SFX

Lara Croft And The Temple Of Osiris

A gem of a game

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Release Date: OUT NOW!

Format reviewed: PS4 Also available on: Xbox One, PC Publisher: Square Enix

Forget about

Lara Croft’s frownybrow­ed emotional slog on Coming- of- age Island – this is what Tomb Raider is about: dual pistols, delicious plunder and disturbing the resting places of the dead. The sequel to 2010’ s Guardian Of Light expands on all the good stuff, and even lets you bring two more friends along to help. And by “help”, we mean mercilessl­y betray for gems. Lovely, sparkling gems.

The story is a shortcut to adventure: cursed temples, magic staffs and angry deities. Lara ( again voiced by a wonderfull­y plummy Keeley Hawes) and her rival relic- thief Carter team up with Horus and Isis to take on Egyptian god Set. It’s bobbins, and it absolutely doesn’t matter. Anyone who loves this mythology will enjoy the fluff – so basically everyone, then – but the whole thing is just a rip- roaring excuse for fun. Rip- roaring just means “good”, right?

This has more in common with Super Mario 3D World than it does with the troubled- millionair­e histrionic­s of Tomb Raider. Everything feels satisfying: there’s a tactile chunkiness to all that you do. Secondly, it’s a cracking multiplaye­r experience. There’s ample opportunit­y for fun backstabbi­ng: zip- lines can be retracted underneath your tightrope- walking buddies, sending them plummeting onto spikes, and pillars can be magically raised, trapping them in crocodilei­nfested waters.

More than anything, it’s the puzzles which stand out. Finding new brain- teasers is exhilarati­ng, because you feel a real sense of satisfacti­on when you solve them. Better yet, puzzles are folded into every part of the game: all the tombs are reached via a central hub, and even this is given an extra twist; day- night cycles and shifting seasons mean it’s different every time you visit it.

As well as the puzzling, there are genuine instances of thigh- slapping adventure which perfectly capture the Indiana Jones feeling of franticall­y fleeing from antiquated deathtraps. It’s rare for a game to so totally nail a feeling of peril without peppering you with repeated deaths, but this manages it.

When all these things combine, like the scattered body parts of Osiris himself, it forms a positive celestial whole. Matt Elliott

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