I absolutely love short games that tell beautiful stories. A game that really doesn’t have much gameplay but just enough to get the story across and help you feel for the characters. Toren is one of those games; it has so much potential but is extremely rough around the edges. There’s actually more negative than positive in this game, but for some reason, it’s worth a playthrough, simply for how the game is told and unfolds.
The game starts out pretty simple. You start as a baby girl who is waddling toward a sword. I had a pretty strong image of gaming when I was a baby. It tends to be a sensitive subject, but Toren pulls it off just fine. After grabbing your sword, you get segments of jumping puzzles and are faced with a dragon. This dragon sits in one spot and will shoot out waves of black that will freeze you. See, the game is a little bit like Infinity Blade in a way. Failing is the only way to go forward (of course, the failing bits are scripted). The girl will try to reach for something or solve something, and the dragon will get her. She is reborn and thus can use her frozen body as a stepping stone or something to climb.
The whole point of the game is to climb this large tower called Toren to bring back the night. A dead man tells a story about a man named Solidor who tried the same thing and failed. It’s a little confusing in words and makes more sense in pictures and cutscenes. Between trying to fight off the dragon during weak puzzles, there are platforming segments that are set in strange dream-like areas that are just really great to look at. They aren’t tough, but this is where the flaws come in. The jumping mechanic is very floaty, there are a lot of collision detection issues, the sword fighting is barely waving your sword around aimlessly, and even controlling the girl can be a bit difficult as she feels like an ice cube walking around a frozen lake.
The visuals are even rough, and while there are some nice lighting effects, the game has texture quality that is all over the place. The framerate is also everywhere, but anyone who enjoys the subtly of indie games will look past all this. The game can also be finished in one sitting—about 2 hours. While it lasted, I enjoyed the game. It broke up the dragon fights with the platforming segments well, but the issues with the game make it more difficult than it needs to be.
With all that said, Toren is an interesting game with a beautiful story, but it is encased in a sloppy game with rough graphics and slippery controls.
An open jungle, a rebel war, a tyrant, a guy who ends up in the wrong place at the wrong time, lots of guns…sound familiar? Yes, another Far Cry run of a giant open world that might be too large for its own good. Far Cry 3’s mediocre missions were made up for by an excellent story with fantastic characters; however, Far Cry 4 seems to be doing the opposite. You play Ajay Ghale, a man trying to bury his mother’s ashes but is captured by a tyrant known as Pagin Min. Min is a man who is bringing the people of Kyrat down, and you are here to help the rebel army rise against him. It sounds cliche and boring, and it is. The story and characters are Far Cry 4’s downfall, as they are either just really badly written or uninteresting. Pagan Min isn’t so bad, but the rest of the characters just don’t hit home like FC3 did.
There are honestly more side missions than story quests, but to the point in which it’s overwhelming. Far Cry 4 is huge. Five times the size of Far Cry 3. Despite the story being bland, let’s talk about the gameplay. It’s nearly identical to FC3 in terms of gunplay and the choice of stealth or guns blazing. However, the choice of stealth, I feel, is stilted, and guns blazing tends to be the forced choice. There are multiple side quests, including destroying propaganda towers, intercepting couriers, taking over camps, storming fortresses, hunting, races, and several others. While all these are fun for a bit, they all wear thin, as there are just so many of them. There were missions that required me to sneak into an enemy base, but no matter how quiet I was, someone always saw me. The enemies have had this problem since the first game.
Outside of the side missions, you can buy weapons and maps, hunt for treasures (which is probably the most tedious), and skin animals to increase carrying capacity. Gathering plants for syringes is back as well, but all of these things are second-hand from FC3, and there’s just not enough here that’s new to make it feel like FC4. Thankfully, the gunplay is rather solid, and customizing weapons was one of my favorite things to do. I’m not saying any of this stuff was bad, but it was tedious and felt too similar to past games. Nothing really stands out on its own.
FC4 is also heavily reliant on co-op play, as some camps and fortresses are nearly impossible to take over by yourself. I died multiple times and had to exploit strategies to beat some of them. I would give up and wander around collecting treasure, taking over a tower, and completing some side quests, only to continue getting distracted from the main story. This is usually a good thing, but FC4’s world feels sterile, empty, and too artificial for its own good. Most people would love all these things to do, but it’s all just kind of dull and only good in short bursts.
The graphics are actually quite fantastic and show off the power of next-gen consoles; however, they’re not much different-looking than FC3. In the end, after completing the story, I felt overwhelmed by the vast amount of things needed to complete the game and just told myself I would come back to it later, when I’m really bored. In the future, Ubisoft needs to work on Far Cry, which feels more important with less filler content. Honestly, this series needs a reboot or a complete overhaul to justify its existence.
Zombie games are everywhere now, but they have also gotten better over the years. Zombies are probably the most iconic horror character ever, and almost everyone is fascinated by them. However, a new fascination has started coming around: What would happen if we truly and honestly were hit by a zombie apocalypse? Gone are the campy days of old horror films where zombies were just scary and cool. People are even getting down to the nitty-gritty science of zombies, and it’s now showing up in video games. Dying Light is probably one of the better zombie games out there and, for sure, the best open-world one.
You play as a man named Kyle Crane who is working for the GRE, a group tasked with finding a cure in ground zero of the zombie outbreak. The story actually doesn’t get interesting until towards the end of the game. The actual story missions are quite entertaining and well put together. My favorite moments were chase sequences as these got very intense and pretty scary. Despite all this, the characters are a little weak and disappointing. The main antagonist, Rais, had potential in the beginning by being a sick twisted ass with a God complex, but in the end, he became cliché and it all went downhill. Other characters are bit parts and aren’t as strong as other open-world characters such as Fallout, The Elder Scrolls, or even Mass Effect. They feel generic and forgettable, and honestly, nothing all that interesting is going on in this world besides zombies.
That’s what I have to gripe about the most. Dying Light had a lot of potential to create some great lore around this fictional area and develop some memorable characters, but instead went the route of just getting as many missions out there as possible and relying on the open world itself. There is just so much potential here. The world itself is well put together and huge. There are some unique areas where pieces of the story could be told, but the developers just bypassed this all together.
With that said, the combat is actually quite satisfying. This isn’t a game in which you kill everything in sight. The whole point is to run away and survive. Sometimes you will run across a bridge that has nearly a hundred zombies. It’s best to just run on top of the cars and stay away. The whole game is in the first person, so the combat is similar to Dead Island or even The Elder Scrolls. There are many different types of weapons you can create or buy, and the ones with mods are the most fun to use. Slicing off a zombie’s head is satisfying, as is jumping over a zombie to escape an entire horde. I actually like how the game forces you to only fight when the opportunity is right. Nighttime is the most dangerous, and fighting is probably mostly avoided. Dangerous, volatile zombies that are extremely hard to kill will chase you down in the dead of night. I mostly avoided the nighttime unless a quest required me to be in it. It also helps add to the atmosphere, and I was usually scared and very paranoid when traveling at night. There are guns in the game; however, using them is very dangerous since faster, more deadly zombies will hear the sounds and surround you. Shooting is very satisfying in the game, but it’s best used in isolated areas where runners can’t respawn.
Once the player reaches level 12, they can unlock a grappling hook, which is essential for traveling vast parts of the game. It has a two-time use rather than a 10-second cooldown, but it sure comes in handy when escaping hordes of zombies or traveling large distances. With all this combined, Dying Light has a great world to explore, despite how generic it may feel. Everything does get better towards the end of the game as you can use more powerful weapons, and fighting zombies (even the more powerful ones) becomes easier and less like a chore.
Graphically, Dying Light looks fantastic. There are some awesome lighting effects, and the draw distance is amazing. The textures are a little sketchy, as are some of the zombie models. However, the game really shows off the power of the next-gen consoles and is probably one of the best zombie games to date. Outside of the generic story, the combat is rewarding, as is leveling up your character, but I just can’t help but feel that there is something missing from this game. It feels empty and lonely, but not in the way it’s supposed to feel. When it comes to multiplayer, it’s nothing special and will probably be forgotten quickly. It’s fun for a little while, but you probably have other multiplayer games that are much better.
MOOORRTTAALLL KOOOMMBBAATTT!!! Mortal Monday made gaming history when the original arcade game hit the Sega Genesis, Mega Drive, and Super Nintendo in 1992. Fast forward 23 years, and people still get just as excited for every new Mortal Kombat game. MKX is a near reboot of the reboot from 2011 by improving nearly every aspect of the game, including online. This is the first Mortal Kombat game for next-generation consoles and has set the bar for fighting games in terms of production values.
The first thing you will probably play is the story; it’s needed to unlock Shinnok as well as earn a slew of koins for the Krypt. The story is fantastic and the best one in any fighting game to date. The story has finally evolved past MK3 and takes place 25 years after the last game. Naturally, the original fighters have aged and are older (but still kick ass), and new generations or kids of these fighters are introduced. The story is actually shorter and more streamlined than in MK9. Instead of every character being shoehorned into the story, you only play as the good guys and select characters. There are about five matches for each character, and the entire story just evolves naturally. Earthrealm is past Shao Kahn and his BS (as the players are), but Shinnok returns to claim the Komidogu amulet and take over Earthrealm. After about 4 hours or so, you will get the hang of the entire fighting system and start kicking ass.
Once you finish the story, you will most likely go into the krypt to spend your koins. Introduced in Mortal Kombat: Deadly Alliance, the Krypt is a fan service full of goodies and unlocks to prolong the game and make you earn everything. Character art, fatalities, costumes, and fan art are many among the Krypt, but they have evolved. Instead of just a large room, you unlock coffins in a first-person adventure that’s its own mini-game. Players can walk around an entire set of levels, finding hidden objects to unlock new parts of the mini-game and find more koffins. At certain times, koffins will appear (think of the concept from Deception in Konquest mode), and random enemies will attack when a quick-time event pops up. Succeed, and you will be awarded a few hundred koins. This new Krypt idea could stand on its own if it were fleshed out more. It is actually quite atmospheric and can be tense.
After the Krypt, you will most likely check out the Faction Wars. This is a whole new online concept by Netherrealm that extends the tower concept that was enacted in the first game. There are many different tower modes, with the first being living towers. Using the match modifiers that were introduced in MK3 and reimagined in MK9, Living Towers will mix up a random modifier as well as tower goals. Certain matches will award koins for accomplishing certain things during a match, like jumping 25 times or finishing a match with more than 50% health. There are three types of living towers. Daily, hourly, and premier, which are every 5 days. This adds to your Faction War points, which will help you when an invasion starts. At the beginning of the game, you get to choose from five factions. Lin Kuei, Brotherhood of Shadows, White Lotus, Special Forces, and Black Dragon. Faction XP can be awarded during an invasion as well as by fighting an immortal boss. Players have 30 seconds to do as much damage as they can, but the difficulty of the boss is set to Very Hard. Invasion towers are another way as well.
These towers also carry over into single-player Tower Challenges, which is a randomized tower with modifiers and Test Your Might matches. Your final score is set, and you can send that tower to a friend to have them beat your score. It’s a lot of fun and extends the longevity of online play.
With the modes out of the way, let’s talk about the actual game. The control and responsiveness are so much better than any other MK game. MK9 tried to recreate the feeling of the first three MK games, but it got stale after a while. MKX is a whole new beast with the core familiar mechanics at play. Balancing is also nearly perfected in MKX thanks to combat variants. Each fighter has three different variants they can play as, and this sets their special moves. Instead of some characters having a long list of special moves to spam you with, they are limited this time around and cut down. Every player will have their favorite variant after playing for so long.
Outside of variants, the fighting is a little more cinematic. The camera zooms in on throws, and the new X-ray moves. X-rays are now three hits instead of two, and the models are much more detailed. More bones break, individual organs are modeled, and fibers on the muscles have depth. It looks fantastic, and this is by far the most brutal MK game to date. The fatalities are the best in any game and are just awesome. New tech allows for facial animations with twitching eyes, lips, and overall detailed gore. Organs are split in half, and they actually look like their organs, unlike previous games with generic gibs. Brutalities made a return, but they are no longer the complicated button presses like MK3. Certain requirements must be met in a match, such as having 50% health remaining, connecting a number of certain moves in a match, and hitting the right button combo during the final hit of the last round. Brutalities are now variations of special moves but have a twisted, deadly ending that throws opponents off guard and is extremely satisfying to pull off and watch.
The new characters are actually the best new fighters in the series. All are fun to play, and all are distinctive, unlike previous entries where new characters felt like cheap rip-offs. Among them, Cassie Cage, Jacqui Briggs, Ferra/Tor, D’Vorah, and Erron Black are my favorites. Kung Jin and Takeda aren’t exactly the unique characters they succeed, which are Kenshi and Kung Lao. They both look and feel nearly identical, despite having different weapons. Takeda is actually more similar to Scorpion than Kenshi, as he uses dual whips and Kung Jin has a bow and staff. Unique weapons, but their characters aren’t fleshed out much in the story mode.
With that said, MKX is an evolution of the series that it so desperately needs. The longevity that’s smart and isn’t bloated content, more online features, and the variants are hopefully here to stay. This is one of the best fighting games of the decade.
Kollector’s Edition: For $90 more, you can receive a special box, a Scorpion statue, the Kombat Pass, and a Scorpion skin. The statue is made by a sculptor named Coarse, and the skin is of the statue. It’s beautifully made and well worth it for collectors. It also comes with a certificate of authenticity.
Hotline Miami was one of my favorite games in 2013. It was violent, fast-paced, had tight controls, and rocked a retro 8-bit art style like no other game has. The music was fantastic as well, but the best part was the “just one more level” appeal. Hotline Miami 2 brings back epic music, great art, violence, and, well, some other things we didn’t really want.
Wrong Number starts out by giving us some backstory. Well, it tries and miserably fails at it. The story does not make one lick of sense because you are being flip-flopped between time periods and so many different characters. Each level just starts, and the story is just there. There’s some dialog with no connection to the previous scene. It’s frustrating and makes you want the storyless original back. However, and it pains me to say this, the story isn’t the worst thing in Miami 2. The game is excruciatingly difficult. Miami 1 was hard, but satisfying. It had great replay value because it was the perfect challenge. Miami 2 is a near-frustrating mess of endless restarts and trial-and-error.
You could say it’s a worse-level design, but that’s not the case; I feel it’s more like poor enemy placement. There are so many enemies in each level, and I mean tons. They all have a variety of guns and melee weapons, and a few can only be taken down with certain weapons. I feel the placement is haphazard; we used strategies in the last game that were way overused here and ended up being used to exploit the game to advance, which is not fun at all. Enemies will see you if you can see them; this is how Hotline Miami works. If you can pan the camera further away, you can get a quick sniper shot at them and a free hit, but for fewer points. One good strategy is to move in and out of a doorway really quickly, let some enemies see you, duck back into a corner, and slice everyone up as they enter the doorway or around a corner. That was an infrequent strategy in Miami 1, but in Miami 2, this has to be done to just get partway through one area. Miami 2 is also full of long-winded levels that seem to never end.
Abusing Miami’s strategies is a crying shame here since this game could have had so much potential for more enemies and new strategies. After halfway through the game, the levels become large and hard to navigate with traditional Hotline Miami controls and gameplay. It’s almost like the game tried to go in a new direction but didn’t evolve its gameplay for it. Miami 2 is also twice as long as the first game, but it overstays its welcome after the second act. I literally felt like the game had become a chore and just wanted it to end.
However, that’s not to say the whole “one more level” thing is gone. I was hooked, and the constant trial and error had me restarting levels dozens and dozens of times to try a new strategy, but it wasn’t really an enjoyable “one more level” feeling. A lot of times I had to exploit the enemy AI. Only certain levels can really be completed one way, and if you start a level with the wrong weapon, kill the wrong guy first, or even kill all the enemies in the wrong order, you’re pretty much screwed. More often than not, I was restarting a level not because my strategy wasn’t sound, but because the enemy AI screwed everything up because he wasn’t patrolling the correct corridor or left a room he’s normally in and blindsided me when I least expected it. Usually, this is a good thing, but not when you’re forced to kill enemies in a certain way due to poor enemy placement being overwhelming.
With that said, I hate to say that there’s really no reason to come back to this game after you finish. Do I want to spend an entire week restarting level after level again and again? Of course not. I’d rather re-download the first game and enjoy the excellent Miami-ness without all the hair-pulling. All in all, Miami 2 is not really a must-play, even for fans. If you end up never playing this, you’re probably better off sticking with the first game.
If you have been following this site for a while, you will know by now that I don’t have much patience for JRPGs. They are usually extremely long, random battles get tedious to the point of me wanting to quit the game completely, and sometimes the stories and battle systems can be boring, convoluted, or both. Tales of Hearts R just so happened to be one of the few JRPGs available on Vita, so I thought I would give it a try. I was in for a strange surprise.
The story itself is actually pretty decent and actually makes sense, despite how involved it is. You play as a young hero named Kor Metor who is traveling the world to help save a girl named Kohaku along with her brother. There are links within people called Spirias. This is kind of like their soul. Somatics has weapons that are formed from this spiria, and Kor discovers he is one after watching his grandfather die at the hands of a woman named Incarose. There is a “Spiria disease” called xeroms that can cause dispiration within people, meaning part of their Spiria Core is missing or corrupted. Kor and his friends “link” with people to fight off this corruption. Kor does this to Kohaku and shatters her core, sending the shards into eight pieces across the globe. However, what threw me for a loop was that this whole adventure was only the first half of the game. The second half involves another huge plot with an entire ancient planet that can suck out these Spirias. Of course, your new goal is to stop this new evil madman.
Holy crap… I can’t believe I remember all that! With that said, the story consists of endless cut scenes—I mean, endless. There are probably hundreds of cutscenes in this game, but 90% of them are spoken Japanese dialog, which is nice. There are a few anime cutscenes that are beautiful, but I wish there were more. I know most people like cut scenes, but I honestly felt it held up the game too much, but that’s just personal preference. Aside from the story, the combat is actually pretty intense and deep. You can control four different party members in real-time in an arena. The attack buttons are completely customizable, allowing you to assign new skills and “arts” to Circle and X. While you hack away at enemies, a meter will charge that allows you to go into a “hyperdrive” mode to deal more damage and take less. All while this is going on, you can also assign other members’ skills to the touch screen by flicking their icon, which I thought was a nice touch. I had one party member heal at my beck and call exactly how I wanted him to instead of relying on his AI, which would usually wait until everyone’s HP was in the red.
Secondly, you level up in this game very oddly, and it took me a while to figure it out. You don’t buy weapons in shops, only armor. Weapons are acquired by leveling up your members through their Somas. There’s some sort of complicated line chart in the form of a star, but thankfully the auto-level button just lets you choose what type of fighting style you want for that character, and it will assign the points accordingly. Along with this, there are also cooking items that give you boosts during battles, but I never really got into this much. It did come in handy at times, but thankfully you level up fairly quickly while only hitting a difficulty spike on the last two bosses of the game. This required me to level grind for over a day just to raise my members up to about 12 levels to get an edge over the bosses.
Lastly, there’s a lot of side content in this game and a New Game+, which is usually unheard of in JRPGs as they are linear and follow a set pattern and path. There are other difficulty levels that also raise the level cap (200), as well as a few side quests for people interested in some more side stories (I usually hate side quests in JRPGs). With all that said, it’s optional.
After the credits rolled and I logged 30 hours into this game, I felt satisfied. The ending had closure, the final boss was rewarding to fight, and I felt myself feeling relieved that the game was just the right amount of challenge throughout and did not require constant bouts of level grinding. Graphically, the game is average. It’s not very ugly, but it also doesn’t push the Vita to its limits. The music is monotonous and typical of a JRPG, but at least the voice acting is great. If you own a Vita, this is probably the best JRPG you can plan outside of all those PS1 classics.
Call of Duty has come a long way since 2003. From World War II to the Afghan War, there’s a lot going on with this series. While it has had its ups and many downs, Ghosts seems to have picked the series up a little bit, and the transition to next-gen consoles may have helped that.
The story in Ghosts is actually quite interesting and probably the only story in the series that’s even somewhat memorable. This is a huge feat for the series in itself. You play as a ghost named Logan, who is following his brother Hesh around trying to stop a global crisis. I think the reason the story is so great is because it’s fictional. This is a made-up apocalyptic scenario that seems too close to being real. A former ghost named Rorke is using a satellite weapon that can destroy entire continents in minutes. The game starts out with Logan and Hesh talking with their father when these missiles start hitting. Later on, you learn more about ghosts in flashback missions and then eventually become one yourself. The voice acting and character modeling are fantastic and help hold the story together and keep you interested.
One of the many reasons why Ghosts‘ campaign is so interesting is that each mission is completely different. Sure, you are always shooting bad guys, but the entire campaign is constantly turned up, whether you’re driving a tank, mounting a mini-gun in a helo, or fighting underwater. New ideas and better pacing are brought to Ghosts, which is exactly what this series needed. One addition is the dog, Riley. You would think this would get overused, but he’s used it just right. He’s only available for maybe 5 missions through the whole game, but that’s the way he’s used. New gameplay elements are introduced to Riley with each mission, and after the first third of the game, he’s mostly absent, which is a good thing. This makes you care for Riley and really appreciate his role as a soldier.
With that said, the shooting itself is solid, which is expected from any Call of Duty. The guns feel heavy and have weight to them, and the sound and action on-screen are crisp and really pull you into the drama going on. There’s a good mix of stealth and action as a whole, along with the other change-ups the game throws at you. There are quite a few memorable scenes, such as the firefight in outer space towards the end and the underwater level as well. However, we are still missing an organic feel that a slower, more deliberate pace would bring out. The game is still the same at its core. There still isn’t any gore, the enemy AI is still off, and everything still feels rushed and too in your face. Call of Duty can be more intellectual and less ham-fisted with macho violence and action.
With that said, multiplayer is nothing short of fun and has the same core suite as Modern Warfare. The biggest addition is being able to play a female character and customize the clothing. Of course, the customization for weapons is even deeper than before with balance tweaks and menu changes, but if you have played Call of Duty in the last 5 years, you know what to expect. I feel that the maps are a little better than past CoD games, but I have yet to play any that are as great as Modern Warfare 2.
With all that said, Ghosts is a fine shooter and was given a little too much harsh criticism. The visuals are fantastic, and the campaign is a huge step in the right direction toward pulling the series out of the stereotypical rut that it has been in for years.
The Vita was a little weaker this year, but overall those games that were released were solid. The Vita has lost steam since last year, but here’s hoping 2015 is the year of the Vita.
Freedom Wars took the monster hunting formula that Monster Hunter did so well and made it better. With the addition of weapons and the unique Thorn weapon, Freedom Wars shot players into massive hunts with other players or AI controller characters. The insanely deep customization options and fantastic visuals were a treat as well. Not to mention widdling a 1 million year sentence to zero is quite the challenge.
This is my review for Diablo III when it first came out. You can read it to get an overview of the original game, but here I will focus on what’s new. While the console versions are still pretty much the same, a lot has been balanced, and the game is overall more comfortable on consoles. The UI and controls have been tailored for controllers, and they work very well. Each button is mapped to an attack or a shortcut. Outside of this, the difficulty has been better balanced than normal and is actually quite easy. The game runs at a smooth 60FPS at 1080p on the PS4, and it looks gorgeous. There is so much content here that you will have dozens of hours to play.
Now for the Reaper of Souls expansion. My biggest complaint is going to be that it’s quite short (can be beaten in less than 5 hours) but is a lot of fun. All new enemies, bosses, and a continued story that was so great in Diablo III. New armor and loot are also welcome, but overall, it’s still the same game behind it all. I wouldn’t drop $40 on this by itself, but the inclusion in the $60 package is a fantastic deal.
Diablo III on consoles is worth every penny. You get the fantastic Diablo III, along with its expansion and all the other fixes and balances from the PC version. The hand-tailored controls and console experience are done very well. This is by far the best RPG and/or dungeon crawler you will find on next-gen consoles.
Developer: Crystal Dynamics/Nixxes Software/United Front Games
Release Date: 1/28/2014
Available On
This is exactly how you do a game series reboot, right? I wish I could end my review with that, but I need to tell you why. Tomb Raider suffered through a few mediocre games during the first run of the series during the late 90’s and early 2000s. The first reboot did well for the series by maturing Lara and giving us better controls and a more cinematic experience. Now comes Tomb Raider (2013), a fantastic game that shows the more human side of Lara. The game starts out with you and a science crew on a ship on the way to an archeological site, but things go awry when Lara decides to head to the Dragon’s Triangle off the coast of Japan. A mysterious storm destroys the boat, and Lara and the team are stranded on this island. There is a mysterious cult trying to sacrifice people to a sun goddess to end these storms. Lara has to deal with this if she wants, of course.
What makes Tomb Raider so memorable is the struggle she goes through while surviving. She is nearly raped, suffers tremendous injuries, and has to cope with herself, dealing with the fact that she has to kill to survive. She is not comfortable with this at first and really struggles to pull the trigger. This adds layers of depth to her character that weren’t seen before. Not only is her personality more memorable, but her looks have changed. No longer is Lara wearing the short shorts and tight shirt with her huge bust. She has been knocked down a few cup sizes and is much younger, straight out of college, in fact. It’s hard to really describe her more than this; you have to play the game to really connect.
The gameplay in Tomb Raider has completely changed, but yes, there is platforming and gunplay. Both are tight and very well crafted. Gunplay consists of using scraps to create a pistol, bow, machine gun, and shotgun. That’s it. As you progress and find salvage in crates and dead bodies, you can upgrade these to look and feel like better weapons. There are many upgrades that increase damage and accuracy, as well as adding new ammo types. Lara’s animations are very well done and realistic, and this falls into combat. She scrambles around and ducks behind cover; the guns feel great to shoot, and you can see how inexperienced Lara is; she’s not a Navy SEAL or commando. Unlike other games like this, her stumbling animations don’t interfere with the game at all. You can still move around, you can dodge, and there’s even some melee thrown in. As you upgrade your skills (done at various campfires throughout the game), you can dodge, and through quick-time events, you can do some pretty gruesome kills.
While gunplay is tight and fun, exploring is just as important. This island is massive, and you can go anywhere; there are no limits. Fast travel via camps really helps, but there’s a reason for moving around everywhere: collecting hidden items. These range from relics, GPS caches, documents, etc. There are hidden tombs found throughout the game that hold area maps for these items. These tombs consist of cleverly made physics puzzles that are really fun to complete. You get rewards like art and 3D models to view. The whole game just has an amazing atmosphere and is so much fun to explore.
On top of all the climbing around, you get a climbing axe, which is an important tool for climbing and combat. Your bow is used for shooting ropes across valleys and canyons to pull items to solve puzzles, break doors, and access new areas. The whole exploring ideal in this game is just fantastic and really fun. I did have to think about how to get to new areas and actually try to navigate and experiment; that’s good game design. There is a Survival Instinct ability that highlights map markers and objectives, and when you unlock the skill, you can see items through walls.
The story itself is a bit confusing; the whole spiritual thing is a bit unbelievable in such a realistic world like this, but that is what Tomb Raider is known for. Lara is the main character here, and what she goes through was the main story for me. I loved every second of the story. The voice acting is awesome, and the graphics look amazing.
The multiplayer was tacked on late in development and is pretty boring. The combat was designed for cinematic gameplay, not multiplayer. It feels just like it does in the story, but it just doesn’t suit multiplayer well. I played all three rounds and got bored of the game. Some people may like it, but there are better multiplayer shooters out there.
Overall, Tomb Raider is one of my favorite games of all time and is really memorable. The voice acting is solid, and Lara’s new personality makes her more human and more relatable. The graphics are outstanding, and the gunplay and exploring mechanics are fun and very cinematic.
Definitive Edition
I have to say that the graphics upgrade alone is worth a re-buy. The game looks even better than the best settings on PC. Lara’s newly remodeled look is fantastic, and TressFX on her hair has finally been fixed to the point where there isn’t any slowdown from it. All textures and lighting have been slightly bumped up, and the smooth 60FPS in 1080p on next-gen consoles just looks gorgeous. This game still holds up well to this day, and I played the game all the way through with the same excitement and rush that I did the first time. The PS4 version has been specifically tailored to the controller and headset. You can now play most of the game with voice commands; however, there are quite a few, and it takes a while to remember them all. The PS4 speaker is used through most of the game as ambiance, but I found some narrative bits going through both the controller and TV to sound strange. The Definitive Edition is well worth the buy and is the best version yet.
Super, thank you