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In the shadow of past parts. Shadow of the Tomb Raider (review)

The restart of the Tomb Raider series is most often recalled as an example of a populum dissonance and a terrible scenario from Rihanna Pratchet. This is due to the impressions of the first two parts. The third part is remembered much less often. And very in vain.

Point of view

The game was made by the team of developers of the latest Deus Ex. They know how to create exciting worlds. And this time it turned out too. But the perception of the game is greatly affected by the background from the past parts. In the first two games, Lara is perceived as a rather weak girl who is used to overcome, but who understands exactly what she wants. At least the player does not have questions about Lara’s motivation. In this part, the opposite. Lara is shown here, which can get out of absolutely any trouble that will be afraid of a whole detachment of armed mercenaries, but which very vaguely understands that it is generally moving. Either the desire to avenge Trinity, or the desire to once again save the world, or simple adventurism. But in general, the story of Lara in this game about how she tries to find peace. Everything is supposed to the last part of the adventure trilogy.

Problems of the game

However, although the main storyline has casino-joy-uk.net logical development and completion, there are a lot of holes in the plot. This is most felt when you try to understand the motivation of the characters. A feeling of some scenario conventions constantly arises. Why is the archaeologist in the first settlement says that he knows the safe passage to the tomb precisely at the moment that Lara locks in a dangerous passage and separates from the rest of the detachment? Why does the main villain say that he should not know (about the fact that the explorer Lopez took a silver casket)? In general, it is not very clear how Trinity relates to the intentions of Pedro Dominges to destroy the world. Throughout the game you will ask such questions, but you will most likely not get an answer to them.
The rhythm of the narrative also does not always work correctly. The game is still slightly reminiscent. They tell you about the collection of resources, and hunting. At the same time, almost immediately give a gun, machine gun and onion. You begin to think that there will be a lot of skirmishes with enemies, otherwise why such a arsenal. But in the first half of the game, skirmishes with enemies are very small. But you can study the surroundings and collect resources for a very long time. If you are used to vacuuming the levels completely, here you will find what to do. There are a lot of activities on the map. A bunch of containers, animals, ores, plants, etc. p. tombs come across periodically, but then about them.

What to do with a loot?

It is interesting to collect resources, but when you come to the camp and try to understand what to do with everything gained by good, you find yourself disappointed. In the camp, you can crawl clothes, improve the weapons and skills of Lara. But apparently due to the fact that I had some kind of special edition of the game, at the very beginning I was given a machine gun, a gun and onion, which, in terms of characteristics, were so best that it was so much that it looked completely by the very end of the game. And there are very few clothes for craft in the game. In general, the resources could only sell. The pumping of Lara herself is mainly aimed at the fighting, and, as mentioned above, there are very few skirmishes with enemies in the first half of the game. In general, the first 25 hours I went to the camp menu and went out of there.

Strange technical solutions

There are also problems with voice acting. The game has a setting that includes voice acting for all characters in their native language. In general, this really adds some kind of life to the game. But there are nuances. Lara answers everything in English. It looks strange. Because everyone still understands each other. And the second – it works very bad for residents of Paitti. I don’t know what language the inhabitants of the lost city of Inca. But hardly anyone found people speaking the same language. It turns out that the actors of the voice acting did not understand what they were saying when they voiced the characters. And it is very audible. The speech of the inhabitants of Paitita is absolutely lifestyle of some expression and accents in sentences. She is absolutely unemotional. It’s hard to listen to it and it breaks the immersion in the game. It is possible to turn off this setting at all.
Now about good. It seems to me that there is more good in the game.

Strengths

I liked the local movement system much more than in UNCHARTED. In the latter it is too rail, it is very difficult to make a mistake. The character attracts to all trigers and ledges per kilometer. It is much easier to make a mistake right there. If you rush and play inattentive, the game will punish. At the same time, there is no great discomfort. It seems to me that it works so thanks to the good design of interactive elements. You always see where you can catch on and where not. Where you can jump from and where not. And your deaths will occur, in most cases, through your fault. Therefore, you will dutifully accept and go through the level again more accurately. In addition, the movement is quite diverse. There are several types of surfaces on which you can climb, different types of ledges, a hook that can be hooked on which you can swing. And besides, there is a good levela design. Therefore, climb the ledges, jump on the rocks, dive from rocks into the water and cling to a cat for ledges I am not tired of the very end of the game.

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