![]() Instead of a lifeless open-world focused on survival, Shadow of the Tomb Raider's open areas are cities, full of native life and unique quests to undertake. There are large open-world hub areas like Rise of the Tomb Raider's Siberian Wilderness, but Eidos Montreal has moved in a new direction. Shadow of the Tomb Raider jumps back to the composition of the first reboot title, with paths winding and twisting over each other in a jungle habitat. It was a different kind of storytelling from a different era and the truth is Lara now has little to do with Lara then. The original Lara Croft didn't really care about tombs, dinosaurs, or the undead trying to prevent her from plundering their resting place. And perhaps that's what being the Tomb Raider truly means. Lara Croft is action without thought, drive without purpose, violence without focus. As the person in the driver's seat, I can't really argue with their thesis. Her primary drive to stop evil organization Trinity creates a tsunami that destroys a village both Jonah and the supposed antagonist catisgate Lara for her choices. ![]() In the early moments of my playable demo, she's taking pictures of a ruin right up until constant companion Jonah pulls her to safety. This version of Lara Croft is driven, nearly to a fault. Watching this Lara over the course of three games, being the Tomb Raider feels like a bit of a loss of who she was. The truth is becoming the Tomb Raider was also becoming a bit of a sociopath. Shadow of the Tomb Raider is supposed to be the story of when Lara Croft finally becomes the Tomb Raider she was always meant to be. ![]()
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