Review: Tomb Raider

Posted 16 March 2018 by Drew Stuart

Not nearly enough rebar through the abdomen

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Lara Croft is one of video games’s biggest icons. Even those not familiar with the wonky original 3D titles or the recently rebooted series know who Croft is, even if they can’t recognize her, or tell you what she’s like. This is what it means to be an icon. Your image and name are so pervasive throughout culture that it’s almost too easy to find someone who can recognize what your name means.

And, as with most icons these days, there’s a new movie out now, succinctly called Tomb Raider. It heavily draws on the images and the allure of the games to translate the experience into a movie, but it is not fluent in the language. This new Tomb Raider is fun at times, and mildly interesting at others. In the end, however, it fails to recreate the experience of the games.

Tomb Raider
Director: Roar Uthaug
Rated: PG-13
Release Date: March 16, 2018

The first thing you’ll notice about this new Tomb Raider is that it pulls most of its elements from the 2013 Crystal Dynamics developed Tomb Raider game. The storyline is eerily similar as well. Lara (Alicia Vikander) is stranded on the mysterious island of Yamatai after her ship the Endurance sinks due to particularly harsh conditions at sea. Set-pieces from the game are repurposed, as are the over-the-top ludicrous amounts of damage that Lara can take without dying horribly. Seriously. There are moments here that nearly rival the now infamous rebar fall from the 2013 Tomb Raider game.

The weakest element of Tomb Raider is how hard it leans into the games. During action sequences, story moments, and everything in-between, I couldn’t help but see how much was ripped straight from the recently rebooted games. Vikander’s Lara has the exact same outfit and weapons. Several action sequences were simply re-purposed in movie form, as was the outline of the plot. And the new additions are mostly unwelcome, mainly because they fiddle with Lara’s characterization that the rebooted games got so right.

That means the story in this Tomb Raider isn’t anything to write home about. There’s an attempt to throw a few interesting twists and turns into the film, especially regarding the realism of the more mystical elements in the Tomb Raider series. But it doesn’t hold your attention. It’s a decent excuse to have Lara Croft and sometimes Lu Ren (Daniel Wu) get thrown into thrilling action sequences, but not much more.

And hey, isn’t that why we’re here? This is Tomb Raider after all, not an intricately crafted character drama. There isn’t that much of a need for an interesting story. However, the audience does need to latch onto something. That something is Lara Croft.

Unfortunately, Lara’s character has comparable structural integrity to the derelict planes she loves to jump from.  She consistently wavers between being a puzzle-solving master and complete moron, who throws herself into unnecessary danger whenever she pleases. Her strongest points of characterization come before she arrives at the island. Her time in London shows that she’s at least alert and reasonably smart in her job as a courier. Yet once she encounters real danger on Yamatai, that characterization goes right out the window. She does incredibly stupid things that stretch the believability that she’s a real person.

I’m coming across a bit negative, but this really isn’t that bad of a movie. For starters, most of the acting is decent. Vikander comes across as wooden at times, but can add a touch of color to her lines that eases her right into the role. Wu also provides a much-needed human element, being the more skeptical and relatable character in the midst of the havoc wreaked by Trinity. Walton Goggins performs well as our main villain Mathias Vogel, feeling just intimidating enough to give this movie stakes — aside from the world-ending consequences if Lara were to fail.

The action scenes are pretty fun as well. As much as I cringe at the tremendous damage Lara suffers through, these escape sequences and incredible feats are just as fun as they were in the game. Getting whipped through trees, falling into rivers, and loosing arrows into goons is all good, mindless action. It isn’t overly choreographed, and when Croft hacks into someone with a climbing axe, the visceral satisfaction is incredible.

It is somewhat undercut, however, by the lack of convincing effects for the more elaborate set-pieces. Wide shots without any CGI look crisp, but as soon as effects are involved, the image becomes fuzzy and disconnected. I liked a lot of the action shown onscreen, but at times I felt the need to squint at the movie to make out any sort of detail. Instead of clear action, we’re treated to a jagged image that evokes the poor CGI of Indiana Jones and the Kingdom of the Crystal Skull.

I’m not sure how I feel about this Tomb Raider movie. For a video game movie, it avoids being a complete disaster like the recent Assassin’s Creed movie was. The action is exciting, and the acting is far better than what we’re used to getting in these kinds of movies. However, there’s no discernible reason to see this movie over playing the game. This movie has several screws loose that the game already had bolted in, and the flaws in this movie hold it back from becoming anything special. Tomb Raider is an enjoyable, if forgettable, action flick that won’t offend and won’t impress.

You might just want to play the game.

5

Mediocre

An Exercise in apathy, neither solid nor liquid. Not exactly bad, but not very good either. Just a bit 'meh,' really.

About The Author
Drew Stuart
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Review: Tomb Raider

Posted 5 March 2013 by James Stephanie Sterling

Cream of the Croft

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Tomb Raider has struggled to find its place in the world over the past few years. Games like Prince of Persia and Uncharted surpassed its sense of exploration and adventure, while the sex appeal that contributed to Lara’s early fame could only go so far, especially with the audience growing increasingly critical of such vapid tactics. Developers and publishers have struggled to know what, exactly, to do with Lara Croft. 

The answer, as it always seems to be, is a reboot. 

Crystal Dynamics’ latest effort courted controversy with its new take on Tomb Raider — a take that involves putting Lara Croft through physical and emotional hell in a bid to explain her origin and mold her into the daring heroine we’ve come to know and love. It was a risk, and it’s already caused trouble, but I have to admit …

The gamble paid off. 

Tomb Raider (PC, PlayStation 3, Xbox 360 [reviewed])
Developer: Crystal Dynamics
Publisher: Square Enix
Released: March 5, 2013
MSRP: $59.99

In the first two hours alone, Lara Croft is battered, smashed, punched, impaled, practically molested, nearly drowned, scraped, scratched, and thrown. Her introduction to the world of treasure seeking is not so much an adventure as it is an exercise in getting every last shade of crap beaten mercilessly out of her. Every time she manages to patch herself up and get cleaned off, you can be sure she’ll be covered in mud, blood, and searing wounds within moments — and she’ll scream in anguish at every brutal step. 

At times, the emphasis on Lara’s pain borders on the obsessive, dishing out punishment to a relentless degree. It gets to the point where you more or less expect to see something horribly painful before it happens, predicting accurately where the next fall or scrape is coming from. In the early chapters, this carnival of trauma is almost comical in its overabundance, but once it gets over its initial hump, Tomb Raider settles into a solid story about overcoming terrible odds and finding one’s place in the world — a fitting allegory for the series as a whole. 

A few hours in, Tomb Raider ceases trying so desperately to make us feel sorry for Lara and instead makes us retaliatory — encouraging players to take revenge as a protagonist rather than protect a mawkish victim. The opening maelstrom of injury is merely a setup, a way to make us hate the antagonists — a mad cult on an island that seems to take its inhabitants hostage with ravaging storms — and even does a good job of addressing what it would take for a videogame protagonist to actually kill the amount of bad guys slaughtered casually in any given action title. 

While the overall plot is a bit light and eventually gets corny in its mysticism, the personal story of Lara grows into something worth experiencing, a far cry from the exploitative punishment it first appears to be going for. 

Evolving from past installments in the series, and taking no shortage of cues from Uncharted, Tomb Raider gives us a heavier, more methodical game, liberally peppered with impressive setpieces and moments of calm eeriness that almost borders on survival horror. When not in combat, Lara will be climbing rock faces, jumping over chasms, shimmying up ropes and solving puzzles, all using a fairly simple interface that tosses in the occasional one-button QTE to keep you on your toes. Although not quite open-world, each environment is significantly large and littered with a ridiculous amount of hidden items and collectibles. As Lara gains new equipment, she can fast travel to previous areas and access previously unreachable territory, firing rope arrows to cross large gaps or using a pickaxe to pry open doors. 

A tap of a shoulder button activates Lara’s “Survival Instincts,” highlighting objects that can be interacted with, or precious animals and scrap metal. Animals can be hunted for experience points, while optional hidden tombs can be discovered and raided. As Lara earns experience and picks up scrap, she can hone her skills to unlock new abilities, and craft attachments for her weapons to give them stat boosts and alternate fire modes. Tomb Raider‘s adventure can be extended immensely by the sheer wealth of extra distractions on offer, and players are free to return to the island after the campaign’s been defeated, to go for 100% completion.

Battle is as big a part of Tomb Raider as navigation, and that’s a surprisingly good thing, because Crystal Dynamics has been able to create a most elegant combat system. When enemies are near, Lara transitions into a crouching stance, and will automatically take cover near convenient walls and boxes. While most game characters take cover with obtrusive — and often unwanted — snaps, Croft manages to flow naturally and simply from cover to combat to regular movement, in a way that never seems obnoxious or unnecessary. The game’s contextual animation is superb, and seems know exactly the correct thing to do in any given situation. 

When taking cover, enemies won’t be able to spot Lara, allowing her to sneak up behind them for silent executions or take them out with her new combat bow. Stealth can be a valid option in most situations, but is never an absolute necessity, and many times the combat is unavoidable. Fortunately, Lara can more than hold her own against the crazed island inhabitants, and killing them is so much fun, it more or less undermines the whole narrative about the impact of taking human life. An unfortunate loss, but one that is made up for in spades. 

Although founded in traditional third-person cover shooting, Tomb Raider‘s combat feels more dynamic in its approach than the usual ranged head popping we see in similar systems. Enemies regularly launch fire or explosive attacks on Lara’s position, forcing the player to constantly scramble from cover to cover. Melee attackers sometimes charge forth, requiring a quick transition into dodging and countering their wild swings. Lara, meanwhile, fights back with a bow, handgun, rifle and shotgun, with plenty of convenient exploding barrels, fire arrows, and her trusty axe on hand to sow destruction among enemy ranks. The result is a combat system that’s chaotic, but tightly orchestrated, designed to stop players ever feeling too comfortable while encouraging the constant movement and quick reflexes not typically required of the average cover shooter.

Tomb Raider isn’t afraid of a setpiece moment, and goes to town in some of its big chasing and falling sequences. Whether sliding down a rocky river, escaping a cave filled with explosive gas, or running through the collapsing architecture of a burning building, Lara faces some truly climactic challenges, with environments that constantly chase the player or throw up barriers that must be quickly climbed over, jumped across, or destroyed, to avoid catastrophe. At times, the game does rely a bit too heavily on ambush, making the action so fast that trial-and-error is often required to memorize where all the pitfalls are. For the most part, however, these high octane sequences are stylishly pulled off, and I found myself breathing a very real sigh of relief after getting through some of the most explosive ones. 

Despite the quality of its bombastic moments, Tomb Raider is at its best when it’s slowing things down to a crawl. At various points, Lara finds herself in some genuinely frightening situations, with an atmosphere foreboding enough to belong in a Silent Hill game. A particular highlight is a subterranean prison full of starving, rambling lunatics. There’s very little actual danger to worry about, but the whispers in the dark and the scenes of blood soaked degradation are nonetheless effectively disturbing. Similarly, those moments before a big fight, stalking cultists, listening to their conversations, and preparing to strike, make for some great tensity. 

One of Tomb Raider‘s few major setbacks is its camera. While it’s competent at following Lara and never gets in the way, Crystal Dynamics deliberately designed it so it shakes every time Lara moves. Perhaps crafted to make the player feel uneasy and evoke Lara’s uncertainty, the result is more akin to disorientation and annoyance. It is something one gets used to, and by the end of the adventure I barely noticed it at all, but my first half of the game was spent trying to force my eyes to cope with the motion, as there’s no way to switch it off. This kind of “handicam” approach works in small doses, like Gears of Wars‘ famous “roadie run,” but here it comes across as needless and overbearing. 

I also would have liked for Lara to be able to sprint and move faster. There’s sprinting in the multiplayer, but for some reason it’s absent in the solo campaign. This is a more personal gripe, however, it’s not as if Lara moves excruciatingly slow — I just wish she could move quicker to make the optional backtracking more appealing. One other minor, Xbox 360 specific issue, is the game suffering from temporary stuttering after unlocking an Achievement. Once one is unlocked, the game freezes for about a second up to three times in quick succession. An irregular annoyance, but an annoyance nonetheless. 

You’ll notice I just mentioned multiplayer. I never thought I’d say this, but Tomb Raider boasts an online multiplayer option heavily influenced by Gears of War. Even less expectedly — it’s actually quite decent. Two teams of four face off in a variety of gameplay modes, one side made of Lara and her friends, the other made of cultists (yes, very much like the COGs and the Locust). With a range of personalized loadouts, rank ups for skill unlocks, and even a charging one-hit kill melee attack, you’d be mistaken for thinking Epic Games had a hand in Lara’s new adventure. Multiplayer is nowhere near as polished and meaty as Epic’s efforts, but it’s certainly a fun distraction worthy of at least a few hours’ play. 

As well as regular deathmatch, there are a few modes that give the survivors and the cultists different objectives. Cry for Help has survivors attempt to activate distress beacons by capturing and holding them, while the cultists have to shoot them down and collect the batteries they drop. Each side has a base spawn point, but can spawn on allies if they’re at full health. 

Interestingly, the control scheme is expanded in multiplayer. Players get to sprint and possess a melee charge, they can throw grenades and manually toggle crouching. The different control options require mental realignment on the part of the player when transitioning between campaign and multiplayer, and I remain a little puzzled as to why the input is changed. Nevertheless, it’s a decent little online mode. There are plenty of playable characters to unlock and upgrades to buy, while the combat system feels a little rougher and more anarchic when joining others, but is still capable of producing a few laughs. 

Visually, Tomb Raider‘s a pretty looking game, if not exceptionally wondrous. While not exactly a Dead Space or Crysis, it does boast some great little animation touches. Lara herself looks terrific when moving, especially her wary glances as she wades through flooded areas, and I love the way she automatically brushes her hand against a wall if she walks near it.

Voice acting is decent, if a little hammy at times, while a remarkable complementary soundtrack adds suitable gravitas to all the game’s best moments. With clear menus, an easy to read map system, and a helpful Survival Instinct as a guide, this is a very well presented bit of entertainment. 

Tomb Raider could so easily have gone wrong, and its opening gambit looks like it’s heading down a most erroneous path. It starts off with some ambushing QTEs and absolutely pummels Lara Croft into the dirt to such a degree, you’d almost suspect the developers were getting off on it. This first impression is an awkward obfuscation, however, one that soon erodes to reveal a savvy, thoughtful, and above all, immensely enjoyable game. In fact, I’m happy to go on record as saying this is the best Tomb Raider game I’ve played. Tightly produced, competent in both its puzzling and its combat, this is one reboot that manages to be unequivocally superior to its predecessors. 

Lara Croft has at last scaled the mountain of relevance once again, and the view’s pretty good from up there.

8.5

Great

Impressive efforts with a few noticeable problems holding them back. Won't astound everyone, but is worth your time and cash.

About The Author
James Stephanie Sterling
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