Friday, August 19, 2016

Tomb Raider: Underworld – Farewell to classic croFt

They say “go big, or go home,” but with Croft Manor burnt to the ground in Underworld’s opening tutorial, Lara only had one option. So Crystal Dynamics went big: planting tombs at the bottom of ocean ravines, or in jungles so vast they required a motorbike to navigate. Lara’s hunt for her mum would lead her to more traditional catacombs, sure, but their doors were beyond anything the series had shown us before (and, arguably, since).

Graduating to PS3 gave us a more sophisticated Lara. Her virtual bones learned to wall jump, teeter along balance beams and abseil down grappling ropes, while her virtual skin could pick up dirt and squelch muddy footprints.

Combat mixed things up with the ability to target two goons or endangered animals at once, though it felt like a distraction from the acrobatic main event. Plus there was the small matter of Lara’s magical doppelgänger – how do you beat gaming’s most capable heroine in a fight?

It was a romp of such scale and confidence that you might wonder why anyone saw the need to reboot it. Okay, it had one foot in Lara’s linear past, but if any series has taught us the potential of ancient history, it has to be Tomb Raider.

The post Tomb Raider: Underworld – Farewell to classic croFt appeared first on Gamers Unite!.



from
http://www.accessibilityforum.org/tomb-raider-underworld-farewell-classic-croft/

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