![]() Legend's levels may have been a bit too much like straight-ahead racetracks for some players' tastes, but Anniversary's return to a more mazelike structure could be just as divisive.įrom what we're seeing of Underworld, Crystal Dynamics is now trying to bring the two approaches together. On the plus side, the expansive sense of loneliness and isolation that characterised the series for so long made a welcome return, but so did the faffing about with elaborate junction points, heading back and forth to look for multiple keys to work a single piece of machinery. In the light of that friendlier but more linear game, Crystal Dynamics' subsequent reworking of the original Lara Croft title in the form of the Anniversary package looked like a pleasant yet bewildering throwback. Alongside the detail work, there was a different approach underpinning the whole experience too: levels were brisker and had far less backtracking, physics played an interesting role in the game's puzzles, and in-ear chatter from a cast of lovable stereotypes allowed a more assured manner of storytelling to unfold without breaking up the action too much. ![]() ![]() Underworld's first trailer may have suggested total revolution, with Croft Manor blasted into dust while Mozart's Requiem shriekingly heralds the end of the entire world, but Eidos' slow striptease reveal of Tomb Raider's next instalment suggests that very little of the fundamental experience is going to change much.Īnd why should it? Legend provided much of the retooling the series required, losing the grid system, ditching aging animations, and - nobody's going to complain about this - bringing in Keeley Hawes, albeit in voice alone. ![]()
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