Shadow of the Tomb Raider (minor/mild spoilers if you haven't seen any trailers)
Bringing the Croft Dynasty-Trinity story full circle - albeit not necessarily in the most satisfactory fashion - Shadow of the Tomb Raider brings Lara to South America as she delves into ancient Mesoamerican religion in a race against the secret society from previous titles and the prophecy of a looming apocalypse. Whereas the last two reboot titles were developed by Crystal Dynamics, Eidos Montreal assumed the duty of concluding the trilogy whilst CD apparently work on more important titles, like capeshit tie-in game
The Avengers. As usual, gameplay is divided between hunting for hidden tombs and collectibles in more open locations, lengthy and more linear gymnastic excursions, combat arenas that sometimes emphasize awkward new stealth mechanics, and awful scripted cinematic experiences that flip between braindead and infuriating. Unfortunately, EM's greater ambition but failings in talent and polish come to the fore.
The major break with earlier games is a reduced focus on combat - although this seems much more exaggerated in the early/mid-game due to poor pacing - in favour of faintly challenging puzzles and more platforming. Anyone who enjoys putting a bit more thought than "match the birdie" into environmental conundrums will likely enjoy these, though don't expect anything fiendishly difficult. Climbing and jumping is much the same as before, though there are some awkward surfaces that can mess up simple leaps, infrequent misbehaviour from the camera, and a few irritating detection issues when navigating certain areas. I felt as if I was punished with considerably more unfair deaths than the last two games, which doesn't stifle your progress in any way but can leave a sour taste. Lara can also now rappel from certain surfaces, which adds slightly more possibilities to exploration and level design, though this is painfully underutilized to the point of being almost redundant.
On the subject of exploration, two of these areas introduce populated settlements with a number of interactive NPCs. Whilst RoTTR also had a "hub" area of sorts, Shadow expands on this with a light Assassin's Creed vibe in that exploring all the different houses and working out alternative paths, as well as gabbing with the locals, leads to sidequests and various rewards. There is a slight awkwardness to this in the larger town, however, due to Lara being restricted to specific (and not very form-fitting) outfits and unable to use some of her abilities until a particular costume is unlocked. Even then you may have to switch between the two in order to trigger certain events. I'm not sure if introducing so many faceless nobodies was a good idea beyond the technical achievement.
Contrary to the marketing, don't expect to spend much time playing out your Predator fantasies. There are some new mechanics to help things along, such as hanging from trees and smearing yourself in mud, but you'll spend so little time in the sections that make use of these that they're barely worth the cost in upgrades. The cause of this is pretty obvious - areas have to be specifically designed around the cover and environmental aids utilized in stealth combat, meaning that unlike
Rise, conventional human enemies can't just be dropped into open environments that don't provide the tools to circumvent them. This results in a weird contrast between general exploration - which might, at best, feature a handful of wild animals here and there - and the "bridges" between these areas, which are packed with ludicrous numbers of soldiers to gun down. At the end of the day, your best friend will be a properly upgraded weapon and enough resources to craft health kits and arrows. The stealth itself feels as if it could have used a bit more playtesting, as line of sight is sometimes unintutitive or seemingly inconsistent and enemies can become borderline psychic once activated, giving the impression of foes that straddle the line between imbecility and omniscience.
Production values are just about adequate for a quasi-AAA title in 2018, with some impressive environments but seemingly less realistic effects and stiffer animations than
Rise. I don't own a GTX 2080 and can't speak to the quality of the "Ray Tracing" features, though from what I've seen they tank the framerate in exchange for better shadows. I mentioned that music in the previous two games is pretty forgettable, and SoTTR is an even worse offender - I barely finished the game an hour ago and can't recall a single jingle, let alone individual tracks. Voice acting is reasonable, even if the divide between major story cutscenes and the actors in side content can be noticable.
The delivery of the story overall is a little weak. The two main threads are Lara's fight against Trinity and the fate of a hidden civilization, and whilst they frequently overlap I felt that they tended to detract from rather than reinforce each other. It's not as bad as the more negative reviews would have you believe - Lara is hardly "psychopathic" or "constantly morose" - but it's mildly emotional at best, and in one instance - where Lara suddenly snaps and turns into Terminator Lady, then suffers a complete emotional breakdown two minutes later - outright comedic. There's also far too much use of the old trope of busting your ass for an objective, then watching the enemies swoop in and undo all your work in a cutscene where everyone turns into an idiot. It's not only lazy writing, but also demotivates the player.
Overall, it's still a worthwhile purchase if you wait for a sale in a year or so (or Denuvo to get cracked again), but I'd recommend Rise of the Tomb Raider over
Shadow to most people.