I found myself liking Rise of the Tomb Raider much more than I expected. Sure, there are problems. Many of the worst problems of the previous game of this reboot series have been fixed, at least.
One thing that you can say, though; not only is it a decent game, it is, finally, a Tomb Raider game. The puzzles are back. There's more archaeology. And the Mansion is back (in DLC only, but that's why you wait two years after release and get the GOTY version on Steam sale).
I'll write a full review eventually. At the moment, I just wanted to comment on a more nuanced understanding of archaeology that almost sneaks in through the cracks. Yes, Lara Croft is a tomb robber, no questions asked. What she does to ancient monuments, even Schliemann would be shocked into making some remark. And the games still push the artifact-centric view of the popular press (in addition to the underlying "Ancient myths are just the hiding places of ancient super-science.")
It is almost like someone in the developers is taking the piss, though, when "Loot" is the verb that pops up whether Lara is standing over either a can of rags (useful for making bandages and flaming arrows), or a sarcophagus. There, and in other small places, it seems to recognize how she's a worse role model than even Indiana Jones.
But here's the place where I really feel like an archaeological voice was in the conference room. The game still has collectable items. Like the previous entry in the series, these pop up with very nice rotatable 3D model (based on actual archaeological artifacts) while Lara talks a little about the find. Here's the interesting difference. In Tomb Raider 2013 she would identify the culture and date and often give a little note on usage. Basically she'd read the museum tag. In Rise of the Tomb Raider she is more likely to describe the object, like one would in a field journal, and make some educated guesses as to its nature. Sometimes, in fact, she is truly puzzled.
The same is generally true when she is reading inscriptions -- this is due to an underlying Language mechanic, but still, it is refreshing to see her unsure of her translations.
And there is less of a clear distinction between information that will advance the plot, and information that won't fit into the current project. Again this is meta-game; it comes from the way documents are collectable, and these documents are little snippets of text nicely voice acted for the player.
The place where this distinction is really erased is in the "Bloodlines" DLC, a mansion-based exploration in which both the plot-centric mechanical resolution and the emotional resolution are developed in parallel as two of multiple twining threads. The game goes out of its way to tell you to read all the documents, as you do not know going in which of the various threads you are following through them will lead you to the desired conclusion. This, then, is a heck of a lot closer match to field research than the "find the address to the next game level written in a prominent place right after the boss battle" structure.
The "Bloodlines" DLC also does the Language mechanic one better, in that it requires you, the player, to recognize and use several hieroglyphic characters! (The best is when you have to identify a similarity between the character for a district of ancient Egypt and the depiction of said character in a child's cardboard crown).
Spoilers, by the way!
*yes, and she does make the "children's toy" comment over one of the artifacts she uncovers. Again, I'm convinced someone over at Core actually did some reading.
No comments:
Post a Comment