Games TM - - TOMB RAIDER -

02 One way in which Ei­dos Mon­tréal isn’t chang­ing the play­book is by in­tro­duc­ing Lara – and there­fore you – to many a sit­u­a­tion where the walls, ceil­ings and gaps to squeeze through are all a lit­tle bit too close. Those of an anx­ious dis­po­si­tion may want to smack the pause but­ton at semi-reg­u­lar in­ter­vals should it be­come in any way over­whelm­ing. It al­most feels like a cheap trick now af­ter we’ve been through so many of these tight gaps through which to squeeze since 2013’s orig­i­nal re­boot – but there’s no deny­ing the ef­fi­cacy of putting the player un­der such panic-in­duc­ing pres­sure, caus­ing so many of us to hurl ex­ple­tives in the di­rec­tion of the screen as we try fu­ri­ously to free Lara from the un­der­wa­ter crag she’s caught in.

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