With Its Lush Vegetation And Infinitive Nooks And Crannies, Its Difficult Not To Get Lost In Crofts Surroundings Both Figuratively And Literally.
Lara Croft makes a mistake. It’s an almighty – cataclysmic, even – error of judgment, but perhaps one we’ve been expecting. After all, we’ve spent many years in Croft’s company, and we’ve seen firsthand how audacious she can be. For an archaeologist, she’s peculiarly cavalier about the people and places her adventures destroy along the way, and cares little for the centuries-old architecture that crumbles beneath her scrambling feet, or dissolves in a hail of bullets. Croft’s dogged recklessness continually endangers not just herself, but those around her, too.
This is what’s so refreshing about Shadow Of The Tomb Raider (SOTTR). That error unleashes tangible, fatal consequences for those unfortunate enough to be outside of Croft’s immediate circle, and we witness firsthand the impact of Lara’s selfishness. SOTTR not only presents a Lara that doesn’t always make the right choice, but also one that’s not always entirely likeable.
For much of SOTTR, Croft tries desperately to atone for those early reckless acts. Picking up just a couple of months after Rise Of The Tomb Raider left off, this time Croft’s in South America to take down Trinity, the paramilitary organisation we’ve encountered before, BFF Jonah once again in tow.
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The God Father
Sony Santa Monica studio’s creative director Cory Barlog discusses the challenges, hurdles, naysayers and triumphs of his attempt to modernise God Of War as we go handson with the nearfinished action epic.
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THE GREEN, GREEN GRASS OF HOME