Shadow Of The Tomb Raider Is A Thrilling Conclusion To Laras Origin Trilogy.
It’s in the moments of quiet spectacle where Shadow of the Tomb Raider is most compelling. Emerging from a dark, claustrophobic cavern into a grand Mayan temple glittering with gold and jade. The immense stone face of some forgotten deity looming ominously over you. A village resting in the shadow of a vast, dormant volcano. Ancient mechanisms whirring to life as you awaken a slumbering tomb. It’s a world that aches to be explored.
Normally when Lara Croft finds an artefact it’s a reward for surviving a treacherous, knife-edge journey through a trap-ridden tomb. But the ornate dagger she plucks from a stone pedestal early on in this game is an entirely different story. It triggers a series of devastating cataclysms, including a flash flood that destroys a whole city, and she travels to the jungles of Peru to try and stop the apocalyptic prophecy she unwittingly helped fulfil.
And it’s here where she finds those incredible tombs, temples and towering tributes to the gods. The sense of place and scale in Shadow of the Tomb Raider is frequently astonishing. The places that Lara visits feel genuinely ancient, mysterious and dangerous. Every crypt, chamber and corridor is decorated with detailed murals and elaborate carvings. These exaggerated, dramatic structures could never exist or stay hidden in reality, of course, but their size, complexity, and theatricality give the game the feel of a pulpy adventure story. It’s ancient history as taught by Indiana Jones, not Simon Schama.
This story is from the {{IssueName}} edition of {{MagazineName}}.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Sign In
This story is from the {{IssueName}} edition of {{MagazineName}}.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Sign In
A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernises a classic RTS with care
PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
Final Fantasy XVI's BEN STARR talks becoming a meme and dating summons
THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a ‘stay-busy’ project by a small team at Black Isle Studios