New state-of-the-art gear: Utilize the latest technology in Lara's upgraded inventory to navigate the world including:.New range of combat options: Choose to pacify or kill, target multiple enemies at once with the new dual-target system, and shoot with one hand while suspended with the other. Treacherous and unpredictable challenges: Each level is an elaborate multi-stage puzzle masked within an interactive environmental playground offering more flexibility over how the area is solved.Explore epic and unknown worlds: Discover ancient mysteries of the underworld hidden within the coast of Thailand, frozen islands of the Arctic Sea, the jungles of Mexico, and more.Master your surroundings: Reach new heights with the broadest range of acrobatic abilities and utilize objects within the environment to uncover new paths to explore.As fearless adventurer Lara Croft explore exotic locations around the world, each designed with an incredible attention to detail resulting in breathtaking high-definition visual fidelity that creates a truly believable world and delivers a new level of challenge and choice. But for the most part, it's business as usual levels involve tramping through stone corridors, and doing an awful lot of jumping, ledge-grabbing, shimmying, sliding and swinging round poles.Tomb Raider: Underworld represents a new advancement in exploration-based gameplay. They've sorted out Lara's swimming, so no more 1998-style drownings because the stupid b**** can't turn around properly. There are also a couple of underwater levels. As an added bonus you can use it to run over enemies and break its legs off, which is highly satisfying. The bike is used in quite a few levels, and it handles nicely. My favourite is Southern Mexico, where you explore realistic and spookily atmospheric jungle temples in the middle of a thunderstorm. What I got was a load of old bunkum and plot developments so tedious I'd forgotten them by the time the cut-scenes were finished.Īt least you get to visit some exciting places. But I was hoping for a proper storyline, a narrative with real twists and an objective you actually want to achieve. No one wants to see Lara embarking on an epic quest to find her car keys, or completing a difficult sequence of jumps, rope-swings, pole-slides and wall-climbs in order to reach the doorway to Argos. Of course, Tomb Raider plots have always been about mythological gibberish, and for good reason. If only you could play as the tigers sometimes. Which will help you reach the final resting place of King Arthur. So in Thailand you explore a Cambodian temple and climb a statue of a Hindu god, while on a quest to obtain a Norse artefact. There is an African-American character whose main job is to say things like "Dayamn, this is creepy!" and "What was that thang?" Mythologies are thrown into the mix any-old how, with little consideration for historical or archaeological fact. The opening cut-scene ends with the set-up for a twist, which you'll guess if you've ever played more than two videogames, or seen a film. For starters, there's the plot, from which you can expect a load of blather about some rusty old historical tat and Lara's dead Mum. Unfortunately, it's also delivered all the rubbish elements. With Tomb Raider: Underworld, Crystal Dynamics has kept its promise to deliver all the classic elements that made the original games so good. You can tell because of all the beautiful environments, clever puzzles, complex acrobatics and the moments you want to punch Lara Croft in the face until she's nothing more than a grotesque bloody stump atop a huge pair of tits. This one's prettier and shinier than ever, but it's still Tomb Raider. (Except Baywatch has been replaced by Deal or No Deal and every other statement includes the word "bevelled", but more on that later.) Yes, it's time for a new Tomb Raider game. How are you spending November 2008? I've spent it having conversations like that. YOU STUPID F****** BIG-TITTED B**** I HATE YOU I HATE YOU WHY ARE YOU LIKE THIS I'M GLAD YOU'RE DEAD." "Oh dear. What about those rocks over on the left? Can't she climb up those?" "No." "But she climbed up that other bit before." "I know. "Try jumping to that pillar over there." "I've tried that, it's too far." "Are you sure? It definitely looks like she could make that." "I know. How did you spend November 1998? I spent it having conversations like this.
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