The Mercury News Weekend

Croft’s comeback is still improving

- GIESON CACHO

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.

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 ?? CRYSTALDYN­AMICS VIAASSOCIA­TED PRESS ?? Lara Croft goes on a journey that’s slightly jarring at first in “Rise of the Tomb Raider.”
CRYSTALDYN­AMICS VIAASSOCIA­TED PRESS Lara Croft goes on a journey that’s slightly jarring at first in “Rise of the Tomb Raider.”

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