Showing posts with label lara croft. Show all posts
Showing posts with label lara croft. Show all posts

Sunday, January 13, 2019

Game Review: Shadow of the Tomb Raider (PS4)

Shadow of the Tomb Raider is the darkest, most mature entry in the Tomb Raider trilogy. It's a brisk adventure with familiar gameplay elements, the usual world-ending stakes, and a heroine on the verge of completing the grim journey she started all those years ago. Overall, it's a thrilling action/adventure game that adds more depth to the iconic Tomb Raider.

The game begins in media res: Lara and Jonah are on a damaged helicopter about to plummet into the Peruvian jungle. Cut to: a flashback-slash-game controls tutorial retracing Lara's steps prior to the crash. Then the action starts up properly, and it's tomb raiding we shall go!

Shadow of the Tomb Raider does many things exceptionally well, including gameplay, controls, combat, and sound. In this adventure, Lara is closing in on Trinity, the ancient secret organization responsible for her personal tragedies. The group's leader and second-in-command are now known entities, as is their goal: the knife-and-box combo of Chak Chel and Ix Chel, the two faces of a Mayan goddess, representing life and death. Something something eclipse apocalypse, and only Lara can do a thing on time to save the world!

Early on, Shadow of the Tomb Raider does something unexpected: it has Lara screw up, big time. Now her mission is to fix her mistake, in ways that will be predictable to those who played the previous two Tomb Raider games: raid tombs and kick butt! Sidequests are also introduced, adding a different dimension to Lara's progress.

The most frequent activity here is exploring, which involves gravity-defying leaps and goddesslike upper body strength. (In the recent movie version, Alicia Vikander absolutely nailed how buff Lara would have to be to perform all her feats.) While the visuals in Uncharted: The Lost Legacy are prettier to look at, it's a joy to bound across chasms and scale sheer cliffs in Lara's pursuit of relics, and by the same token, absolutely nerve-wracking to venture into the darkness of vast underground structures littered with bones and corpses and haunted by unseen skittering creatures.

Game controls are easy and intuitive. Movement is effortless: Lara automatically balances when she's on a narrow ledge or ramp, and she never falls off edges. Switching between weapons, and even subcategories within one weapon, is a breeze. Lara can also use different herbs to enhance her abilities, again with simple button combinations. The only issue I encountered, which Hubby commented on, is the difficult camera angle during aiming--Lara tracks targets relatively slowly, so it takes a while to center on an enemy for a shot.

That aside, combat mechanics are terrific. Outnumbered at every turn, our intrepid heroine must use the environment to conceal herself, stealthily removing isolated guards one by one. But if direct confrontation is the only way, she can just as easily take out multiple bad guys with a single strategic shot (at a conveniently-placed barrel of oil, etc.) However, fighting is definitely a challenge; I especially remember the first time I had to face the Ixaal, zombie-like creatures living in fetid subterranean caves. It was like a horror movie, except I had a shotgun and, wouldn't you know it, cases of unused shotgun shells lying around!

Having ammunition always on hand is just one of the many laughable (but fun!) gameplay elements in Shadow of the Tomb Raider. Another are the historical/classified documents scattered everywhere, which is fine with me because they reward observant players and add to the overall story. But the winner of the Unintentionally Humorous category goes to Lara's comically gruesome death sequences. While they're less over-the-top than in the previous installments, they also beg the question: Lara trips and gets impaled on a spike, but doesn't die from inhaling mold or from some viral illness during all her gallivanting? I mean, she literally gets mauled by a jaguar at one point, and is like, "Ow, my back hurts." Plot Armor at its best, folks.

Moving on: costumes! Accessories! Merchants! All of the above make advancing the plot easier, hurray! The costumes are especially satisfying, as they are rewards from completing challenge tombs.

Human connection is a new theme in the game. To that end, the new sidequests feature in Shadow of the Tomb Raider, which are optional, serve to strengthen Lara's ties to the people in the towns she visits, making her more sympathetic. For the main storyline, her most important relationship, apart from with Jonah, is with Unuratu, whose unyielding strength of conviction makes an impression on the adventurer. Like Lara, Unuratu fights against Trinity, against the idea of using power to unilaterally "save" others. "We make our own destiny, together," she declares. Lara would later echo her, after finally realizing that she can't do it all alone.

As with the previous games in the series, Lara's growth is a main focus. In this third and final game, Lara confronts her reasons for hunting Trinity ("I could have had a family."), and her frequently dangerous (to herself and others) obsessiveness. She's come so far from the innocent young woman who washed ashore on a cursed island and had to traumatically kill someone for the first time, in mud and dirt. Shadow of the Tomb Raider gives players that scene again, but this time with a harder Lara, who is *clap* not *clap* having *clap* it. There's also a shot of her wrathfully rising out of water that made Hubby go, "That's badass!"

Yes, she is! And she has learned lessons and she has grown and she has changed. The developers, cast, and crew did a terrific job with Lara, using the trilogy to tell the story of how she eventually became the unflinching, unflappable, sexy af tomb raider of my childhood. It's been a hell of a ride. Thank you all.

Finally, some standout moments from Shadow of the Tomb Raider:

  • Players can meet little Lara and understand that surviving serious injury is actually one of her childhood traits!
  • Jonah, on Lara's plot-advancing powers: "If it were you, it would've worked." 
  • Lara, to a  hidden survival cache: "Come to Lara." Me: @_@

TL;DR: A perfect end to the trilogy. Now waiting for the Uncharted crossover with Zoe and Nadine. It shall be called...Uncharted Raider.

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This post brought to you by dimsum!

Sunday, April 30, 2017

Tomb Raider and TTC


These past few weeks I’ve been obsessed with Endurance mode on Rise of the Tomb Raider. As other reviewers have pointed out, Endurance is much more what we expect from the series: Lara Croft surviving against ridiculous odds as she fearlessly explores and plunders ancient structures. It’s challenging, nerve-wracking, and has led to marital shouting matches in our household while Junior pretends to play the game with "his" (Wii)  controller. In short, it’s a fun family DLC!

***But actually: Endurance has moments of blood and violence. Parents can avoid exposing their small children to scenes of Lara brutally knifing men in the neck by sniping distant targets and explaining that they’re napping, or resting, or whatever lies work on your offspring, I don’t know.

In Endurance, Lara is in the Siberian wilderness to claim the prizes hidden in crypts before members of the evil organization™ Trinity can. She has limited supplies and two pressing needs: hunger and warmth, represented by meters. If she starves or freezes, it’s game over. She can stave off hunger by eating berries from small bushes, hunting game (birds, squirrels, rabbits, deer, and hogs), raiding Trinity base camps, or launching a first strike against bears, lynxes, leopards, or wolves. For warmth, she can build a fire, huddle near an enemy barrel fire, or carry a lantern around. Gathering wood, paper, bolts, oil, poison mushrooms, and ore is mission critical because they help upgrade gear and weapons.

But during all this I wondered: why does Lara need so much food? Why, just last night, I stepped out of a crypt, starving, to find two bear carcasses just waiting to be skinned and processed into jerky. But five minutes later – a mere half day in game time – she’d polished off over 30% of all that meat! What gives?

And then it hit me: Lara is pregnant! Of course! She’s eating for two!

Which brings me to the real point of this blog post: hubby and I have been trying for baby number two for almost a year. This is called TTC (Trying To Conceive). Lara's pregnancy (that I made up) is especially obnoxious because she has succeeded (she hasn't) where we have not (sad!).

But my own expectations play a part in the bitterness of my disappointment. You see, we conceived Junior one month after I went off birth control. So last year, when I felt ready for another little one, I figured all I needed was a free app that’ll predict my next period and therefore inform when we should “have relations,” and boom! instant second baby.

Fast forward 11 months later and with higher stress levels, but no bun in the oven. What happened? Did my uterus shrivel up and die after the November election? Did hubby’s testes go on strike due to his overexposure to politics news? Who knows? I asked my OB a couple of months ago if I should come in to see her and she said to schedule a visit after I turn 35 (which is soon!).

So in the meantime, I decided to get proper technological support for TTC. I deleted my ghetto app with all the annoying popup ads (Med Cycles, if you must know) and downloaded three highly-rated ones: Flo, Clue, and Ovia. Hubby thought I was taking the average of all the apps, but really I got one per failed cycle. After Flo let me down I got Clue, and when that resulted in a nothing burger I got Ovia.

Anyway, this is the data set I've been feeding my apps:

  • All period dates from the past 100 years 
  • Basal body temperature (BBT) 
  • Ovulation prediction kit (OPK) test results 
  • Cervical mucus (CM) (delightful!) 
  • Cramps or other pain

This is all helpful because, for instance, I was concerned that I wasn’t even ovulating (anovulation). In February-March I kept testing negative, right up to when I was supposed to get my next period. But I'd gotten the flu during that time, which probably messed everything up. I can't be sure, because after I missed my period I stopped using the kits, thinking I was preggers. NOPE.

So it was such a relief this month to see the smiley face on my ClearBlue digital OPK and the dark line on my generic CVS strip:

LH surge detected!!! It's go time!!!

So at least one egg still came out to play. Whew. And it's so important to know when that little lady is about to make her journey because there's a limited window wherein swimmers can pounce. An egg pops out 24-36 hours after the LH surge is detected, but it only hangs around for 12-24 hours after that (per American Pregnancy).

It takes two to tango, you remind me. Indeed! I assure you that my chosen mate is young (men become less fertile around their fifties and sixties), doesn't smoke/do drugs/drink like me a fish, and hasn't had caffeine in months. However, he is under a lot of stress at work...

In other words, I'm not 100% sure which one of us to yell at.

Meanwhile, Junior's contribution to the process consists of waking up too early in a spirited attempt to disrupt correct BBT measurements, as well as generally making sure his parents get stressed out at least once a day, e.g. by sticking his fingers on the chopping board while mommy is slicing up fruits.

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BONUS SECTION: App mini-reviews

Clue was included in a study of 50+ ovulation apps and was found to be one of only four apps to be accurate. I like its simplicity, clean UI, and ability to choose which data sets to track. It also does not care about feelings. Love it.

Flo is the prettiest, with an intuitive UI and helpful articles that pop up depending on data entered. But it's been wildly inaccurate. For instance, during this cycle, it predicted ovulation on cycle day 10 -- and my cycles are typically 29-36 days. It recalculated after I entered a positive ovulation test on cycle day 22, so it's not completely hopeless. Syncs to Fitbit/other health trackers.

Ovia is probably the best in terms of sheer data power. It asks for as much information as possible, e.g. BBT, weight, blood pressure, mood, CM, OPK tests, pregnancy tests, etc. It calculates a "fertility score" based on data entered. It also syncs to health trackers, because at this point, third-party developers can consume my data, why not.

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So did it work? you ask. Thank you for asking, dearest reader. No, not yet. My unmistakeable PMS symptoms have tormented me these past few days, and I await the arrival of Aunt Flow (AF). I take solace in the fact that the start of my newest cycle is yet another data point I can feed my apps to enhance their accuracy.

So, like Lara Croft, hubby and I are in our own Endurance mode. We must navigate the wilderness (my uterus), hoard supplies (vitamins), and kill any bad guys encountered (caffeine, alcohol, stress, etc.). May the odds be ever in our favor.

This concludes my strained analogies and mixed pop culture references, as well as this TMI blog post.

YOLO!!!

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This post brought to you by spring's alternating rain showers and sunshine!

Wednesday, April 5, 2017

Game Review: Rise of the Tomb Raider (PS4)

Rise of the Tomb Raider is a solid sequel to 2013's Tomb Raider reboot. This time, Lara Croft is pursuing her father's research, which had led to his downfall and death. Most of the action takes place in Russia, with a brief interlude in Syria. Mechanics from the first game have been improved, locations are diverse, and Lara now starts out as a badass. Overall, Rise of the Tomb Raider is a terrific action/adventure platformer that has me looking forward to the next installment.

Ways Rise of the Tomb Raider Rocks
The game has plenty of strengths: a compelling lead, lots of exploration, fun puzzles, gorgeous visuals, and a thrilling soundtrack. As always, Lara is a star: she's a force of nature, laser focused on her goal; and neither words nor bullets will deter her. It's a joy to have her perform improbable physical feats as she seeks the Divine Source that her father obsessed over. Lara scales sheer walls of ice, mows through mercenaries with only a bow and arrows, and survives falls that would kill anyone else. She also helpfully tells players what the next move should be when faced with a puzzle, e.g. "Looks like that lever will control the flow of water." The Survival Instinct mechanic, similar to Eagle Vision in the Assassin's Creed series, is key to spotting clues, relics, documents, climbable surfaces, and other environmental features that will help Lara move forward.

In terms of visuals, while Uncharted 4 retains its "Prettiest Game" tiara (my review here), Rise of the Tomb Raider offers stunning vistas and excellent animations, particularly the wildlife. Facial expressions during cut scenes are also outstanding. Night and day look fantastic, and Lara's glow stick does a great job illuminating dark places.

The music is also great, with tracks for every occasion: a grand yet somewhat melancholy main theme, a "ta-daa" effect when Lara solves a puzzle, driving percussion for enemy encounters, etc. The voice work is impeccable. In fact, Lara sounded so different from the first game that I thought they changed the voice actress, but no, it was still Camilla Luddington, pitching her voice lower and adding rawness to Lara's lines, appropriate for the traumatic events Lara underwent in her last outing. The villains Konstantin and Ana are menacing, Jonah is as huggable as ever, and Jacob's and Sofia's voice actors are stone foxes, I tell you. Also their voices are good.

Meanwhile, the AI does a bang-up job of making the game challenging. When alerted, bad guys coordinate their attacks, with gunners laying covering fire as brawlers try to flank Lara. Mercs armed with flame guns will never turn their back on you, necessitating frantic rolling maneuvers to get behind them and blast their fuel tanks. As for animals, non-predatory ones are vigilant and snap to attention as Lara approaches, fleeing before she gets too close. Predators are quick to charge, and some even sneak up on you. The AI adds a level of realism that compensates for Lara's near-magical jumping abilities, I think.

Exploration is where the game really shines. Observant players are rewarded with faded brown explorer satchels leading to hidden survival caches, hilariously conveniently placed treasure boxes, and all sorts of items for crafting: wood, nests, ores, oil, etc. There's a happy marriage of fantasy RPG elements and platforming, where discovering artifacts or documents scattered throughout the settings leads to experience, which become skill points, which in turn can net new abilities for Lara (e.g. faster healing). Deciphering ancient documents or Soviet-era murals improves Lara's language skills, which help with finding hidden coin caches to buy extra swag like gun silencers. At base camps, Lara can craft ammunition, upgrade weapons, learn new skills, or fast travel to a previous camp. This latter option is perfect for when you get new gear that lets Lara access new areas in past locations.

Crucially, game controls are perfect. There is never a danger of missing a platform (unlike in Final Fantasy XV's Pitioss Dungeon); Lara is programmed to land on or reach for the next climbing surface. Firing weapons is intuitive (aim with L2, fire with R2), though I did have some issues with the special ammunition at first (aim with L2, fire with R1). So confusing! But this is probably because I am an old lady. Get off my lawn.

However...
Alas, Rise of the Tomb Raider suffers from skimpy writing and character development. Unlike in the last game, when Lara struggles with her transformation into an effective killer, there's barely any growth this time around. I spent most of the game unimpressed with Lara's fixation on the Divine Source. While "My dad died for this!" is an acceptable and well-worn motivation, it rang hollow without more background on Lord Croft's efforts. If you haven't started a new game yet, I recommend doing the "Blood Ties" mission first, accessible via the Croft Manor option in the main menu. This introduces players to the exploration and puzzle-solving that are the crux of the game, and also presents a lot of context for Lara's motivations.

Since I only played "Blood Ties" after I finished the main game, Lara's quest seemed pretty selfish at first, especially since there were friendly people around asking her to give it up. The only time I felt a sense of urgency was when Jonah got kidnapped. Then I was totally on board the Lara Exploration Train, which had screeched to a halt and then jumped on the tracks marked "Rescue My Pal."

In Conclusion
Other than that, the game is bomb. I love the NPCs and the new allies system, where Lara could agree to ally requests geared toward the overarching goal of defending their homes. I especially appreciated Sofia, who is initially hostile but eventually becomes a staunch supporter. The main villains are shown to have strong desires and inner conflicts, just like the hero.

My attachment to the NPCs made me realize a major difference between the Tomb Raider series and Assassin's Creed: Lara Croft (and her progeny, Nathan Drake of Uncharted) is frequently alone in her adventures, whereas the various Assassins move through crowds of people and interact frequently with NPCs. This is why the new allies mechanic was so nice; it made the game feel less lonely and balanced out Lara's very personal quest, making her part of a bigger picture.

In the end, of course, Lara gets her hands on the Divine Source but destroys it, and players are rewarded with a wonderfully fierce ending theme, "I Shall Rise" by Karen O. At the very end is an easter egg: a scene showing Lara being targeted by powerful foes, capable of ending her at any time they choose. Oooooo~!

TL;DR: A fantastic sequel! Highly recommended!

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This post brought to you by Sarah Waters' Fingersmith!