landscape. These vehicles change according to the level being played. Jeeps are used to explore the River Ganges and Nevada desert levels, submersibles allow the player to move around the sewers around Lud’s Gate, small boats are used to navigate the waters of Antarctica, mine carts are used to travel along the Antarctic mines and a kayak is used to move through the currents of Madubu Gorge. This creates change in the levels and makes them feel more unique, rather than repeating a familiar pattern.

A strange method of differentiating the locations is to allow Lara a wardrobe change between each section. Lara starts the game wearing her usual clothes. The hot, dry Nevada desert requires her to change into long camouflage trousers and sports bra. She turns her mission to the Pacific Ocean island into a small holiday by wearing a skimpier version of her usual outfit. She wears a leather catsuit in London, either because it’s the fashion there or because she wants to be like Mrs. Peel from The Avengers. She decides to wear a large, orange coat and white trousers to combat the cold Antarctic weather.

One of the changes to Tomb Raider III is an improvement in how the levels are lighted. The previous game introduced darkened rooms and corridors, however, the general lighting used for levels set outside resembled a cloudy day. In this game, each location appears to have it’s own lighting scheme. The levels set in India appear to be set during bright mid-morning. The Nevada desert is lit by a bright late afternoon sun. The Pacific Ocean island is more beautiful because of the evening light. The streets of London are dark, with the grimy walls lit by neon lights. Levels set within governmental institutions (such as the high-security compound and Aldwych) are lit by gloomy, industrial lighting. The low lighting of the levels set in Antarctica add to the gloom of the cold snow and horror of the mines populated by mutated monsters, broken by the bright lights of placed lighting fixtures that can enhance the shadows. The levels also seem to use shadowed areas, where objects block the natural lights and cause the lighting to diminish slightly. Some levels also use shafts of light to highlight aspects of the rooms (such as the corpses in the Temple Ruins).

Another change to Tomb Raider III is the presence of nonchalant characters. In each section of the game, there is a level with characters that do not attack the player, but they do not help the player either. Instead, they stroll around killing enemies that attack the player. Attacking them, ether accidentally or deliberately, will cause the character and his comrades to attack the player and become their enemy. In India, the monkeys in the Jungle level do not attack the player, but become vicious in Temple Ruins. In the Pacific Ocean island, gunmen roam the area around the crashed plane. In Nevada, the released prisoners attack the guards. In London, the underground is populated by men who sometimes lead the player forwards. In Antarctica, RX Tech has employed men in biohazard suits to burn the mutated employees (who decide not to attack the player after taking a quick poll to decide if they would rather be trapped with a beautiful woman or vicious mutants). The mutants, unlike the strange creatures in previous Tomb Raider games, still wear part of their uniform, which make them seem slightly more human.

A number of actions have been added to the game. Villains who believe that hiding a key at the end of a length of a horizontal ladder will be surprised as the player can now jump up and grab things set in the ceiling and move forwards. Unfortunately, this exposes some of the low quality graphics of the game as these objects appear as if they were painted into the ceiling rather than 3-dimensional objects that Lara can actually hold. the player can also sprint. If the player needs to reach something in a limited amount of time or is just scared, they can force Lara to run at a quicker speed (for a limited amount of time) and perform a roll at the end to escape and dazzle their enemies.

The game also features water more strongly than previous games. The previous Tomb Raider games used an effect to show the light slightly obscuring in the water, darkened the surroundings and used some moving blocks to resemble waves across the water (this effect can sometimes cause Lara herself to bend as if she is made of water as well). In this game, the surroundings darken depending on how light the level is and it uses a better light dappling effect. The waves appear looser and more realistic and the player’s progress through the water creates a path of ripples. Some levels also add fish to the water and deadly piranhas. The surface of the water seems to become lighter in brighter levels and is slightly blinding in the Coastal Village level. The Antarctic waters show less movement and appear more icy. The Madubu Gorge level has white water rapids as part of the scenery, which require a kayak to travel across. When the player leaves the water, drips fall from Lara’s body. The game also uses more precipitation. In the Jungle level, rain can be seen in the outside areas. In Antarctica, the outside seems to be a constant blizzard. In some levels, small valleys are covered in a white mist. In cold levels, light smoke is used to show Lara’s breath on the wind.

There are a small amount of changes to the guns used in this game. The pistols appear longer and the design for the shotgun is different (it seems more mechanical than the simple tube with brown part design in previous games). The choice of weapons in the game seem to be selected for power. This game has the powerful Desert Eagle (a single handgun), the rapid-fire UZIs, the rapid-fire and slightly powerful MP5, the explosive rocket launcher, the inaccurate grenade launcher and the harpoon gun. Firing the guns also produces trails of smoke from the barrel and using an explosive weapon causes a cloud of smoke to appear where the shell exploded. The sound of the guns have also changed, the crackling sound of gunfire from previous games has been replaced by a much sharper sound.

It also seems that more enemies in this game present the player with parting gifts. Some of the enemy gunmen, when shot down, will raise their weapon and try to shoot the player after the player thinks the fight has ended. defeating the mutated workers in Antarctica will cause them to spew forth a torrent of green gas. The mutated insects in the Lost City of Tinnos level explode after death. The game has introduced poisons. Getting hit by a dart or bitten by a snake will cause the health bar to turn green and reduce as the player succumbs to the effect of the toxin. The player is required to find a health crystal or use a medi-pack to stop the poison. The amount of health lost is directly related to how quickly the player reacts to the poison. Swimming in the cold Antarctic waters also affects the player, as a bar appears next to the oxygen bar showing Lara’s body temperature decreasing in the water. Unlike the oxygen bar, returning to the surface does not repair the bar, instead the player needs to increase Lara’s body heat by climbing out of the freezing water.

The PC version also incorporates health crystals into the environment. These health crystals are green and transparent and bounce in a similar way to the save crystals in the first game. However, instead of being an annoying way of performing an important function, the crystals in this game function as welcomed help. Running into these crystals will repair the player’s diminished health. I have heard that the PlayStation version of the game replaces these health crystals with save crystals that allow the player to save their progress depending on the amount of crystals they have collected.

The presence of secrets in the game resembles the secrets in the first Tomb Raider game. Instead of hunting for the similar objects, the player finds extra items (such as medi-packs and ammunition). However, collecting all the secrets allows the player to access a secret level called All Hallows. This level is set in London.

This game also changes the Home level. In previous games, the Home level was used as an opportunity for the player to learn the controls used to play the game. In the second Tomb Raider game, there was a small effort to add extra features to the Home level (such as music and a secret door). In this Tomb Raider game, the Home level seems to function as a scavenger hunt. The player can find hidden switches that allow access to hidden rooms, including the trophy room where Lara kept the artefacts from previous games instead of donating them to a museum. The player can also complete an obstacle course and a race track. They can also obtain the pistols and amass a huge compensation bill by repetitively shooting Lara’s butler.

Finally, the game does use an unusual effect. In the Area 51 level, the piece of the infada stone is hidden inside a UFO. When the player enters mysterious transport, it becomes obvious that the inside of the UFO is a lot larger than it appears from outside. This may be a design mistake, but it seems more likely it was a way of making the alien ship seem stranger than terrestrial vehicles. It is also nice to see a return of pictures representing the location during loading periods, pictures summarising the sections of the game as a monkey watching Lara enter a ruin, a dinosaur biting a gunman’s backside, Lara escaping the military police, Lara looking up at a building like a tourist and Lara riding a mine cart while simultaneously looking angry. The pictures are detailed and of good quality, while also providing something nice to stare at while the game loads.

In summary, the game is enjoyable and easy to play. The story is good, with a strong backstory that explains the origins of the object. It also has an interesting end, set in a location that is described as mysterious throughout the game. The game has a number of additions that make playing the game more interesting and adds change to the usual formula. The graphics are also an improvement compare to previous games and the settings are attractive.

(A short sequel was released called Tomb Raider III: The Lost Artefact, this game was set after the main game and consisted of Lara searching for a fifth piece of the meteorite. The player searches in a highland castle, the Channel Tunnel and Parisian catacombs, where she meets the CEO from the London section of the main game.)

A Review of Tomb Raider II: Starring Lara Croft (PC)

1997

In this year, politics had a strange mix of restoration and change. US President Bill Clinton was inaugurated for a second time. The British returned Hong Kong to the Chinese. Tony Blair was elected Prime Minister of Great Britain with a song promising “Things will only get better, with another guy.” Mary McAleese was elected Irish President. Coups occurred in Cambodia and Sierra Leone. It was revealed that mercenaries (from Sandline International) was brought onto Bougainville Island in Papua New Guinea, leading to their arrest and the resignation of the Prime Minister of Papua New Guinea. Two well-known humanitarians, Princess Diana and Mother Teresa, both died. Iraq used a number of tactics to prevent UN inspectors discovering material regarding the country’s weapons programme. A number of massacres are committed in Algeria, leading to the deaths of many people. Films included defeating criminals with guns and fierce fighting (Air Force One, Con Air, Face/Off, etc.), defeating criminals with contemplation and finding solutions (Kiss the Girls, The Rainmaker, The Devil’s Own, etc.), looking at futuristic worlds and visitors from outer space (The Fifth Element, Men in Black, Event Horizon, etc.) and turning around and watching the past (re-release of the Star Wars films, L.A. Confidential, Donnie Brasco, Austen Powers: International Man of Mystery). James Bond attempting to become more relevant by switching from fighting outdated Russian spies and international criminals to a newspaper tycoon (and his Chinese coup plotters) in Tomorrow Never Dies. The polar opposites of expensive, blockbuster disaster films and beautiful romance films briefly embraced to create the expensive Titanic. Popular music consisted of RnB with soft voices discussing life (R. Kelly, Puff Daddy and Faith Evans, etc.), strange sounding music that promoted the unusual (Blur, The Chemical Brothers, Jamiroquai, etc.), joyful music that reflected a cheerful lifestyle (The Spice Girls, Aqua, Chumbawamba, etc.) and simplistic songs that reflected less optimistic views on love (Jewel, Meredith Brookes, No Doubt, etc.). Other computer games were a large mix of genres, with a number of well-known games being released (Final Fantasy VII, Goldeneye 007, Mario Kart 64 and Grand Theft Auto). Another popular franchise also began this year with the release of the children’s book, Harry Potter and the Philosopher’s Stone. In this mix, Tomb Raider II was released.

The Story

———————————————Spoiler Alert——-

Ancient China.
A flock of birds fly into the air from a valley next to the Great Wall of China. A general, dressed in armour, watches them fly into the evening sky, their silhouettes visible in the orange light from the setting sun. A number of dead villagers lie impaled on spears resting in the ground near to the man. The man’s eyes, lizard-like and set among scaly skin, narrow. He raises his sword and orders his army to attack. Armed men rush forward. Archers unleash a torrent of arrows in the sky. A farmer is fatally hit by an arrow hitting his shoulder and falls to the ground. Another arrow strikes a famer in the thigh before he has time to seek shelter. The men continue their advance. A huge, red dragon joins the charge, it’s great, horned head looking over the summit of a hill to unleash a stream of fire at an enemy archer. A soldier stands on top of the Great Wall and fires an arrow over the battlements. The arrow strikes the fearsome dragon in the neck and it rears it’s head to roar in pain. The dragon, selecting a new target, walks over to the Great Wall. The wounded farmer, his blurred vision revealing a giant monster walking towards him, rears back in fear. A glowing object on the surface of the dragon’s body attracts his attention. The dragon distracts itself with killing the enemy archer, while the farmer rises to his feet and grabs the smooth handle of the object stabbed into the dragon’ scales. He pulls the object free. He realises that the object was an ornate dagger, while a mysterious red light appears and absorbs into the dagger’s blade. The dragon lurches forward and engulfs the farmer in a burst of flame emitted from it’s large jaws. The dragon unleashes a final, pained roar before slumping to the ground. Nervous archers approach, watching as the skin of the enemy melts into red liquid and slip down smooth bones. The general feels a sudden, deadly pain and sinks to Earth.
A pair of villagers, grasping the mysterious dagger and torches lighting their way, walk to a stone structure with a pair of large stone snakes sitting on spheres, guarding the entrance. Within the building is a red door decorated with a golden carving. One of the men sees a handle in the torchlight and pulls it. The door starts moving, parts of it rotating, other parts retreating backwards and a gold bar appears. The door opens to reveal a short hallway lit by a small number of torches. The more courageous of the men steps forward, seeing a red wall hanging swaying slightly in the breeze. He looks back and beckons to his more fearful companion. The two men reach an area at the end of the hall, with green brick walls and red wood ceiling. A golden structure, resembling a snake-like dragon wrapped around a pedestal stands in the centre of the room. The first man strolls into the room, his face expressing wonder at the luxurious surroundings. He draws the dagger from his belt and places the blade inside the mouth of the dragon. The dragon’s jaw closes round the blade and it’s eyes become purple. The man stares curiously at the dragon head, before backing away in shock as a bright, purple light emanates from the pedestal. The purple light encompasses the room and hallway, before the heavy, red door closes.

Present Day.
A red helicopter flies over the Great Wall of China. A pair of legs stand at the entrance to the machine as a rope is dropped out of the doors. Lara Croft grabs the rope, before backing to the doors and jumping down until she reaches the end of the rope. She swings in the air above the huge structure and climbs down the rope. She releases her grip on the rope and falls to the ground. When she lands, she faces a cave opening into the valley below the Great Wall.

After traveling inside the Great Wall, Lara finds a large red door and a campfire within an underground cave. While examining the door, she hears a cry and dodges a burst of gunfire. A gunman swings down a zip-wire firing an automatic gun. Lara grabs him and forces him to the ground. Lara threatens the man at gunpoint, where he somehow realises Lara isn’t a monk and reveals that the doors are waiting for the right person to arrive at the correct time to open. The man then removes a bottle of delicious poison, while stating that Marco Bartolli is the right man (who will honour his followers after applying the dagger), and takes a swig of his drink. the man chokes to death while Lara checks his laptop, where the man has put a highly artistic picture of Bartolli’s hideout in Venice as his background. Lara travels to Venice and infiltrates Bartolli’s hideout (an empty mansion). The player then enters a dilapidated opera house next to the hideout (that was used as a warehouse) and enters a seaplane moored nearby. Lara then overhears a conversation between Bartolli and a henchman with his faith shaken. Bartolli sooths this man’s doubt by punching him in the stomach before discovering his stowaway. A second henchman appears to knockout Lara with a blow from behind before Bartolli and his men have their wicked way with her (this means they steal her guns before dumping her in an escapable room within their offshore rig).

The player then navigates the offshore rig and a diving area (including climbing an extremely long ladder) until they find an injured monk. The monk, believing he has died, states that he is part of a group guarding the dagger and that Bartolli’s cult were torturing him to find out about the seraph, a key used to unlock the dagger. Lara, realising that the man is waiting for his reward of a lifetime of religious instruction, decides to provide final temptations by posing seductively, removing her clothes, launching a shoe at him and dressing in a skin-tight, revealing wet-suit. The monk seems to be dressed like a Buddhist monk, yet believes in Heaven instead of reincarnation. Bartolli appears (always prepared to do manual work) and shoots the monk and tries to kill Lara. Lara escapes and dives into the diving pool.

Lara then reaches 40 fathoms and finds the wreck of the Maria Doria, a cruise ship that sunk. The player explores the living quarters and deck before finding the seraph locked within the hold. Lara then floats to the surface and steals Bartolli’s seaplane and uses it to travel to Tibet. As an insult, she grabs a coat left in the plane (which allows her to show her legs while keeping warm) and uses the pilot’s ejector seat, leaving Bartolli’s treasured possession to crash into the mountainside and explode.

After navigating the Tibetan foothills, the player reaches Barkhang Monastery. Hidden within the monastery are twelve prayer wheels that open a secret door. The monks seem to strongly believe in self-defence so that they will not attack the player unless the player attacks them first. The monks seem determine that the dagger is not found, therefore, they hide the prayer wheels inside rooms filled with deadly traps and generally seem to politely hope that the player will give up their quest and go home. Using the seraph to open a door in Barkhang Monastery leads to the underground Catacombs of Talion. Following the catacombs downwards leads to a magnificent palace covered in layers of snow. At the end of one of the passages in the Ice Palace is a large bell next to a closed door. This is less a puzzle than an early door bell, as shooting the bell emits a loud ring that opens the door. Inside a room in the palace is an enormous gong which allows the player to pick up a mysterious object after it has been rung using a gong hammer. Ringing the gong also causes a huge creature to put down his book and answer the summons for dinner (tonight, he’s having delicious Lara Croft). The player actually has the option of either killing the creature or escaping from the palace.

Lara escapes the palace through a cave. Outside, she finds a camp of Bartolli’s followers, who have found the backdoor to the palace, but just haven’t used it yet. She steals a jeep and escapes into the night, performing some stunts to elude her pursuers. She drives all the way back to the Great Wall of China and reaches the red door far quicker than the player did when they played the level. She inserts the mysterious object into a slot on the door, which causes the door to open and allow Lara to enter the Temple of Xian. Inside the temple, Lara witnesses Bartolli set up a small ritual (or cabaret act) where he stabs himself with the dagger in front of a group of followers. The men then carry their leader through a doorway. Following Bartolli through the doorway leads to a strange place filled with islands floating in mid air. These islands are filled with buildings built in an ancient Chinese style, yet look recent and flying warriors. The player reaches a large building on one of the islands, which leads to the Dragon’s Lair. This building contains a huge room where Bartolli is lying on a platform (he’s had a busy day). The body suddenly explodes and a large, golden dragon appears. Before Bartolli can win any fancy dress contests, he is knocked down and the dagger removed (turning into a dragon was more impressive before grenade launchers were invented). The dragon’s skin and muscle melts away, leaving a skeleton, and the building starts collapsing. Lara exits the building.

Lara returns home, where she changes into a night gown, lights a fire in her bedroom and starts playing with the dagger. She hears a sound and sees a load of Bartolli’s followers outside. Not wanting to buy any insurance, she arms herself with a shotgun and defeats them all (without getting changed). After the fight has ended, she runs the shower and puts the shotgun on the floor. She starts to undo the belt of her gown, before realising there is still a pervert watching her. She makes a comment, grabs the shotgun and shoots the player in the face.

The Review

The elementary story of Tomb Raider 2 is similar to the first Tomb Raider game: starting at one location, being sent to another, travelling to another place to get an object that causes the player to go to another location to find another object, which leads to a final area (stranger than the others) where there is a fight between the player and the main villain, who has transformed into an odd creature. Unfortunately, less attention is paid to the backstory in this game. In the previous game, it is shown where the main object comes from, how it was placed in the different locations and why the villain wants to possess it. In this game, the player is just shown what the power of the main object is (through an animation at the beginning) and is directed to find objects that unlock other objects to find it. For example, the player is directed to look for the seraph, but it is never explained why the seraph is on a luxury liner, or why the key to opening the red door is kept in a mysterious palace. It is also slightly inconsistent that the first animation shows that the dragon’s user is able to generate a dragon separate from himself that he can lead into battle and send to buy milk, while Bartolli is shown turning into a dragon. It is also strange that the first animation shows the monks placing the dagger within a small, single room building, while the game places the dagger within the huge, beautiful Temple of Xian. I also find it hard to tell what Bartolli’s ultimate ambition is after turning into the dragon, it is probably implied he wants world domination, but he could be hoping to turn his noisy neighbours into ash. It is also strange for an Italian to be searching for an ancient Chinese artefact. In these sort of stories, the artefact belongs to the same culture as the villain and it is explained that the item was discussed from generation to generation, therefore, it is odd for a villain to want an object from a far-away culture.

Strangely, while little attempt is taken to explain the origins of the main object (the dagger), the game provides a small backstory to one of the keys used to unlock the passage to reach another key. Marco Bartolli describes how his father claimed that he owned a great treasure (the Seraph) and Bartolli had been searching underwater for it. The imprisoned monk states how the Seraph was stolen from Barkhang Monastery by vandals and the monks had resorted to prayer instead (which explains opening a door with prayer wheels). The monk then claims that his father bombed a ship (the Maria Doria) to keep the Seraph hidden and that the son of the ship’s owner (Marco Bartolli) now wishes to retrieve the Seraph to obtain the dagger. Considering that the story revolves around the dagger and it’s power, it is unusual for the game to explain a secondary object and not the primary object.

One advantage of this game is that the levels are clearly linked. For example, the level 40 fathoms begins on the seabed, but the player reaches the upturned hull of a ship, which is where the next few levels are set. A small door in Barkhang Monastery leads to the Catacombs of Talion. Part of the Catacombs of Talion levels takes place in the palace used for the Ice Palace level, which the player returns to while playing the latter level and links the two levels together. However, I find it difficult to explain where the Floating Islands level is and what it is supposed to be.

The first Tomb Raider game used locations from three of the most well-known ancient civilisations, which may explain why some of the places used for the second game are less defined. Exploring Ancient Chinese cultures was interesting and these levels do look good. The other locations (an opera house and the wreck of a luxury liner) do not seem to belong to a definite era and actually look older than the era suggested by the story itself. Another effect of already using well-known cultures is that some levels are set in modern locations (Venice and the offshore rig). While some of these levels are enjoyable and look good, I, personally, prefer to explore ancient structures.

The levels are also decorated in different styles. The Great Wall is stone grey with underground caves. Bartolli’s Hideout does have a nice luxurious feel and the player uses more everyday objects (such as bookcases and chandeliers) to progress. The Opera House is dark and comfortable. The offshore rig levels are dull, yet provide opportunities to progress using more acrobatic techniques and they use a clanging sound effect when the player walks. The levels set inside the wreck of the Maria Doria are interesting, the concept of having an upside down level is fascinating, it’s nice to see the ceiling take the shape of a ship’s hull and seeing the fragmented parts of the ship demonstrates the skill of the developers. Barkhang Monastery is nice, purple and comfortable. It is strange, but the levels set underground do look cold, with icicles hanging from every ledge and the surroundings built from a light brown stone. The Temple of Xian looks really good, decorated in a magnificent style (including a room filled with giant spiders). The Floating Islands are just odd.

The levels in this Tomb Raider game are less claustrophobic. In some levels, part of the exploration takes place outside and some rooms have windows that allow the player to look into other areas. This gives an extra dimension to the buildings used in the game as they appear to resemble structures with a definite shape and clear layout, rather than a collection of rooms stuck together to create a shapeless maze. The Venice level also closely resembles a city (with buildings and streets) rather than the cities in the previous game that appear more like a series of different sized rooms. In the Bartolli’s Hideout level, it is also possible to leave the hideout and re-enter it at another entrance. The background horizons mainly consist of clouds above silhouetted mountains, but these pictures are actually quite detailed. There are also plenty of cliffs and walls to prevent the player leaving the level altogether and getting a quick burger. The Floating Islands level uses grey clouds above pitch black and everything is lit by an eerie, bright light.

The lighting effects have also been improved in this game. The levels use light sources to brighten corridors and shadows in unlit rooms. The game also provides the player with flares to light the darkness, which only provide a small circle of light. This can make the game frightening, especially if enemies are present in darkened rooms and the player waits for them to enter the pool of light. The guns also provide flashes of gunfire which can be used to provide bursts of light.

In this game, the majority of enemies are human. In the other Tomb Raider games, the enemies are vicious animals or mythical monsters. In Tomb Raider 2, the player is mostly attacked by Bartolli’s henchman, which come in a range of different characters: assassins dressed for a party, mechanics in white vests, scuba divers, gunmen dressed in snug jumpers and ninjas. Other common enemies are attack dogs, usually accompanied by a disgruntled owner. In later levels, the player is attacked by warriors, yetis and giant spiders and there are a number of monsters as well. A new addition to the game is the presence of allies. Barkhang Monastery contains a large number of monks that defeat the enemy, but do not attack the player (unless the player shoots at them). This can make it difficult to fight enemies as the player has to be careful not to harm the monks, or the player will run out of friends.

The game’s combat system has been changed by the addition of weapons. In the previous game, the weapon system was very simple as it only used four guns: the reliable pistols, the powerful shotgun, the rapid-fire uzis and the mixed magnums. This game, however, has more guns, each one with their own advantages. The pistols are weak with unlimited ammo. The shotgun is powerful, but slow. The automatic pistols are rapid fire and slightly powerful. The uzis are the fastest guns, but aren’t very powerful. The harpoon gun allows the player to fight underwater enemies. The M16 is rapid-fire, fairly powerful and good at long-distance, but prevent the player moving during use. The grenade launcher is the most powerful, but ammo is hard to find.

The game’s controls are mostly the same as before, except the player can perform an unnecessary handstand, can crawl and climb ladders. The player can also drive a number of vehicles. In Venice, the player can drive speedboats. In Tibet, The player can drive snowmobiles (which sometimes have machine guns mounted on the front). Unfortunately, crashing these vehicles kills the player.

The saving system is an improvement. Instead of relying on single-use saving crystals, the player can save and load whenever they want. This allows the player to progress and save, even if they have only played the game for a little while and have not reached a goal. The player can save when they face an obstacle and when they completed a challenge, therefore, time is not wasted completing areas that are easy to accomplish. Unfortunately, the previous system only allowed the player to save when it is save and correct and the new one allows them to save when they are about to fail. Many people probably remember angrily pausing to load when Lara is falling screaming through the air, only to realise they have replaced their progress with a short film of Lara dying and will need to start the game again. A solution is to save once when entering a new level and again to have a separate save that allows the player to return to the beginning of the level when a problem occurs.

The quality of the graphics has improved. The tiling pattern is less noticeable than before and it also uses a small selection of items to decorate the walls. Unfortunately, the developers seem unable to make the decorations 3-dimensional so items, such as curtains and paintings, appear painted on, rather than being objects. This is particularly noticeable with faces (Marco Bartolli’s hair is a mystery to me). It also creates a strange effect with hanging objects, ladders appear to be built into invisible walls and that would never happen if someone actually stood on a chandelier. The beds are also strange, colourful raised platforms with a bedstead painted on the wall which can’t be comfortable. There are also less better quality animations, so the picture quality remains more consistent. The game also uses a wider range of traps than before and has adapted them for each environment. The player may be chased by a boulder in one level, chased by sandbags in another and chased by metal cylinders in another. They have also introduced smaller switches. Instead of using large, heavy switches to flush toilets, the developers have introduced small, electrical levers and switches.

The game has also changed the way it presents secret items. In the previous game, secret items were extra medi-packs and ammunition hidden within levels. Picking one up would cause Lara to say “Ah ha” and a strange sound effect would play. Hidden throughout the levels of Tomb Raider 2 are a lightweight stone dragon, a precious jade dragon and an expensive gold dragon. Extra items were only obtained if all dragons were picked up. The stone dragons were the easiest to find, the jade dragons usually seem the most hidden and the gold dragons were usually the most annoying to reach (this is especially true in the Ice Palace where the player would need to pull out an unremarkable and unnoticeable block to find a secret room).

The home level has also been expanded. The player can practice performing the moves on an assault course, that also times has long it took to complete the activity. There is a hedge maze with a tunnel that leads to a switch and two statues taken from Qualopec’s tomb. This switch opens the door to the basement for a limited amount of time. In the basement are souvenirs from Lara’s adventures and a button that needs to be pressed twice to open the door. The player can turn on the fast-paced classical music from the Venice level, visit Lara’s bedroom and lock the butler in the pantry.

A strange aspect of this game is the insertion of a Tomb Raider tradition. For some reason, some of the early Tomb Raider games have T-Rexs hidden within the levels. In the Great Wall level, the player is able to climb to the bottom of a ravine to encounter two T-Rexs and ruin the little love nest they have created. This also allows the player to reach the golden dragon, receive a grenade launcher and blow up one of the T-Rexs.

Finally, the character of Lara has been subtly altered in this game. In the previous game, the only real suggestion that Lara was supposed to be sexy was her revealing clothes, which could be what women wore in hot climates, and the fact she suggests she’s “Getting out of these wet clothes” in the home level. In this game, she becomes more seductive. She changes into a revealing wetsuit, she takes off her clothes off screen, she poses in an alluring way (hands on hips and legs akimbo), she spends the Home Sweet Home level in a small gown and finishes the game by suggesting the player will see her showering (before being killed). There was also a rumour that performing a selection of jumps resulted in Lara becoming naked, but the nearest I got to was her splitting into pieces and exploding.

In conclusion, the game is enjoyable and simple to play. The storyline is interesting, but could have an expanded backstory. The game does present some improvements from the previous game and uses a number of attractive levels.

(Later, there was an expansion pack released called Tomb Raider 2: Golden Mask which included an extra five levels of Lara travelling to the Arctic to find a legendary Golden Mask of Tornarsuk. By the way, while researching this review, I viewed videos from the game on a Youtube channel called Curt Thunder. I wouldn’t normally advertise someone else, but he doesn’t have a lot of views and I enjoyed watching the videos.)

A Review of Tomb Raider (Sega Saturn)

1996

In this year, Dolly the sheep becomes the first cloned mammal. Russia fights Chechen rebels to start the First Chechen War. Israel starts Operation Grapes of Wraith and launches attacks on Lebanon. A number of countries (including UK, Indonesia and Peru) are hit by nationalist terrorist attacks. OJ Simpson’s civil trial begins. The Olympics take place in Atlanta. Films were a mixture of blockbusters that use guns and explosions to guarantee a happy ending (Independence Day, The Rock, Mission: Impossible, etc.), outrageous comedy with endearing characters (Nutty Professor, Happy Gilmour, Kingpin, etc.), dark thrillers with discussions in dark rooms (Primal Fear, Fargo, A Time to Kill etc.) and romances with injured men (Jerry Maguire, The English Patient, etc.). Even Romeo and Juliet was reinvented from an ancient romantic tale into a modern day story with warring gangs, shootouts and drag, but sentences spoken in Elizabethan English. Popular music consisted of rap (Coolio, 2Pac, etc.), RandB with soft voices promising romance (R Kelly, Whitney Houston, Mariah Carey, etc.), power ballads about doomed love (Celine Dion, Deep Blue Something, etc.) and songs stripped bare featuring a guitar (Alanis Morisette, etc.). Other computer games included adventurous games set in bright fantasy worlds (Super Mario 64, NiGHTS into Dreams…, Pokémon Red and Blue, etc.) and shooters set in science-fiction (Duke Nukem 3D, Final Doom, Resident Evil, etc.). Into this mix entered Tomb Raider.

The Story

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Los Alamos, New Mexico
A huge explosion appears in a desert, followed by a shockwave that throws rocks and dust into the air. Against the backdrop of a mushroom cloud, a colossal metal disc is lifted into the sky and rests in the sand, sunlight glinting of the surface of the mysterious object, which is covered in a strange pattern. Inside the crater left by the explosion lies a similar object, electricity and red lights flowing across it’s surface. After a flash, the top of the object is lifted by a number of pistons and the artefact is opened to reveal an unknown figure trapped within a crystal structure, dressed in odd clothes.

Imperial Hotel – Calcutta, Present Day
A man, dressed in a red chequered shirt and jeans, walks across the luxurious lobby of a hotel towards a young woman sat in a red armchair. “What’s a man got to do to get that kind of attention from ya?” He asks, throwing down a copy of a magazine with the headline “Lara Stamps Out Bigfoot!!!”.
The woman, dressed in a green vest and brown shorts, casually answers, “It’s hard to say exactly, but you seem to be doing fine.
“Truth is it ain’t me that wants you.” he replies in his rough Texan accent.
“It isn’t?” Her refined voice asks with his face reflected in her sunglasses.
“No, Miss Jacqueline Natla does, owner of Natla Technologies.” He says as he opens up a laptop on a table, revealing a blonde woman in a business suit. “You know, Creator of all things bright and beautiful.”
“Seal it, Larsson.” The powerful looking woman on the laptop commands. She asks the young woman to go to Peru, “Peru. Sheer walls of ice. Rocky crags. And this little trinket.” Images of mountains on the laptop screen are replaced by a schematic drawing of an artefact consisting of three orbs linked in a ring. “The Scion located in the unfound tomb of Qualopec. How about tomorrow? Are you busy tomorrow?” As she asks, a smile spreads across the lips of the young woman.

The game begins in Peru. After running through some mountain caves, the young woman, called Lara Croft, reaches the city of Vilcabamba, which seems to consist of a few houses and a very large swimming pool (that actually leads into someone’s house). Behind a locked door is a passage that leads to a huge structure (which suggests Qualopec is the sort of dictator that houses his people in small accommodation while forcing to build large, unnecessary buildings). As part of Qualopec’s design plans, the building requires a complex way of opening the door that leads forwards and incorporates two swimming pools. Qualopec also requires the player to pass through a passage filled with swinging pendulums and use a trick switch to exit the building and reach the lost valley. The lost valley contains a variety of plants, red dinosaurs and the bones of fellow idiots. The valley also has a giant, green T-Rex that seems to be the last of his kind, until the player kills him. Hidden in the valley is a small building and three cogs (I don’t know why they are hidden, I would like to blame Qualopec, but I can’t believe he would be that irritating). Collecting the cogs allows the player to insert them in an ancient device that blocks water from forming a beautiful waterfall and allows the player to enter the tomb of Qualopec. Further evidence that Qualopec was a bit of a dictator is provided by his tomb. While his people lived in simple houses, Qualopec built a majestic tomb for himself and populated it with vicious dinosaurs. The player is required to complete a number of challenges before entering the actual tomb, where the bones of Qualopec himself can be found guarded by a strange creature (which resembles a mummy) that can be pushed over. The player can then obtain the Scion before quickly leaving the tomb (which collapses). Lara then finds herself fighting Larsson. After defeating him, Larsson reveals that Natla has asked Pierre DuPont to find the next piece of the Scion, before Lara knocks him out with a kick.

Lara then infiltrates Natla’s office at Natla Technologies. She finds an old diary, which, instead of being filled with Natla’s appointments and secret thoughts, was written by a monk, who heard about a great power at St. Francis’ Folly (as wells as being tempted and self flagellating). Lara then travels to St. Francis’ Folly, to find recent evidence of Pierre. The folly mainly consists of a huge tower, with a large door at the bottom requiring four keys to open. The keys can be found in a number of rooms found in the tower that seem to resemble hotel rooms designed to cater for different characters of mythology from several European cultures. The Neptune room has a giant swimming pool and is decorated using tiles, the Damocles room has a number of large swords suspended from the ceiling that fall down and kill the customer, the Thor room has a device that emits lightening bolts and an enormous hammer and the Atlas room has an ape and a gigantic boulder. Opening the door leads to a Colosseum, where lions and apes have learnt to live in a peaceful community, until the player appears and they try to kill them. A grate in the VIP box opens to allow the player to enter an underwater tunnel to reach Palace Midas. The palace has a number luxuries: doors that need a code to open, a room full of spikes and pillars, an underground garden, a hallway filled with fire and a special party room which allows the owner to run into the basement to cause the largest pillar in the room to fall and kill his guests. Hidden within the palace are three lead bars that the player can place on the fallen hand from a giant statue of King Midas to turn to gold. The player can also force Lara to jump onto the palm and turn her into gold as well. These gold bars allow the lucky player to enter the cistern. Passing through the cistern (which is actually strangely luxurious and resembles climbing area) leads to the Tomb of Tihocan. After reaching Tihocan’s fairly grand tomb (which isn’t as ostentatious as Qualopec’s), the player is attacked by a centaur wielding a gun that launches people balls. When the player actually enters the tomb, they hear “You are too late for the French cuisine, no? Still, it is the taking part, which counts.” and decide that that is one taunt too many and finally decide to kill Pierre. Lara finds a second scion among Pierre’s personal effects. The tomb is also decorated with hieroglyphics that inform Lara that Tihocan was one of the three rulers of the kingdom of Atlantis.

After placing the two scions together, Lara has a vision of a great pyramid with three rulers, each with their own scion. Placing the three scions together unleashes a great power that one of the leaders uses to release some sort of creature. The other two rulers take the third rulers scion away and cast it away, before imprisoning the criminal. A meteor hits the pyramid, causing it to sink underwater. The final scion is shown to rest in Egypt. Lara follows the vision to reach the City of Khamoon. The city appears to contain more streets than buildings, a lot of statues and a low quality sphinx. After the City of Khamoon is the Obelisk of Khamoon, a large, ornate obelisk. The player is required to remove a number of decorations from the obelisk and place them on a lesser obelisk found in the City of Khamoon. This opens a large door that leads to the Sanctuary of the Scion. The Sanctuary of the Scion has a large sphinx, that the player opens up to find a passage. The passage leads to a cave containing a pair of massive statues (which are both underground and underwater). Behind these statues is a corridor that eventually leads to a room containing the third scion. Larsson also ambushes you in this room, but you can actually ignore him and continue forward without killing him. Behind the scion is a backdoor that leads outside.

Outside, Lara comes into contact with a cowboy, a street-wise kid and a man dressed in a large coat. Instead of performing disco music, they grab Lara and take away her precious weapons and the pieces of the scion. Natla then appears next to a limo and orders her henchman to kill Lara. Lara escapes their grip and, after performing a motorbike stunt, infiltrates Natla’s yacht (Natla appears to have a great sense of style wherever she goes). The yacht leads to a mysterious island. Lara climbs out the boat and swims to the island, where Natla’s company has been busy tunnelling. After retrieving the guns, the player then defeats each of the henchmen (who generously shared all of Lara’s guns between them) and reaches the entrance to Atlantis. The palyer meets a clone of lara and kills it, using it’s dedication to copying the player’s moves. The player climbs to the top of a pyramid (which is golden on the outside) and finds the completed scion. After grabbing the scion, Lara has a vision of a robotic Qualopec and well-spoken Tihocan condemning a captured Natla for misusing the power of the scion. They decide to use one of Natla’s creatures to activate the mechanism to imprison her and, after his excellent performance at completing that task, use the abominations to guard the various pieces of the scion. In the end, we see Natla being encased in a strange crystal and sealed within the top of the pyramid, while Qualopec and Tihocan know that if she is released, she will be someone else’s problem. In the present, Natla appears, complaining about Qualopec and Tihocan and claiming she will continue her plan. Lara then threatens her, which causes Natla to dive at her and force both of them into the centre of the pyramid. Lara grabs onto a ledge while Natla disappears. A huge half-formed man bursts from a green sphere and attacks Lara. The player defeats the creature. The player then finds the scion again and destroys it, causing the pyramid to collapse. The player finds Natla (who has developed wings) and kills her. Lara then escapes the pyramid, which explodes and boards Natla’s yacht. The game ends with Lara sailing away, unaware that the greatest archaeological discovery of the year has just detonated.

The Review

The credits to the game suggest it was created by around 10 people and there does seem to be some suggestions that the producers were slightly new to making games. The main idea of the game is to explore ancient sites associated with historical civilisations. This game uses the most famous ancient cultures (Central American, European and Egyptian) and even includes the well-known mystery of Atlantis, prehistoric creatures and the atomic bomb tests in Los Alamos. After exploring these periods of history, it can be hard to determine what historical populations will feature in later games (which may explain why later games in the series use modern settings). I’ve actually wondered if the decision to use locations related to Central American cultures was inspired by the book The Celestine Prophecy published a few years beforehand. In the book, a manuscript, describing a number of insights into human behaviour and evolution, are discovered in an ancient temple in South America.

The second section of the game contains a number of inconsistencies. It is set in Europe, but it is hard to locate exactly where in Europe (in fact, it is assumed it takes place Europe, because it is never clarified). The levels contain a mixture of locations associated with the ancient Romans (the Colosseum) and the ancient Greeks (Palace Midas). The St. Francis’ Folly level seems to represent this confusion by using rooms for Neptune (the Roman God of the sea) and Atlas and Damocles (characters from Greek mythology). It also compounds the inconsistency by dedicating a room to Thor (the Norse God of War, a civilisation from the opposite end of Europe to the other two). The link between the Colosseum and Palace Midas levels is a bit strange (an underwater passage behind the VIP box leading to a pool in Palace Midas). While it is possible to link the other locations to the backstory (for example, Qualopec ruling over the City of Vilcabamba and the third scion being hidden within the Sanctuary of the Scion in the City of Khamoon), it is hard to see how the locations used in the Europe section relate to Tihocan (did he reside in Palace Midas? Did he use the Colosseum?)

The game is also very simple to play. It has buttons for jump, climb, push/pull and lara runs everywhere (unless told to walk). One of the only complicated manoeuvres is the running jump, whereby the player has to walk to the edge, jump backwards and then run and jump. The only other complex action is the swan dive, which is unnecessary and only allows Lara to appear more graceful, instead of falling and screaming. It is actually quite enjoyable not having to learn tasks. The puzzles include long-distance jumps (which need a running jump instead of a normal jump) and completing a task in a set limit of time. The common traps include avoiding swinging pendulums, escaping rolling boulders and passing through slamming, spiked doors. Combatting enemies is also simple, drawing guns and shooting the targets while avoiding their attacks by jumping (ironically, this system of fighting is much harder than later, more complex examples because it doesn’t use special attacks that allow the player to defeat the enemy easily). Regaining health is also very simple. Medipacks recover lost health and are either small (brown cylinders) or large (backpacks). A small health pack always provides a quarter of health while a large health pack automatically resets the health to full.

The system for combat also relies on using guns. The pistols have unlimited ammunition, but are the weakest guns. The shotgun is the most powerful, but is slow at discharging multiple shots. The uzis can fire many shots quickly, but are only fairly powerful. The magnums are similar to pistols, but are more powerful. Strangely, magnums are associated with Harry Callaghan holding a brown handle while pointing a long, metal gun barrel and talking about the six bullets kept within the cylindrical magazine. In Tomb Raider, however, they are black versions of the pistols. Gun ammunition is found scattered around the levels, along with medipacks. It is never explained where the items come from (are they dropped from previous explorers or are they built by the ancients), eventhough some items are found next to skeletons. It can be claimed that the abundance of random items, unlimited pistol ammunition and the fact that a vast amount of items can fit inside a tiny backpack contribute to the lack of realism in the game, but I feel that this is part of the enjoyment of the game. In a later game, some of the features were corrected, but they seem to have a negative effect on the game.

A unique aspect of the game is how it teaches you to play it. Many games dedicate the first part of the game to describing the controls and allowing the player to practice playing. In Tomb Raider, the player is able to select Home to learn the controls. Choosing Home takes the player to Lara’s mansion where she is dressed in some training clothes. Lara explains that the removal men had placed a large number of crates in the house and she seems to have turned them into some sort of assault course. She then patiently describes to you (in a strangely friendly tone) how to run, jump etc. At the end, the player climbs out of the swimming pool and she decides to get out of her wet clothes. In this game, the Home function just serves as a way for the game to teach you the basic moves, but this feature will be built upon in later games.

The graphics were good for the times, but appear like models constructed from boxes. I can actually remember being impressed by the size of the sphinx in the Sanctuary of the Scion. It was also surprising to see the background shake, followed by the appearance of a huge T-Rex in the Lost Valley. The gates to the Great Pyramid did look good. The pyramid section of the Great Pyramid level did look impressive, where it was possible to see the different doorways and could look up and down the centre. The game also belongs to a unique group regarding the animations. In previous games, there was no content not controlled by the player, therefore, animations did not exist. In later games, the graphics used for the animations closely resembled the graphics used for ordinary game play. In Tomb Raider, the graphics used in animations was smoother and brighter than the rest of the game. Unfortunately, this caused the objects depicted in the animation to resemble cake icing. However, these animations do seem to have a style of their own, which can be quite enjoyable.

The developers also seemed to have put effort into animating Lara’s death. When the player is defeated by a trap, jump or enemy, there are a variety of short animations depicting Lara’s demise. Falling from a height will show Lara briefly bouncing on the ground with a sickening crunch. Falling from a great height will mean Lara will scream before hitting the ground (in fact, falling from the top of the great pyramid will derive two full screams before Lara reaches Earth). Lara can collapse with a groan and fall on her front. Lara can fall into a squat position before leaning sideways. The T-Rex will lift Lara in his massive jaws before throwing her to the ground. The half-formed man will pick Lara up like a lifeless toy before smashing her carcass into the Earth, etc.

I also enjoy how the developers relieve the boredom of waiting through parts that require loading information from the CD. These loading times occur during the beginning of levels and loading a save, they usually require a few minutes for the console to load the level from the CD. The game uses this opportunity to display artwork based on the four sections of the game. The Peru loading artwork features Lara staring up at a huge door carved from the rock wall, with snow occupying ledges on the cliff face. The Europe loading artwork shows Lara standing in front of a blue door, illuminated by the orange glow of evening light. The Egypt artwork displays Lara, crouched over the controls of a blue motorcycle, accelerating towards a door guarded by a pair of statues. The Atlantis artwork features Lara diving into a sea, the evening sun reflected among the waves, in the direction of a rocky island.

The levels all seemed to be patterned using repeated tiles, so that each area of the wall looks the same. Many of the levels (particularly in the Europe and Egypt sections of the game) are decorated in warm colours, which gives many of the levels a cosy feel, as if the locations are lighted by a small fire. Many of the structures in the game seem less like they were damaged over time, instead each of the broken pillars and missing stairs seem to be just unfinished. The surfaces of the levels also appear intact and as vibrant as if they freshly made. This actually gives a luxurious feel to some of the ruined palaces and lost tombs. The locations are also decorated with objects that resemble pictures in a book (so that the player can only see one angle, no matter what direction they looked), which strangely adds depths to the levels, as if it is possible to imagine ancient people using the different rooms. The levels are also extremely claustrophobic, the sky does not appear during any section of the game (even the Lost Valley has a roof). This seems to increase the comfort of the locations, as if the glow from a small fire will not lose heat and the cold will be kept out.

The only levels which don’t look as good are the Atlantis and Great Pyramid levels. The main reason for this is that it is hard to tell what these locations are actually supposed to look like. The design for Atlantis seemed to be a mix of classical Greek/Roman style made from stone, bare rock and pulsating flesh. The doors seemed to consist of a web of red flesh. The levels are also decorated with giant, green spheres. These green balls pulsate before unleashing one of the strange creatures the plot revolves around. These creatures are also hard to identify, they are coloured red and resemble exposed muscle. The also explode when killed, which makes them irritating.

The essential story is fairly simple, three objects hidden in three places will cause havoc when placed together in another place. It is also faintly unoriginal to have the employer turn out to be the villain (strangely enough, this seems to be the only Tomb Raider game where the player sees Lara being hired for a job). I find it interesting to have figures from the plot actually appear in the game (the bones of Qualopec and Tihocan’s tomb). I also enjoy how they reveal the backstory, showing a simple representation as a sort of silent shadow puppet show followed by an in-depth replay of the events leading to Natla’s incarceration. Unfortunately, there are aspects of the plot which remain unclear. I find it difficult working out what the scion actually did and where the strange creatures come from. It doesn’t clarify what the rulers of Atlantis are, are they human? Or something else? Qualopec and Tihocan seem unusual. It isn’t explained how Natla, imprisoned on the top of the Great Pyramid, ended up in Los Alamos.

The game also belongs to a unique group based on the main character. In previous games, the main character was the player’s conduit through the game, the character responded to the player’s commands, did not speak or have a personality and seemed to function as a tool to solve the puzzles presented by the game. Later games would use main characters with their own personality and a personal history separate to the game. Lara Croft has a personality, but no back story. There are no references to events previous to the start of the game and she does not have colleagues. She speaks and responds to events during animations, but, during gameplay, is completely silent and only acts based on the player’s commands.

Unfortunately, the game is negatively affected by the system of saving progress. The game uses saving crystals (giant blue crystals that jump up and down) that are placed at various points of the levels. If the player progresses through the game without encountering these crystals, they can lose their accomplishments easily if the game is turned off. The crystals also disappear after one use, which makes it harder to save the player’s achievements. It also causes the game to dictate how much time the player spends in the game, as the payer cannot control when to save their progress.

A slight criticism of the game is how the player fights underwater enemies. There is no available weapon that functions underwater, therefore, the player is extremely vulnerable when swimming. This can be easily solved by getting out of the water before fighting.

A strange part of the game is the compass. When the player displays the inventory, the first item is the compass. Selecting the compass opens it, where the player can see a small needle indicating the direction the player is facing. This is not helpful at all. It would be useful if the compass suggested the correct direction to travel in to progress further or find secrets, but it doesn’t. I have no idea why this feature was added to the game.

Finally, I believe the character of Pierre DuPont deserves special mention for being one of the most unusual enemies in a computer game. He is only appears as a mentioned name until St. Francis’ Folly, where he immediately starts shooting at the player. Throughout the rest of the levels in Europe, he just seems to appear as a mysterious assassin. For example, the player would be climbing up a ledge, only to hear the sound of Pierre shooting at them. When he attacks, the only solution is to draw guns and fire back at him until he understands the hint and runs off. He also appears and disappears at will, so that chasing him after he runs away will only result in the player staring at a blank wall, wondering how he could have possible escaped. In the Palace Midas level, he doesn’t bother turning up at all. It is also impossible to work out how he manages to reach the scion when his route is so chaotic.

In summary, the game was enjoyable and easy to play. The story was good and the artefact had a decent backstory. The designs for the levels are good, but are limited by the graphics available at the time. The main criticism of the game was the use of saving crystals.

(Later, a Tomb Raider expansion pack was released called Tomb Raider: Unfinished Business. Expansion packs are versions of games released a number of months or years after the original and usually contain a corrected copy and extra material. They usually require the customer to buy a new copy of the game. The expansion pack contained four new levels. Additionally, a re-vamped version of the game was released in 2007. The re-vamped version of the game updated the graphics and controls and corrected some of the mistakes from the original.)