Shadow Of The Tomb Raider shows us an imperfect image of Lara Croft in what could be her most revelatory adventure to date.
Lara Croft is in a very different place. Not that you’d know it at first – at a glance, Shadow Of The Tomb Raider is business as usual for the reboot series. There is climbing, as Croft leaps over gaps and traverses rock faces using pickaxes. Survival mechanics return, with a bow in the place of twin pistols. And, naturally, there are tombs: huge, echoing, fanged with traps and stuffed with treasures. It is strange to think that tomb raiding, the very thing that defines Croft, was relegated to an optional series of puzzle chambers in 2015’s Rise Of The Tomb Raider. In the very first hour of this game, we are forced to fight through one of the most terrifying iterations in the series’ long history. In Shadow, there is no escaping the tombs – and, by extension, there is no escaping Croft.
Much has been made of Crystal Dynamics and Eidos Montréal’s continued insistence that each of the reboot games marks the moment in which Lara Croft honestly, truly, for-real-this-time-you-guys, finally becomes the hardened hero we’ve always known. This time, in Shadow Of The Tomb Raider, we’re inclined to believe it. The tone and atmosphere belie something far more sophisticated below a very familiar surface: a real understanding of the parallels between these deep, dark structures and Croft’s troubled inner self.
Denne historien er fra July 2018-utgaven av Edge.
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Denne historien er fra July 2018-utgaven av Edge.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart