Croft’s comeback is still improving
A few years ago, Lara Croft’s prospects looked dim. A slew of mediocre games left the “Tomb Raider” franchise rudderless with a poor reputation. It was a series in shambles until Crystal Dynamics made the wise decision to tear everything down. The developer wanted to start fresh and the result was a hugely successful “Tomb Raider” reboot released in 2013.
The team gave fans a younger Lara, thrown into her first adventure. She was inexperienced and vulnerable but still had a steely
determination that allowed her to survive the mysterious island of Yamatai. But after that harrowing journey, the team faced an even bigger challenge: How would they create a followup without falling into the pitfalls of the past? That had been the problem with the series before the reboot; developers had pumped out one campaign after another, and the magic of Lara Croft was lost amid disappointing sequels.
“Rise of the Tomb Raider” avoids this by letting the new Lara be Crystal Dynamics’ guide. The team looked at how she would recover from the traumatic experiences in “Tomb Raider.” The events changed her perspective on the supernatural and brought the relationship with her father into focus. Archaeologist Richard Croft was obsessed with an artifact called the Divine Source, and Lara now believes it may actually exist.
That takes her on a journey that’s jarring at first. “Rise of the Tomb Raider’s” woven narrative jumps from the present to the past. It starts off in Siberia before a flashback follows Lara to London and Syria. The campaign eventually returns to the present setting of Siberia, where Lara searches for the Divine Source’s resting place — the lost city of Kitezh. The intertwining stories and collectible documents offer a textured narrative that rewards players who explore Crystal Dynamics’ rich world.
“Rise of the Tomb Raider” maintains the gameplay and survival ethos of the reboot. Lara starts off with bow and arrow and must hunt and scavenge for resources to improve her gear. She’ll have to fend off wolves, leopards and bears while also battling Trinity, a fanatical order led by a vicious commando named Konstantin, who is also hunting for the Divine Source.
The combat is flexible enough to accommodate a stealth playstyle or one that employs Rambo-style force. The variety of weapons — from compound bow to bolt-action rifle — gives players several ways to approach a battle, though this time, much of the combat takes place in bigger spaces. Sneaking helps, but ultimately, situations break down into wild gunfights.
While the gunplay maintains the status quo, Crystal Dynamics adds new tools to traverse the Siberian wilderness. Like the previous games, these items help Lara gain access to new parts of the map. At the same time, the tools are vital to solving inventive puzzles throughout tombs and old ruins. That’s the most rewarding part of “Rise of the Tomb Raider” and the best-designed part of the game. There’s even a built-in hint system. If obstacles get too hard, Lara will talk herself through the puzzle and reveal solutions. It’s a smart way to unobtrusively fold storytelling into gameplay.
That thoughtful level of polish distinguishes this effort by Crystal Dynamics. The team didn’t necessarily have to reinvent the franchise again. They just fine-tuned an already great engine for combat and discovery and let an enthralling narrative do all the hard work. “Rise of the Tomb Raider” shows that the renaissance of Lara Croft will continue in the right direction, and it will be a journey that’s worthy of the hero herself.