me­chan­i­cal (non-)tweaks

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09 Sur­round­ing the ad­ven­ture are the usual broader game el­e­ments we’ve again come to ex­pect from Lara’s lat­est tra­vails – you’ll be con­stantly smash­ing pots and look­ing out for shiny things to col­lect and ex­am­ine as you amass XP to level up skills and equip­ment, col­lect scrap to man­u­fac­ture new sur­vival tools and shoot an­i­mals in the face to har­vest what you need from them.

Lara no longer cries when she shoots a deer, thus mean­ing she is ei­ther used to it now, or fully on the way to be­com­ing the en­dan­gered species-mur­der­ing psy­chopath from the orig­i­nal Core De­sign se­ries. Maybe that will be cov­ered in the game at some point, or just bolted on as DLC later down the way. Ei­ther way the broader me­chan­ics of Shadow Of The Tomb Raider re­main as un­changed and fa­mil­iar as the com­bat is. That should mean we can jump into the ac­tion nice and fast and get on with all that tomb raid­ing we’ve been look­ing for­ward to.

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