"Tomb Raider: Underworld" (TRU from now on) is easily Crystal Dynamics best effort since they took over the TR series from Core Design. It's obvious that the designers have been listening to the fans, and they addressed nearly all of the complaints that people had about their previous attempts.
Here's what they improved:
1. Level design.
Their first attempt, "Tomb Raider: Legend" had extremely linear levels, allowing for practically no exploration. This flew in the face of everything TR was supposed to be about. They improved on this with their second game, "TR: Anniversary," but that was a remake of the original TR game. TRU is the first time that Crystal Dynamics has created their own, original, open levels. They're not quite as open as, say, the levels in TR3, but even on those occasions when you are merely progressing along a predetermined path, the world just feels more open because of its clever design and the massive scale of it all (remember how big St. Francis' Folly in TR1 felt when you first played it back in the late 90s? Well, that's NOTHING compared to enormity of some areas you'll discover in TRU! There's a level towards the end of the game where you have to scale a rotating tower, and the massive scale of it is awe-inspiring. It really adds to the sense of vulnerability you'll feel.)
2. Combat
One of the common complaints about "Legend" was that you seemed to be in a firefight with a ton of mercs every few seconds. TRU scales back the combat drastically, returning the focus to exploring, platforming and puzzle solving, with just enough combat to keep you from ever getting too relaxed. And, if you find the combat too easy (or too difficult), you can adjust the amount of damaged Lara does to her enemies (and the amount of damage that enemies do to Lara.) There are separate sliders that you can move to tailor the gameplay to your preference.
3. Zip & Alistair
These two characters were a mixed blessing in Legend. They helped provide Lara with more personality by constantly chatting with her as she explored, but they also ruined the sense of isolation, and their comments often got a bit tedious (not to mention the fact that they sometimes told you how to solve puzzles when you'd rather figure it out on your own.) In TRU, they no longer to chat with Lara as she explores. They're still in the game, and they show up in cutscenes, but they don't intefere with the adventure. Instead, Lara now has a camcorder, and at key points in certain levels, she'll film certain things and comment on them. It's a good compromise-- she still has a personality and we still get some background info on what we're exploring, but the sense of isolation that people enjoyed so much in the original games is back. Also, if you do find that you need a hint, you can ask Lara what to do. Her first response will be somewhat vague, but it might be enough. If you're still stuck, ask her again, and she'll be more specific. This is a very effective way to implement a hint system.
4. The Grapple
The grappling hook that Lara used in Legend and Anniversary is back, but it's implemented better this time around. Just like in Anniversary, Lara can use her grappling hook to run along walls, pull objects, etc. but the designers smartly avoided forcing you to use the grappling hook in situations where it's more frustrating than fun. In Anniversary, for example, there were certain wall runs that were only difficult because you were constantly battling with the controls to get Lara to do what you wanted. In TRU, the designers realized what works and doesn't work, and they seem to have kept this in mind (mostly) when designing levels. You'll still need to do wall runs, but because of the way they're set up, they're more often fun than frustrating.
5. Boss Battles (or the lack thereof...)
There are no boss battles in TRU. This could be seen as a con to some people, but I see it as an improvement. TR games, for me, are not fighting games, and always found boss battles to be more of a roadblock than entertainment. Also, unlike in Anniversary, you're never forced to pull off the tricky adrenaline headshots. If you want to do them, fine, have fun. But if you'd rather just shoot away until your enemy is dead, that's fine too.
6. Lara's moves
Lara finally feels like the character she was always meant to be because her move set has been expanded to give her more flexibility than ever. If you're hanging from a cliff, and a swarm of bats flies towards you, you know longer have to hitch yourself up to solid ground before you can start shooting at them. Just hang on with one hand and shoot with the other. There are plenty of other little new moves like this that really make the game flow better than ever, and all of the moves were motion-captured by an actual gymnast, so it feels more believable than it ever did in previous games.
7. Locales
After the first two TR games, the series started including more and more levels that took place in very non-TR-like locations, such as big cities, hi-tech towers, military bases, Paris streets, etc. TRU really brings the focus back to what TR was originally about-- exploring ancient ruins. There are a couple of levels that take place on a ship, but other than that, it's all classic TR environments.
But, as I said in the title of this review, the game is "ALMOST" perfect, meaning not everything is as it should be.
The biggest problem is that in spite of how massive the levels are, it really won't take you very long to complete this game. Now, this is partly due to the fact that Lara simply moves faster than she did in the old games, so getting from point A to point B takes less time. It's also due to the fact that you're rarely left running around aimlessly in circles trying to figure out what to do next, as you often did in the old games. These are both good things, and if these were the only reasons the game took less time to complete, I couldn't fault it at all. But the truth is, there simply aren't enough levels. There are a small handful of massive levels, and a few mini levels in between. What's feels really cheap, though, is that some of the mini levels are actually repeated! (WARNING: If you want to be completely spoiler free, skip the rest of this paragraph) For example, there's a level that takes place on a ship near the start of the game (actually, it's just a small part of the enormous first level.) It's fun the first time around. But towards the end of the game, you have to replay it, and it's pretty much identical, with only the enemies being in different places. Similarly, there's a prologue level that takes place in Croft Manor. Later in the game, you replay the EXACT same sequence. This is a cheap way to pad an already fairly short game.
Another complaint-- The game starts out a bit weak. The opening level (after the short prologue level) starts you off in a somewhat disorienting underwater sequence. It looks impressive, but it's not as much fun as it should be. And once you finally get inside, the level still doesn't make a great impression. Not to say it's bad, but it just seems a bit bland compared to the great stuff that comes later. All I can say is, stick with it and you'll be rewarded.
Some people have complained about the camera being uncooperative, so I feel I should mention it here. Honestly, I haven't had any major trouble with it. There are times when you won't be able to see something that you're supposed to jump to, but the game works around this by giving you visual clues. If you suspect that you might be able to jump safely in a certain direction, try pointing in that direction. Lara will prepare herself for the jump if it's do-able. If there isn't a safe way to jump in that direction, she'll either shake her head, or just do nothing. So although you can't always see everything, just pay attention to Lara's reactions, and you'll be fine. This is actually an improvement over previous games, where you often had to take blind leaps of faith with no indication from Lara about whether or not you'd be safe.
One other very minor complaint-- The story. It's not that the story is bad at all, and it certainly has some great moments that'll stick with you, but the villains are too rarely seen, to the point where it's easy to forget about them. Legend, I feel, did a better job of keeping the main villain central in the plot. In TRU, you'll see the villains near the start of the game, and then they pretty much go away entirely until the end.
Still, all things considered, TRU is a great game, and now that it's cheaper, its short gameplay isn't really such a factor. If you value quality over quantity, you can't go wrong with this one.
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