What a shallow grifter. Can't dig below the surface. Will probably end up criticizing it later for the things that are apparent NOW.
Her too.
My latest "review" of the Survivor trilogy. Notice that I don't mention Lara the character until the end. I wish the game design got most of the criticism, as shitty as the character is. The most you ever get is "no tombs". I try to judge the games on their own merits instead of making the comparisons to what Tomb Raider used to be, to highlight their real failures.
'Terrible third person shooters. I have no idea why they are praised for their shooting. Auto-crouch like a pussy behind cover on one side of the arena and shoot all in the face until it's over. The spaces are rarely progressive like in a real shooter, and the few times they are progressive it's unexciting because of how slow movement is thanks to Lara's forced crouch. All gunmen in games should be upright, so that I can quickly evade in any direction and crouch down behind something if I need to. Sometimes a brute charges forward so that you can axe him in the head, a reminder that these games should have had monsters, wild beasts and psychotic tribesmen rather than so many soldiers who would never do such a stupid thing. The upgrade system made enemies bullet sponges and later pushovers. I would never break the balance in my action-adventure game with such an upgrade system. Far better to continually challenge the player with new enemy types, tactics and scenarios.
'The stealth is too simplistic, with too many easy lock-on kills of enemies so blind and dumb that Crystal Dynamics should not have included stealth. I'm so done with this kind of design. Like, why would I want optional sneaking in Max Payne 4 if Max is just gonna crouch-walk (a stupid position to generally be in because it slows you down) in waist-high grass and take all the myopic, forgetful enemies down with the awesome button? Have the confidence to make a pure action game, fuck. Or actually put in the effort that Hideo Kojima did over decades.
'The pick axe made for tedious climbing, continuing the mistakes of the Legend trilogy and all its conspicuous linear ledges. All the environmental traversal is too assisted, like in Legend. Without the precise, complex platforming of the original games, puzzles are poor: more reliant on Lara's tools (like the powered winch) than on her acrobatics. Jumps are no longer perilous. They never should have dropped the grab button. It should have always been a hold function. No, that save grab that was carried from the Legend trilogy to the Survivor trilogy was no substitute. Tomb Raider has had an auto-grab for twenty years, and it limits the design.
'The collectibles littered all over the maps and the experience points from them clash horribly with the realistic graphics and grim settings. Tomb Raider never should have adopted a realistic art style, because the places she explores are anything but realistic. Although they toned things down in the Survivor trilogy, making the tombs secondary rather than the main draw, the areas still look like playgrounds, especially with all those conspicuous surfaces for your axe.
'Naughty Dog was better at these setpieces than their imitators, and I don't really respect them in Uncharted. The ones in Tomb Raider feel way more like rollercoasters made just for the protagonist, falling apart so conveniently for her. And it all has that magnetic help. I wish I had saved the GIF I saw years ago of a jump over the raging river being redirected by the system in the first game.
'The girl is unlikable. Doesn't want to be there, never really has the confidence an action hero needs, still breaks down and cries in the final game. Too distressed. Visually boring with the standard jeans and too much realism. Lacks the practical backpack of the old games because she has to carry the stupid bow.'