Tuesday, October 29, 2013

Costume Quest Review (PS3)

     A few months ago I was playing with a long bubble wand with my niece, and thinking about bubble swords, and I decided I would play Costume Quest close to Halloween. I was hoping to recapture some of the magic feeling of Halloween night, dressed up in a costume all night pretending you're on an adventure in the dark. And I got that feeling right away since the first costume you get is a cardboard box robot, which I am proud to say I once trick-or-treated in.
     Costume Quest is a tiny little turn-based RPG, a format I wasn't sure would work too well. I was surprised to learn that you can have a great story and interesting character progression in a small package that only takes a few hours to play (I would estimate about 5 to beat it and get all the trophies).
     The story involves Halloween night in a new town for twins Wren and Reynold. You choose one to be your avatar, and then head out into the night. Monsters kidnap the twin you aren't playing as, and you soon recruit a few new friends to try and locate your missing sibling and stop the monsters' nefarious plan to steal candy. Fortunately, you find that when you engage a monster in a fight, you become a real-life version of your costume. You also become Kaiju sized, as do your opponents. That part is strange, but works quite well, especially since a lot of the costumes are of big things (giant robot, Statue of Liberty, french-fries....).
     The graphics are colorful and cell-shaded. The human character design is quite reminiscent of Animal Crossing. The children you see out and about are all in various costumes that are all simple and look great. Adults are often comically obese or crazy-skinny, so the whole thing has a pretty cartoony vibe to it. The environments look fairly good. You'd think they'd run out of settings that worked for Halloween, but your 3 levels are the suburbs, a mall that is holding Halloween events and store-by-store trick-or-treating, and a Halloween carnival. A handful of the graphical assets are not as high-fi or well designed as they could be, but by and large everything looks good.
     The first thing you might notice about the sound in Costume Quest is that there is no voice acting (beyond a few grunts and such from monsters here and there) despite the fact that there is a ton of dialogue. This was off-putting...for about five seconds. Then I got so caught up in the clever writing and the flow of the way the text pops in and out during conversations that I totally dropped this complaint. In fact, I think this is one example of a game that is better without voice acting. The sound effects are good for the most part, but maybe a little lacking. The music is good, with happy-go-lucky spooky music throughout including wavering organ sounds and Nightmare Before Christmas-ish tunes.
     As you go around the levels, you use the left-stick to control your character. The other members of your party (up to 2 other characters) follow behind you. There is no camera control, but it's not needed. Unfortunately, your character can get stuck on stuff and stop moving, which seems like an unnecessary glitch. I feel like you should just slide past stuff, not get caught on it. Cross makes you talk to npc's. Square makes you swing your candy bucket. You can use this to hit a million different types of inanimate objects to make candy (the game's currency) come flying out. Part of the way into the game I discovered that hitting npc's makes them each say something unique and funny. There are a lot of kids and adults out and about, and I started hitting them all once I discovered this. Circle activates your costume's field ability. Only a few of them have these abilities, and in general they are only used in a few places to access specific areas. For example, the space warrior costume's light saber can light up dark areas that are too spooky to go through otherwise, and the knight's shield can block falling stuff (such as waterfalls) that block your way. The real useful one is the robot's roller skates, which let you skate around quickly. It gives you a very cool kids-wearing-heeleys-at-the-mall vibe and is super useful for getting around. It's unfortunate that if you want your lead character to wear other costumes, you often will want to switch back to the robot when you're not in battle just to use the skates.
     R2 let's you switch costumes quickly using an equip wheel. This works well for your main character, but get's a little tricky when you are trying to switch out multiple characters as each one has their own screen you toggle between. It would have been easier to have a costume select screen where a costume can be equipped to a character with the press of a unique button for each character. This is how battle stamps (abilities and stat boosts) are equipped, so it's strange that costumes don't function the same way. Triangle brings up your journal where you can equip battle stamps, look at your quests, look at collectibles, and check your stats.
     The game has three levels, and in each you must trick-or-treat at all the houses/stores/carnival tents to continue to the next. When you knock on a door, a grown-up might answer and give you candy, or you might interrupt a monster who is robbing the house's candy and get into a fight. This leads to some real tension when you knock on a door and the drum roll plays.
     In battle, your side always goes first. Each costume has a regular attack and a special ability that charges up and can be used on every 3rd turn. Some battle stamps give you an alternate attack. All of these options pop up in front of you when it's your turn. You pick one with the press of a button, and it happens to whichever enemy you have highlighted (you select this with the arrows). Normal attacks all require some kind of input to maximize damage, such as tapping a button rapidly, hitting a button at the correct time on a moving timeline, or simply pressing a button as it is prompted on screen. You'll do damage if you ignore or fail at this, but not as much. The button you have to press is random, so that keeps you on your toes. You similarly can block some of the damage of enemy attacks by pressing a specific random button when prompted. Special attacks all have different effects, such as damaging all enemies, healing the party, giving buffs and de-buffs, and other cool stuff. It's a shame special attacks don't require different types of inputs, that would be fun. As it is, you just watch them go off like a normal turn-based RPG. Battle stamp abilities usually do some kind of status effect. Battle stamps are acquired from a shop where you pay candy, which you get from trick-or-treating and from battles and side quests. Battles are pretty easy in general, although I had characters die a handful of times, and even lost a few battles. Once I got through the first area however, this became pretty rare as I really got to know how the battles work, although I still lost a character here and there and had some close calls. Losing means nothing in this game, you end up right where you were, but the house you were at hasn't been trick-or-treated or the enemy you engaged hasn't been defeated. You also never have to heal outside of battle, everyone gets full health at the start of each fight, which greatly streamlines the whole game flow.
     Battles stay interesting even when you get really good at the system as you have a constant flow of new battle stamps and new costumes at your disposal. Each character can equip one costume and one battle stamp, which leads to an interesting amount of customization. Although it would be even more customizable and interesting if you could equip more than one battle stamp or if it mattered which character wore which costume. I would love it if the difficulty were cranked up a bit but you could equip 2 or 3 battle stamps as I saw some cool synergies sitting there un-utilized because you can only equip one. Still, you can find some interesting combinations. I experimented with multiple types of builds that all worked well in battle and were fun, so I stayed interested the whole time. It's bad design that in order to see a costume's effect on your stats, you need to equip it on one screen and then switch to the stats screen. You also read about it's abilities on a third screen, so that's pretty annoying and would have been easily fixed by putting it all in one place.
     There is a battle-heavy segment or two in the game that starts to drag, but they pass. Enemies also keep things interesting as you encounter new species and classes of bad guys, and a handful of bosses that do interesting stuff that you need to try and counteract. I also forgot to mention how cool it is to see the shabby, home-made costumes transform into huge, awesome versions of the themselves during each battle. Seeing each new transformation and new attacks makes you eager to find new costumes and see what's next. I especially like the Statue of Liberty's patriotic healing spell.
     There are a few other things to do besides trick-or-treating and fighting. Side quests such as finding kids who are playing hide and seek and bobbing for apples are fun diversions and net you extra candy. There are creepy treats cards to collect and trade for, although you will probably get them all just from playing normally. These are trading cards in the vein of Garbage Pail Kids and Wacky Packages: disgusting and funny puns and gags involving candy. Just like Garbage Pail Kids, these range from delightfully corny to downright disturbing. These are really well done and great fun to look at, although I really wish you could zoom in and look at them full size instead of as thumbnails in your journal. Also if you get multiples of them, a number appears in the corner to indicate how many you have, but blocks part of the art. Regardless I really enjoyed this part of the game; it's really kickstarted my interested in the real-life counterparts to these cards, and really adds to the theme of kids doing stuff, since kids love that kind of thing in real life (at least I did, and still do).
     As I briefly mentioned, the dialogue in this game is really good and clever. Everyone has a few interesting things to say, some of which might make you chuckle out loud. I suspect that the great writing is the glue that holds this whole experience together. From the weird things kids say to the clueless adults and funny references to other media, a lot of my delight in this game came from eagerness to see what the next npc would say. And there are tons of npc's.
      Costume Quest is short and sweet and scratched my longing-for-childhood-at-Halloween-time itch pretty darn good. It's got a few flaws, but is greatly supported by the way it's cleverly written text dialogue steadily pops up and flows on your screen, offering constant clever comments in between your mostly fun battles with lightly customized characters in a cool Halloween setting. It's a great game, tier 3.






Monday, October 14, 2013

PS3 Bucket List, pt.1

     PS4 is coming soon, but I am cheap and I don't play on buying one until there is a price drop or two. In the meantime, I will be playing PS3 a lot. So I just went through the PSN store to look at all the games and to try and pick out what I will be playing while I wait. I came up with 507 games (out of the 2,526 games available, which counts PSP and PSVita games (although this list is only for PS3)). There are some repeats, and sometimes I just put a franchise name rather than all the games. The reason there are so many is that I want to give each game a fair chance, and many, many games on PSN have virtually no information about them. I will need to google these titles. So I need to narrow this down to about 1-3 years worth of games, probably 50 to 100. No easy task, but it is super fun to go through all these games for me. I will start sorting through the list and post when I am finished paring it down. But here is the raw list of 507 possible candidates (sorry that it floods the blog and makes everything else unreadable, please let me know if there is anything I should consider that isn't on the list!):

Gripshift
Flow
Pixel Junk Monsters – version?
Bionic commando – DRM? Or capcom classics for original
flower
noby noby boy
astro tripper
gunstar heroes
alien havoc
abe's exoddus
braid
hysteria project
rocket knight
coconut dodge
mecho wars
costume quest
spelunker hd
whos that flying
blimp
flying hamster
strong bad
plants vs. zombies
wackylands boss
star hammer tactics
2d adventures octopus
limbo
1000 tiny claws
okabu
rocket birds
driver teleport
sine mora
bioshock
last of us
Medievil
Jumping Flash
Wipeout
Super Stardust HD
echochrome
Siren: blood curse
Pixel Junk Eden
the last guy
burnout
suikoden
soldner x
lumines
magic orbs
galactrix
legacy of kain
field runners
trine
pixel junk shooter
stand o food
age of zombies
greed corp
aero racer
normal tanks
Megaman 9 and 10
dead space
soldner x2
cubixx
beam em up
history egypt
widget's odyssey
fly fu
young thor
castle crashers
ace armstrong
lara croft guardian -single player
alundra
age of hammer wars
crescent pale mist
linger in shadows
Toy Home
Fatal inertia
Wolf of the battlefield
burn zombie burn
flock
droplitz
namco museum xevious
shatter
silent hill
state shift
brain pipe
capcom classics
funky punch
um jammer lammy
critter crunch
detuned
mushroom wars
vempire
yummy yummy cooking jam
zombie tycoon
numblast
red alert
circles
d cube planet
soul reaver
kahoots
matt hazard
heracles racing
battle fantasia
vandal hearts
deflector
Hi-octane
Thexder neo
fret nice
populous
spaceball
magic carpet
retro cave flyer
digitiles
earthshield
vector td
sam and max
Section 8
sheep defense
tonzurrako
charge tank squad
Monkey island
carjack streets
12 boat racing
ramen heaven
sneezies
love cupid
supermarket mania
pile up bakery
super stacker
voodoo dice
yeti sports
influence
pallurikio
hello flowers
chameleon
deathspank
archibald's adventures
ys
shank
theme hospital
carnivores dinosaur hunter
red faction
terrover
caterpillar
cuboid
panda craze
blade kitten
cho aniki
alien breed
apache overkill
fort commander
urbanix
arc the lad
zenonia
aqua panic
endwar
mercury
motor storm
rocket men
fort commander
prince of persia?
qlione
auditorium
jelly car
sky fighter
beat sketcher
dragon's lair
pacman dx
daezemon
dead nation
funky lab rat
blimp
comet crash
I must run
arcade essentials
borderlands
a space shooter
eat them
forest puzzle
nova
magician lord
microbot
faery
spare parts
gattling gears
greed corp
tales from space
undergarden
harvest moon
romance
explodemon
stacking
acceleration of suguri
back to the future
core blaster
saiyuki
bloons
denki
paper wars
space ace
twin blades
xenogears
pixeljunk shooter
pixeljunk sidescroller
pix'n love
ancient game treasures
hard corps
moon diver
slam bolt
battle los angeles
legend of mana
mini squadron
premier manager
swarm
chimes
rushn attack
pow
split second
duael invaders
red faction
stardrone
3d twist and match
dungeon hunter
mad blocker
neutopia
puzzle agent
fancy pants
threads of fate
red johnson
star raiders
under siege
alien crush
bonk's adventure
sky force
graw
labyrinth
puzzle dimension
armageddon riders
dungeon explorer
victory run
new adventure island
zombie racers
akimi village
run ghost run
me monstar
ninjamurai
galaga
scarygirl
one epic game
snowy
impossible game
cyberbots
mercury
crysis
renegade ops
cubixx hd
edge
harmony of despair
revoltin youth
eufloria
dead space
speedball
sideway
beat hazard
real steel
homefront
festival of blood
pixel junk sidescroller
Worms – golf?
call of duty
burger time
jurassic park
red dead
dragon age
call of juarez
alice
motor storm
pow
all zombies must die
klonoa
stickman rescue
kane and lynch
mini ninjas
puddle
super stardust
burnout
primal
monochrome racing
journey
warp
shoot many robots
idiot squad
pinball
dead rising
battlefield
angry birds
jetpack joyride
future cop
I am alive
world gone sour
walking dead
red faction
floating cloud go
cursed crusade
awesomenauts
datura
linger in shadows
fortixx
Prototype 2
rock of ages
batman
kaleidescope
2 worlds
sonic generations
dyad
war of the monsters
papo and you
sound shapes
shinobi
deep black
transformers
psychonauts
feisty feet
machinarium
sunflowers
nobunaga
orange box
pid
planets under attach
jetpack joyride
sine mora
black and white shift
rotastic
black knight sword
kareteka
labyrinth legends
3d dot heroes
munch's odyssey
demon's souls
angry birds
siren ps2
gunslinger
escape vector
the cave
sonic racing
germinator
when vikings attack
first queen iv
heavy fire
quantum theory
army of two
machinarium
hogs of war
amen
defiance
x com
ion assault
anarchy reigns
evergreen adventure
fatal frame
guacamelee
dragon fantasy
sacred citadel
sniper ghost
blazing angels
God Mode
Thomas was alone
deadly premonition
zombie tycoon
call of juarez gunslinger
manhunt
metro
rune factory/ harvest moon
tiny token
devil may cry
max payne
ratchet deadlocked
fuse
grid
mountain crime
the warriors
Earth defense force
limbo
matt hazard
contra
pirates
ragnarok odyssey
giana sisters
storm
binary domain
bladestorm
castle shikigmai
dynasty tactics
nobunaga
legends of war patton
alien spidy
time and eternity
do not fall
stealth inc
zoe hd
cloudberry
zeno clash
shift extended
narco terror
ibb and obb
red star
duck tales
the buruea
splinter cell
air conflicts
crimson sea
lost planet
port royale
brothers
castle of illusion
chaos code
diablo
kickbeat
rayman legends
carnivores hd
mystic heroes
pupeteer
sanctum
lone survivor
mark of kri
flashback
magrunner
pac man
rain
sky div
battle of tiles
heavenly guarding
orc attack
assassains creed
3d dot heroes
Afrika
aliens vs predator
ar tonelico
bionic commando
blacklight
Area 52
brink
brutal legend
captain america
jericho
condemned
conflict
cross edge
dark void
dead to rights
dirt
doki doki
driver teleport
dungeon siege
DW gundam
enslaved
fairytail fights
fallout
fear
front mission
genji
golden axe
hail to the chimp
haze
hunted
il sturmovik
inversion
kung fu rider
lair
legendary
mercenaries
majin
nail'd
naughty bear
mindjack
neverdead
operation flashpoint
overlord
planetside
Prey 2 r
rage
resistance
resonance of fate
risen
rogue warrior
ruse
sengoku
shinobi
civilization
singularity
skate
splatterhouse
splice
star wars
stick it to
stormrise
stranglehold
syndicate
riddick
saboteur
timeshift
trinity universe
tron
unreal
viewtiful joe
wet
white knight
yakuza
ys

Saturday, October 12, 2013

Alien Zombie Megadeath Review

    OG readers of Robotic Attack Squadron will remember that the first game I reviewed for the blog was Pom Pom's Alien Zombie Death, which was followed soon thereafter by a review of Jelly Pops, another Pom Pom game. Alien Zombie Death came close to receiving a perfect score. Jelly Pops was interesting and fun, but not nearly as good. Pom Pom's follow-up to AZD lies somewhere in the middle, or maybe dead even with, Jelly Pops despite the huge amount of new alien killing content it brings to the table.
     I really don't feel like re-hashing my gameplay description here since AZMD's gameplay is nearly identical to that of AZD, so I'll refer you to my AZD review for general information and focus on the difference between the two games in this write-up.
Point 1: The Graphics
    AZMD features 3D graphics on a 2D plane as opposed to AZD's 2D characters. A few of the enemies look better in 3D, such as the slime guys with an eyeball that shoot at you. Some look better in 2D. It's a bit of a toss up. The scary dogs that chase you around in AZD look waaaay better in 2D. The 3D versions are not scary at all. And they are called Buffalo for some reason despite the fact that they are clearly canine in the first game (they even bark in the first game, but not in this one). AZD had cool planetary backgrounds, but I probably have to give the advantage to AZMD's backgrounds. There is a different one for each of the game's 40 main stages, and some of them are really interesting. There's gasses, planets, structures, all kinds of cool stuff. Protip: quit out of a level and go to the title screen to see that level's background displayed in it's full glory on the title screen. I did this many times to get a better look at some of the cooler scenes.
Point 2: The Sound
     This is also close to a toss up between the two games as they have different sound effects that aren't really better or worse than each other, just different. I guess I'll give the advantage to AZD because it has that creepy dog whimpering bark when you fight dogs.
Point 3: Gameplay
     Gameplay is similar, although there are some differences. The big thing is that in AZMD your multiplier only goes up if you collect crystals that are dropped by dead enemies. These crystals disappear pretty quickly, so you need to constantly move toward where you have killed enemies. I think in general AZD was better without this, but it is fun to kill a million aliens and then run through collecting tons of crystals to quickly fill up the multiplier bar.
     There is a new power-up in AZMD. It slows down time for everything but your character. It's really great. It compliments the other 3 power-ups perfectly. The other three have more specific uses, but slowing down time almost always helps you out no matter what situation you are in. Speaking of power-ups, the missiles in AZMD don't seem as effective to me.
     There are also a handful of new enemies. There is a new version of the slime guys that shoot at you that have a shield on the front so that you have to shoot them from behind. There are these stationary guys that shoot lasers across the whole screen after telegraphing where they are aiming with a visible line. There are also new bosses that shoot at you, release minions, and chase you around as an invincible ball once you kill them until they regenerate. There are a few others too. All of the new enemies are great and fit in just fine with the old ones.
     The main types of levels in AZMD aren't endless; they have a set amount of enemies and then you beat them. This is strange considering that all the levels in AZD had you play until you died. To me these beatable levels were just filler as you need to beat them to unlock the survival levels. There are 40 of these beatable levels, so that's a lot of filler. Not that they aren't fun, I'm just questioning why they exist when the survival mode levels are the stars of the show. There are 32 survival levels by my count. That's a lot compared to AZD. There a bunch of new gimmicks in some of these levels, such as jet-pack levels that let you fly around really fast (kind of fun, but not as tight as the core gameplay), decoy pod levels that have stationary spots you can touch that create a decoy of you for a short period of time (also fun, but not as tight as they could be), bomb disposal levels, which have you carrying bombs to disposal units before they tick down and explode on you (these levels are pretty cool), levels that have tons of asteroids flying through them but no enemies (a fun diversion from shooting), and space baby rescue levels, where you must defend babies from the aliens as they bounce their way across the screen (a fun type of level, very hectic). It's sad when the babies die...but then it gets scary as their ghost comes after you... 
     Most of the levels are the traditional kind where you have nothing to do but dodge obstacles and navigate the stage layout while blasting aliens by the hundreds. There are many more levels in AZMD, but the layout variety and enemy themes keep things pretty fresh. I must confess, I did not get all the medals in all of levels. I got frustrated with a handful of the harder ones and have given up for now to move on. I'm not sure that I'll ever come back either; I think I may have had enough of this formula, even though I love it.
     AZMD has a bunch of space suits to choose from, and you can unlock suits that look like a bit like some of the aliens. You can mix and match parts to customize a suit too. It's fun to do that.
     And of course, it wouldn't be a Pom Pom game without a few glitches (just kidding, I honestly love this developer!). I experienced slowdown once when there was a truly crazy amount of enemies on screen at once (like, probably over 100). The other glitch I came across was repeatable and affected gameplay pretty badly in some cases. Shooting some bosses causes them to retreat. If they retreat off the edge of the screen without dying, they won't come back or re-spawn, meaning you are stuck in the level with nothing to do. This is real bad, as it means you sometimes have to lay off your fire when you have a boss on the ropes just to save the level from crashing. If this happens to you though, have some fun killing spaceships, which keep spawning. If you kill tons of them in a row, they start to be worth insane amounts of points.


    Alien Zombie Megadeath is not as sublime as its smaller progenitor. There's a lot more going on, but some of the magic is gone for me. A handful of additions, such as the new enemies and the new power-up, are really awesome. In general though, I prefer the original game in nearly every way, including its amount of content. AZMD has way more levels, but like I said, 40(!) of them are filler to me and some of the survival levels are not so great. I had fun with some of the other new elements, such as baby rescue and bomb disposal and some of the new level designs and enemy patterns, but I didn't really have too many of the great moments of narrow escapes and great triumphs that I felt in the original game. Maybe it's because the formula isn't so fresh in this game as it was the first time around. I'm giving AZMD a Mediocre Game, Tier 1 rating. There's a lot of fun to be had for AZD veterans looking for more content, but they'll have to wade through a lot of filler to get to those great moments. Conversely, if I hand someone AZD, I can almost guarantee they'll have an epic gameplay experience on their first game.


Friday, October 4, 2013

Tomb Raider Review (PS3)

 I used to be a big Tomb Raider fan back in its PSOne heyday, but hadn't played any of the games since The Last Revelation. I wasn't very interested when I first heard about this reboot, but I heard so many good things about it that I decided to play it. I was also interested because I heard that they were trying to take Lara's “sex symbol” status out of the picture to some degree with a more human and relatable character. Don't worry, I won't talk about that anymore lest we enter a rage filled discussion about such things.
     This entry in the Tomb Raider series is way different than the Tomb Raiders I played back in the day. It's basically half cover-based shooter, half exploration game. You go through different locations on the island you are trapped on. When you encounter enemies, you often have a chance to take them out silently with your bow, melee attacks, or silenced firearms. If the enemies spot you, the battle is on and plays out like many a cover-based shooter, although with a few little tweaks that make it a bit different (which I'll go into a bit in the controls section of the review). After the battle, you're off to your next destination, which you can see as a waypoint in the distance. You have to run, jump, climb, zip line, and work through physics based puzzles to get where you are going.
     The left stick controls movement, the right stick controls where you are looking or aiming if you have a weapon drawn. The directional buttons select your weapon (each button is mapped to one of the four weapons, so to draw your shotgun, for example, you simply press left on the d-pad). Square is manual reload. Lara doesn't automatically reload her gun when it is empty, she only reloads when she tries to fire and finds that the gun is empty. At first I found this annoying, but I liked it in the end as it adds to the tension when you go to blast a guy who is right next to you only to find you are empty and have to scramble to reload. Square is also used to activate switches and interact with stuff. Often you need to tap square rapidly to pry open a door with your climbing axe or turn a crank. It's also used to pick up stuff, because as is Tomb Raider tradition, you don't just pick up stuff by running over it, you need to pick it up! Cross is jump and climb up, circle is dodge. While dodging, bullets and arrows are less likely to hit you, and melee attacks will almost never hit you. You can also tap circle while dodging to go into a roll to get yourself away from danger quickly (such as when a stick of dynamite lands right next to you!). Circle also causes you to let go while holding onto a ledge. Triangle triggers your melee attack, which starts out as just a shove and moves on to swinging your climbing axe. Triangle is also used to do stealth attacks (along with tapping square to choke someone out) and to do finishing moves. You can do finishing moves on enemies that have been incapacitated. If you don't do it quickly enough, they will get back up and start fighting again. The finisher you start with is bashing enemies in the head with a rock you pick up off the ground, but you can get skills that let you do firearms based finishers that give you experience bonuses. You can also just shoot incapacitated enemies. Pressing L2 triggers your “survival instincts,” which basically highlights anything you can interact with. It also makes everything else less detailed, and is a bit straining on the eyes.
     Holding L1 aims your weapon. R1 fires it. If you are using the bow, you can hold R1 before releasing to draw it out to a full strength shot before releasing to fire. You can't hold it fully taught forever though, so if you can't draw a bead on your target, you have to let go of L1 to stop your self from automatically firing when you run out of strength. This makes stealth situations interesting, as you don't want your shots to go wild. L3 swaps which shoulder the camera is looking over, which allows you to aim around obstacles more easily. R3 zooms in on your aiming reticule a bit, allowing for more precision shooting with any weapon.              You'll notice I didn't mention any buttons to snap you into or out of cover. That's because if Lara is around enemies and approaches cover, she just automatically ducks behind it. This pretty elegantly eliminates a lot of the bizarre animations and control mistakes that often come up in cover-based games that make you manually lock yourself in behind cover. Lara is never locked into her cover, she can always just walk away from it. It's just that if you are near cover, she ducks behind it. It's simple and works surprisingly well. Once in cover, aiming will pop you out, and letting go of the aim button drops you back in.
     Encounters with enemies are usually pretty short and involve just a few skirmishers. A few encounters are bigger and involve lots of enemies in larger environments. The smaller encounters often give you a chance at stealth before the enemies notice you. You can often dispatch them by shooting an arrow near them to make one enemy go investigate. You can then take them out while they are split up. If you mess that up, you get into a fire fight. Some enemies throw dynamite or molotovs to drive you out of cover or set your cover on fire, which temporarily makes it useless.
     The bigger battles often have waves of attackers. Some may snipe at you with arrows or guns from a distance while other get closer and fire and melee attackers run or zipline in. These are really fun as you need to do a lot of different things during the battle. You do melee counters (where you dodge a melee attack and then shove an arrow into an enemy's knee), run to higher ground, zipline through active battlefields, dodge enemy attacks and then immediately shotgun blast them, snipe at faraway targets, shoot explosive items to damage enemies, shoot enemies as they are throwing dynamite to make them drop it on themselves, pull people off their high perches with rope arrows, and a few other little tactics. Enemies are great at flushing you out of cover, especially in hard mode. This really adds a lot of depth to what you have to do as you usually can't just sit there and shoot everyone. However, even on hard mode, the combat isn't too tough. Even if I died once or twice during an encounter, I often felt like I was dominating the battlefield, confidently striding up firing lanes until things got too hot and I was forced to take some cover or other actions. Ironically, the game was harder for me on normal mode as I was still learning how the combat worked. Once learned however, even hard mode becomes pretty easy. It could definitely use an even harder difficulty. I even purposefully didn't get a lot of skills or weapon upgrades on my hard run through for fear of making the game even easier, which I shouldn't have to do. I shouldn't have to hold back for fear of breaking the game.
     Getting from point A to point B (what you'll be doing between fights) is interesting. It's fun to jump and climb your way through levels. It's pretty smooth transitioning from climbing, to jumping, to rock climbing, to ziplining. I wish the areas were bigger though. Really, I wish this were an open world game with a really huge environment. As it was, I felt a little boxed in. I feel like the combat would benefit from this as well, as you could have emergent encounters were you run across enemy patrols and such. There are some interesting things that happen in combat, but they are all written in as events. It would be cool if those things weren't scripted, but just waiting out there in the world for you to stumble upon..
     Almost everything you do earns you experience. You can use this to buy skills. You also find salvage everywhere which allows you to modify your weapons. Both of these improvement systems are somewhat interesting.
     If you want that old-timey Tomb Raider feel of being alone in an area for a long time, all you have to do is try to find the tons of hidden collectibles. There are tons of things to find, and looking for them is actually enjoyable. It's also pretty doable, as you can find treasure maps that show you where to look for stuff. Challenges on the other hand, are a little tougher, as they make you find stuff that you can't find on a treasure map. I was able to find most of the challenge items without a guide, but needed one for the last couple of tough challenges. Finding this stuff is where you will want to use your survival instincts, although it de-saturates the colors, which makes everything look like terrible, so that's not cool. Stopping to find collectibles is a fun change of pace to the rapid-fire objective race that is the main story. Wandering leisurely through an area that you blazed through before is enjoyable.
     The graphics are pretty good. No major complaints. There is some cool design work to the look of the levels too, especially the shipwrecks and shoddily built makeshift structures and towns.
     One thing the game does really well is going into short little cutscenes right out of gameplay. You walk right into some of them and don't even notice that you aren't in control anymore. And then just as smoothly you are playing again. Very cinematic and executed nearly perfectly.
     Now let's get into the bad stuff. Notice how I haven't mentioned the story yet? That's because the story is pretty bad. It's a cool idea; you're stranded on an island that has seen many, many shipwrecks. The inhabitants are all from these shipwrecks, but are now cultists of some kind. There are also ancient ruins and tombs on the island, and old World War II Japanese military installations. Unfortunately it's messily written and poorly done. And the game is heavily story focused. So it's focused on one of its weakest parts. There are a handful of cool moments to the story, but by and large it's pretty bad. Voice acting is pretty good though.
     The themes are not very well done either. A handful of narration by Lara, including what should be some important parts, are so bad I was asking myself, “What is she talking about?” The theme of survival works ok, as Lara gets beaten up really badly by tons of falls and many injuries, which stay on her character model for the whole game. The combat, however, seems like a desperate fight for survival too, until you remember that you've killed dozens and dozens of enemies like you're the Master Chief, so there's a little disconnect there. This is relieved a little bit later in the game when you can overhear enemies talking fearfully about Lara. At least they realize she is a killing machine. Lara seems to realize it too, as she starts to yell threats at enemies during fights, which is pretty cool. But overall, it doesn't make sense. The game also has some really over-the-top set pieces. About half of them work and are really cool, and about half of them are so over-the-top that they take you out of the game a bit. Like, why is that exploding? I have no idea why that wooden thing just exploded. Most of them are fun to play though. They usually involve running around a structure that is collapsing or sliding down a steep cliff. There are a handful of physics based puzzles in the game, most of which are optional side quests. These are interesting, but make no sense thematically. You would never try the things you do to solve these puzzles in real life. You just do them because you see that the game will let you. Nevertheless, these puzzles are fun to figure out. Just don't press L2, or your survival instincts will show you what to do, totally ruining the fun. The game also tells you to press L2 during these sequences which is really annoying as it's basically saying, “Let me show you what to do so you won't have fun solving this puzzle. I don't want you to figure it out.”
     I also thought the game would be a little more realistic, but it is very videogamey. As soon as you walk into an area, you almost immediately know what to do. You can use rope arrows to pull on objects that are wrapped in rope. That makes no sense. Surfaces you can run up and climb all have the same look to them, no matter where they are or what they are made of. This is functional and all, but made me feel like I was playing a more cartoony game than something that is trying to look realistic. It also bothered me a lot that switching weapons makes them magically appear and disappear on the character model. A few moments are also so unbelievable that they really take you out of the game. Like, beyond Indian Jones-style unbelievable. There's this one zipline that would so obviously kill you if you used it. I really hesitated to go on it. It's at such an extreme angle you would basically just free fall if you used it. Then there's a few parts where Lara drops from one zipline to another, using her axe to slide along them. Think about free-falling and grabbing a zipline with your axe. You'd have to put your hand under the zipline to grab the axe on the other side. It's so near-impossible that it's distracting, but the game portrays it as an easy, normal thing to do. It would be ok if it was a one time thing that you barely pull off.
     There's something off with some of the cut-scene editing, as you don't get to see some things that I think you need to see. There's a part where Lara gets herself free from hanging, but then you see her in a cutscene already halfway through her fall. You don't actually see her start to fall. Why not? This is a visual medium, I want to see what is happening. I've noticed this kind of editing in a few movies and games, and it really bothers me. I can't tell if it's a mistake or a style, but I don't like it either way.
     The game is also buggy. Lara gets caught on level geometry from time to time. Sometimes animations get screwed up and go off wrong, especially the finishing moves. Many times I did a finishing move on the air as the enemy somehow got out of my grip (this still kills them though, lul). I also ran into a bug that made Lara invisible and unable to move, so I had to reload. During some optional conversations, people's lips don't move, and their gestures don't match what they are saying. That's not really a bug, I guess.
     The sound and music is generally good, nothing remarkable. But it seems to be poorly mastered, as sometimes dialogue would be muffled by sound effects. There was no way to adjust this in the options either, as dialogue and sound effects can only be adjusted together.


     Now it's time for me to give this game a low score. I know wrote about a lot of stuff I liked, but think about what I said was bad... the story, writing, and themes. Only gameplay heavy games can get away with these being bad or absent, and this is a very heavily story based game. Add on to that the handful of bugs and flaws, and it's not looking good. I had plenty of fun in some of the game's battles and exploration segments, but there's a lot of bad here. In fact, it's about fifty-fifty. That's why Tomb Raider is a Mediocre Game, Tier 2.