Pros:
- graphics are nice / great artistically-wise,
- you can now enable /disable "action" icon, so you no longer have to press "action" button on everything looking usable,
- Level design refers to the original TR (which was the point of the remake, I guess). Oldfags would be pleased (at least before realizing that the game is inferior to its predecessor in every way except graphics).
- regular gameplay (climbing / jumping / exploring) has nice atmosphere. Too bad I can't say the same about combat and DAT boss-battles.
Cons:
- Autosave system. Much more irritating than in Legend, since there are much more difficult jumping sections. Many times it's much faster to let Lara die (by jumping off some high ledge) than repeat some long section. Shitty game design at its best. "But BRO, it's all consoles' fault! Not enough RAM and shit". Yeah? That's why PoP (the game that Tomb Raider 7-9 clearly tries to mimic) uses the time-rewind gimmick. See below. Penalty points for using one autosave system for both the Manor and the main game. I started by completing the manor, then started the game and... my autosave got overwritten (and you can't use manual saves in Manor). Did anybody actually playtested this game?
- Relies too much on the gameplay formula established by the newshit Prince of Persia games (follow a set path of ledges from start to finish), but without the time-rewind mechanics or the quicksave system. Enjoy repeating some segments over and over and over while wasting Medpacks and enjoying bad controls. I decided to use a trainer, which has a "teleport" option: you can set a marker with one key and teleport to it later with another. Makes the game much less frustrating.
- Boss battles are based on unskippable cutscenes, QTEs and shitty gimmick (adrenaline dodge). Single worst part of the entire game. Figuring them out without consulting the FAQ is often impossible / totally random. For example, the 2nd boss fight is against 2 fags who sometimes use special attack (turning Lara into stone). It's reversible (keep pressing directional buttons like crazy - yeah, Decathlon was one of the best games evar after all) but it's better to avoid it. But how? Intuitive solution (player who played some games in his life = me): try dodging / jumping away / doing kick-ass maneuvers. Doesn't work, since the attack seems homing. Authors' (people who played less than 10 games in their lives) solution: holster your weapons and the enemies will cancel their attack.
- Controls are better than in #7 (Legend), but still kinda bad. I would take the old "tank" controls over this newshit "analogue" controls any day. In the past I was able to do anything I wanted, combat or not, and now I often end up dead, due to irresponsive controls. Fortunately, jumping from solid surfaces (ledges) are no longer camera-oriented (as it was in Legend), so if you want to jump to the right, it's enough to press right+jump (rocket science). Unfortunately, using horizontal poles and jumping while using the grapple are still camera oriented, so to perform "grapple jump" in the direction opposite to the wall, you have to: 1) set the camera correctly 2) jump 3) use grapple 4) set the camera again (facing desired direction) 5) keep going left and right to keep momentum 6) press back+jump in a proper moment 7) repeat, since you didn't set the camera properly. AFAIR from PoP, so-called wall-runs were character-oriented, so to jump away from the wall you just have to use "jump" in a correct moment. But hey: " It worked? Let's change it to something worse".
- Due to shitty camera, some jumping puzzles are based on trial and error. What I mean: I can see a "bright" ledge (PROTIP from the devs: this ledge can be reached!) but I'm not sure if I can reach it from my current position (since it's impossible to set the camera in a spot good enough to estimate the distance). Let's just jump and pray for the best.
- FOV seems lower than in Legend, so the camera feels too close to Lara (nice ass, but that's not what the game is about, I would prefer seeing more of the environment),
- for every gun except the Uzi, "fire" button is no longer momentary + recurrent (as it was... AFAIR always, when it comes to TR games). So, you can't just keep "fire" button pressed to keep firing, you have to click for every single fucking shot. What the flying fuck?
- swimming system is worse than in 1-4 (the ones I played). In the past, using WASD was TURNING Lara up/left/down/right and there was a "swim forward" button (flight/space sims use similar system, for both analogue and digital controls). Unfortunately, in this game you have to use A&D to turn L&R, W&S to swim forward/backward (WAT?), jump to swim up and duck to swim down (I remember similar system being used in Extreme Assault - one of the reasons nobody gives a fuck about it, while Archimedean Dynasty (same engine) is still one of the best games evar). Clunky as fuck, since very often you have to keep repositioning Lara to go past some obstacle or to reach the surface.
- Combat model is worse than in the originals. Enemies mostly consist of animals using melee attacks, but they are very difficult to deal with, since their attack can stun Lara easily. Enemies using ranged attacks are much easier (they keep their distance and their projectiles don't stun, at least till you reach the Atlantis...). Implementing the "adrenaline dodge" mechanics made the combat even worse. When enraged, enemy will rush at Lara, hitting her
ass and leg with a powerful attack. To avoid it, you have to dodge at a correct moment (game goes slow-mo) and one-shoot the enemy at the proper moment (two crosshairs overlapping). Basically, it's another QTE gizmo, appearing DURING A GODDAMNED BATTLE, often against 2-4 enemies! Imagine this: combat encounter begins, you start jumping, running around and shooting (pressing buttons like crazy)... BUT suddenly you have to stop pressing anything (insta-fail of "adrenaline doge" QTE) and wait for screen prompts. Of course, other enemies can still hit you. Whoever designed this, should be
killed made GD mod.
- Levels are far from being perfect when it comes to playtesting. You can skip entire sections by making jumps that the authors thought impossible, but you can also die due to a glitch (Lara getting stuck in the environment or falling through a wall / floor). Playtesting is for fags, I know. The online FAQ has entire sections devoted to glitches and ways of avoiding them. Glorious PC master-race western developers.
- There are rare slowdowns in some areas (too many moving objects / fire / water?). Not present in previous game, which used the same engine.
- Levels are much smaller than in the original game. They are more about re-making the most memorable element from the original level (big waterfall, huge vertical room, sphinx) than remaking the level in its entirety.
To some point, the game is
(worse than the original in every way except graphics, but still worth playing). Unfortunately, if you reach the final level, things will get from bad to unacceptable.
In the middle of the 13th level, there's a jumping segment that clearly wasn't tested properly and / or fixed in a patch.
Problems:
a) It's timed, and you have to repeat a battle against two enemies with every retry.
b) It requires close to perfect performance when maneuvering on 3 horizontal poles, which is camera-oriented. Very difficult to do using M+K.
c) Even when you do the above, next phase of the puzzle requires you to very quickly perform two grapple-jumps (camera-oriented maneuvers again).
Some people have found a non-cosher way of dealing with this part, but it's still very difficult to pull-off:
Read the comments if you want to know more about this section and why it's rather broken than deliberately made difficult.
I was thinking about uninstalling the game at this point (I wasted enough of my time on this POS) but decided to download a special savegame (made after this puzzle) from tombraiders.net and try to finish the game. To my surprise, I was able to complete 2 following jumping puzzles during my first try (both are quite easy).
Unfortunately, when I reached next boss battle, I finally decided to give up.
In order to kill the boss, you have to damage his hands (fingers) multiple times, which should ultimately lead to ITZ falling down. Unfortunately, the controls are so unresponsive, that it becomes a fucking chore (Lara will often keep shooting at enemy's head, instead of its hands - switching targets is wonky in ALL 3 targeting modes). And since the battle is taking place at the edge of the abyss, the boss will throw Lara off the ledge sooner or later (you have to use the adrenaline dodge to make his hands vulnerable).
Sorry, but I have better games to play.