Rise of the Tomb Raider (2015) - 20th Anniversary of Tomb Raider (2016)
Taking a cue from the first reboot's focus on Lara and her mother,
Rise attributes Lara's adventurous spirit to her fraught relationship with her father - a famous archaeologist disgraced and driven to suicide after the death of Lara's mother and his obsession with the concept of immortality (can't anyone do anything without some trite pop-psychology subtext to their character these days?). After her experiences in Yamatai with the Sun Queen and her unliving Stormguard, Lara realizes that she has a chance to redeem her family name and prove to the world that her father's work was not in vain. Taking off on the trail of the so-called "Deathless Prophet of Constantinople", Lara's violent encounter with a secret society known as "Trinity" in Syria leads her to an abandoned Soviet base in Siberia, a hidden valley, and finally the ancient buried city of Kitezh, where she hopes to uncover the truth of the Prophet's supernatural longevity. The writing was on roughly the same level as the 2013 game, with Lara spending far too much time whining about how everything is her fault or moping about the fate of some side-character nobody gives a fuck about. That said, the villains had more depth than the cannibal islanders and their leader in the previous title, albeit slightly undermined by a silly twist involving their childhood revealed later on in the game. At least the main cast were reduced to a minimum compared to the original crew of the Endurance, and collectible audio/diaries are written by a variety of figures from the Prophet and Trinity's past encounters, from native craftsmen and hunters, to Trinity agents leading rampaging armies of Mongols through 13th-century Russia.
On the subject of history, I found
Rise's collectibles rather more interesting than in the 2013 game due to variety of time periods and cultures they were drawn from. Most of the Prophet's original followers fled from the Byzantine Empire or surrounding kingdoms and barely developed over the subsequent centuries, but the area is also blanketed in artifacts from Trinity agents and crusaders, Mongol hordes, Soviet military and imported gulag slave labour, plus the mercenary contractors and fanatics that constitute Trinity's most recent invasion force. I quite enjoyed digging up old belt buckles or listening to delusional architects compose letters to their dead families. There's a good pace of changing scenery, from abandoned Uranium mines, Russian military outposts, research stations and ruined tombs to frozen wilderness, geothermal caverns and desolate woodland.
Basic gameplay is essentially identical to Tomb Raider 2013, with about 20% of the game spent walking agonizingly slowly and watching Lara repeatedly fall over or get hit in the face by branches, 10% watching cutscenes, 30% running down corridors into conveniently-arranged rooms and shooting people, and the rest actually running around the hub areas searching for wildlife to skin and valuables to collect. Hunting wildlife does have a greater role to play over the previous title, as obtaining animal pelts, herbs and various other materials is necessary to craft upgrades and more powerful ammunition or makeshift weapons. Rise deserves credit for letting the player into the first major hub area relatively early on (by modern standards), as opposed to breaking large areas up into a dozen mini-hubs that can be quickly cleaned out before the player is forced into the next linear shooting gallery. Still, these two major hub areas could still have been a little bigger, and I was disappointed that the final "hub" of sorts didn't really have any proper side-quests or NPCs, coming as it did right at the climax of the main narrative and emphasizing haste over exploration.
The DLC is of somewhat dubious value depending on where your interests lie. There are time-attack, zombie horde and high-score survival modes (Cold Darkness Awakened, Lara's Nightmare and Endurance) that won't last anyone who just wants to run through them once. Blood Ties is a nod to puzzle/adventure/walking simulators where Lara ambles around Croft Manor delving into her immediate family's past, which won't interest anyone who doesn't care about the story (though it's written by a different team to the main game). Baba Yaga is, objectively speaking, probably the best of the lot, as it extends the gameplay of the Siberian Wilderness/Soviet Installation hub by another couple of hours. I personally enjoyed Blood Ties the most, probably because I'm one of those people that liked Angel of Darkness.
I forgot to mention in my thoughts on Tomb Raider 2013 that, musically, the new reboot series really fares quite poorly compared to the earlier games. There's nothing particularly wrong with any of the music in TR 2013 or
Rise, but it's instantly forgettable. I really struggled to remember a single track from 2013 beyond the main theme, and by the time I started typing this out I'd lost any memory of anything from Rise of the Tomb Raider. I suppose it's supposed to be paced for cutscene ambience or something.
So, obviously nobody reading this is going to be rushing out to buy Rise at the current AAA price tag, but once the whole thing is on sale for £20 or less, I'd definitely give it my seal of approval.
Also, Lara's tits are definitly much smaller and less rounded in Rise compared to any previous game (including the ones where they were literally a couple of triangles). Marxist scum.
Main Game (mild spoilers):
Cold Darkness Awakened, Lara's Nightmare, Blood Ties and other extras: