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Tomb Raider: The Last Revelation Page 2
Brand new Iventory system
For Tomb Raider: The Lost Revelation, Core came up with a brand new type of inventory system, unique from its predecessors. It is a strait line of different items, instead of the usual ring system. When an item is selected, you get the option to combine, use, or select ammo type for weapons. My favorite new item is the crowbar. There is nothing more satisfying than watching Lara pry a door open, or deface a tomb by ripping an ancient gem out of the wall. The only problem with the inventory system was the fact that you couldn't leave the game from it, instead you had to push the P button to get to that menu.
Otherwise, it was ok, not spectacular or anything, just ok.
Amound of new Traps is Awesome!
This game wouldn't be a Tomb Raider game if it didn't have traps. The amount of new traps in this game was awesome. In fact, the traps were probably the most endearing part of the game. From the timed spikes, which shocked the stuffing out of me when they killed me the first time, to the falling chunks of rock when a tomb collapsed. There were very few visual clues to the traps, except the occasional piece of scenery that didn't fit in all that well, or something that really stood out, alerting you to danger in the area, just not exactly where. At one point, you have to jump from lighted spot to lighted spot in a room, where underneath there was a pit of flaming liquid. If you stepped on the symbols in the wrong pattern, you caught fire.
Graphics
Though the game does not contain the most advanced graphics engine, it wasn't a problem. Core fixed the skin issue with skin melding, which gives most of the characters fluid and seamless skin. Fire and explosions looked good, but not great. Another problem that has plagued the Tomb Raider series is the issue of clipping. I had hopped that Core would finally fix this problem, but the problem lives on triumphantly, balking Core's efforts. Oh well.
Some of the traps of impasses were too abstract to solve easily, like shooting vases, or moving blocks that are well hidden, and blend in with everything else well. The last problem is that when enemies explode, they shatter unrealistically into different pieces, with no gore, something that would have been, uh, interesting (hehe). The fire was nice in the way that it conformed well to movement (on occasion, Lara's). They also did a good job with it by scripting it into the actual game at certain scenes. Unfortunately, it wasn't ground breaking from the last Tomb Raider. Another pleasant addition was mouth movement when cut-scenes were opened. It simply wasn't as pleasing as actual polygon movement of the lips would have been instead of texture changes. All around FX were better compared to the last game.
Sound
An almost integral part of any gaming experience is the sound the game gives. That's why TRL disappointed me with their average use of in game sounds. Every now and then, there is a nice song that follows the beat of the game well, but not much more than that.
Conclusion
The game was fun, and it was a nice way to possibly end the Tomb Raider Series. Whether Lara will be back for another adventure or not is a mystery, though it seems unlikely due to the way the game ended (hint-hint). The series was a good one that ran into problems along the way, but in the end, it did a good job.
The developer, 'Core Design' did a good job, but might want to retire Lara as a legend, instead of an overused concept to sucker money out of devoted fans.
-Aristos aka 'Tycho'
Ratings
Manual:
82% |
Graphics:
83% |
Music & Sfx:
74% |
GamePlay:
80% |
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This game scores
on our 5-point Rating System
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