Tomb of the Dragon Emperor
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| Console: PlayStation 5 |
As I said
in my review of Tomb Raider I Remastered, I own the entirety of classic
Tomb Raider games now and that it was only a matter of time before
I tackled the next game in the series. Well, it took me longer than expected to
get to the 2nd game, the aptly titled Tomb Raider II, but I
have arrived at it at last. With the original Tomb Raider, I had
already played its remake, Tomb Raider Anniversary and thus knew
what to expect. With Tomb Raider II, I knew very little going in.
What I knew of it is strictly related to its development. As Tomb Raider I
became a big hit on the original PlayStation, work started on a sequel
immediately, but on a tight deadline.
As taxing
as making an entire game in 9 months might've been on the people of Core,
by all accounts, they delivered. Tomb Raider II was received just as
well as its predecessor, giving gamers in the 90s another excellent
action-adventure game that built upon the original. From better graphics, more
inticrate level design to new gameplay mechanics such as vehicle sections.
Perhaps those improvements will make this a more enjoyable game for me to
play? Tomb Raider 1 was, after all, a very mixed experience
filled with both very fun and very frustrating moments.
Without
further ado, let's talk about Tomb Raider II and see if this
sequel will treat me better!
After her quest to find Atlantis, Lara Croft's next big expedition takes her to China's Great Wall. She's there looking for the Dagger of Xian, a supposed mystical weapon once used by an ancient Emperor of China to command his army. Under the Great Wall, she finds a locked-off chamber where she is ambushed by a member of a mysterious cult. Before taking his own life, the cultist reveals that his master is also seeking the Dagger and for more than just fame and fortune. Getting to the Dagger before the cultists do sets Lara on another globetrotting adventure, one that brings her to the picturesque Venice all the way to the treacherous Tibetan mountains.
When
it comes to the story, it feels like Tomb Raider II tries to make it
more of a big thing. The cutscenes are a tad longer and grander, Core clearly
doing their best to make them even more like scenes from an actual movie as
they could back in 1997. It’s nice to see Core trying to step up their
narrative but even so, the story here feels like something of an
afterthought.
At one
point I found myself in thaht sunken cruise ship but I can't tell you why I was there
nor did I recognize it was a sunken ship at first. The game never made that
clear. In that sense, this story isn't that much better than the first which
also felt like it was more or less just stringing together places the
developers wanted to visit. Worse even, as that title has a clear and memorable
villain. The big bad here is just some random guy Lara never directly interacts
with until the final level, looks similar to the rest of his cult and has a name I
can’t even remember.
They made a good attempt to give this game a stronger narrative but it’s an unsuccessful
attempt.
What is a success,
even if it is only noticeable if you play this game with the original graphics.
In the first Tomb Raider game, Lara's iconic ponytail was nothing
more than a knot due to limitations the team encountered. The same went for the
skyboxes, which were nothing more than empty black voids. Here, Lara has her
braid in the game itself and the skies are, well, actually skies. Whenever I
went back to these classic graphics, because of their better lighting, these
improvements were nice to see.
Regardless
of which graphical mode you choose, you have to contend with a couple of bugs
and glitches. Doors that open and immediately close themselves again. Action
prompts and outfits that fail to load. It's all small stuff, really, but it's
stuff that added up and annoyed me by the end. Lara wears a bomber jacket on
the cover but I can't actually wear it because of a well-known bug that still
isn't fixed? That lack of polish and seeming lack of interest from Embracer Group
to fix things is not good to see, to put it mildly.
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| The obliguatory comparison between the new and old graphics. Note that even the classic graphics has a skybox this time around. |
With all of that said, it's time to move on to the meat and bones of this game: the gameplay. In that, not much has changed. Because of that tight deadline there wasn’t much time for innovation. Tomb Raider II does what the first game did, leaning into the elements that made that game so enjoyable to many but tries to do it better. With success – for the most part.
The game is
still a mix of exploration, puzzle solving and combat, each seeing some upgrades. The
levels feel better designed with easier to grasp level layouts and more variety
between them. I don't remember walking into dead ends or just stumbling around
not knowing what to do. I knew what to do, where to go, I just had trouble
actually pulling off those things. Levels vary in length, sometimes taking you
over an hour to complete while others are done in about 15 minutes or so.
Tomb
Raider I’s levels were
all roughly the same in size hurting its pace and creativity a bit. Here, the
shorter length and relative lack of enemies felt nice to break up the pace
while the longer levels felt more like ‘an event’. When I saw that there were around
40 items to find, excluding those three dragon statue new to this game as an extra set of collectables, I knew I was in for quite a ride.
I also find
the theming of the places Lara goes to more interesting. The original stuck to
more 'standard' adventure locations that you'd expect such as Greece and Egypt.
Here, we also go to an abandoned theatre in Venice where the bad guy has his
lair and the wreck of a sunken cruise ship in an underwater cavern. We visit
places such as The Great Wall of China itself too so you don't have to worry if
that's more your fancy but I appreciate these more 'out there' ideas for levels.
They’re more memorable, more fun to talk about with friends and stand out more.
They're more than ‘just’ an Egypt level, if you know what I mean.
In terms of
gameplay, Lara jumping in a boat or the like are the new ‘big’ thing… and I'm
not a big fan of them. The controls have been a point of contention with these
remasters. Whatever control scheme you choose, classic tank or modern ‘fluid’,
there are problems to deal with. Neither is all that great but, with some
practice, they work. Because of my experience with Tomb Raider I Remastered,
I didn't have as much trouble with the controls this time around. After an hour
or two of finagling I got back into the groove. That never happened with the
vehicles which control poorly in both cases, feeling stiff and unnatural. In both
big vehicle levels, I actually played as much of it as I could on foot because
riding on these vehicles was so annoying.
When it comes
to the combat, Core gave Lara more weapons to use. From a harpoon for
underwater sections to a grenade launcher that positively obliterates enemies.
That last one really was a godsend for me. Right from the start, this game
throws a lot of mooks at you who can dish out some serious pain to Lara,
capable of taking you down in just a hit or three. These might not be nearly as
bad as those bullet sponges of Egyptian monstrosities of the first game, but
are nonetheless more troublesome to deal with than they're worth. Their
bullets can bend around corners for crying out loud! This makes the opening levels
of this game a lot harder than they have any right to be.
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| You will be doing a lot more fighting in Tomb Raider II than you did in its predecessor. |
This leads me beautifully to my next point: this game might be more straightforward in its level design but it is also a lot tougher. Not only do we have all those bad guys to deal with but this game also just loves its deadly traps. From pitfalls to glass shards, there are a lot more of them here to ruin your play session. I also have the distinct feeling that platforms are placed further apart, making the platforming itself harder as well.
And then
there is the lighting. When you go in a cave or underwater are dark places by
nature. Tomb Raider II decided that, among the Yetis and magical
daggers, that was a bit of realism they just needed to add in and took that too
far. There are lots of locations so dark you can't see anything without
lighting a flare. This, to me, feels less like adding a new gameplay mechanic
for the sake of adding a new dimension or fun feature but simply to make things
harder and more tedious.
A higher
challenge for a sequel can be nice for returning players but not the way Tomb
Raider II goes about it. All these ways to make things more difficult,
yes, but also more frustrating. They try to offset this somewhat by
letting you save anywhere, anytime so you don’t have to backtrack as much if
you fail a jump.
The sheer number
of times I missed jumps by a hair; fell through a trap I couldn't even see
because it was so dark or got shot dead by an enemy who shouldn't even have
been able to hit me from that angle is immeasurable. I did save myself a lot
of trouble by putting down regular saves, but if you forget to do so because
you’re distracted playing the game, you could easily find yourself trying to get through that many sections dozens upon dozens of times.
This is a
core issue of this title. Tomb Raider II is more difficult but not in a challenging,
fun, way. It’s more difficult in a frustrating, arbitrary way. There have been
fewer games that got under my skin like this game has. That made me just want
to stop playing the game altogether, the promise I made myself that I'd review every
game I play be darned!
Thanks to
the use of a cheat code, the one that instantly filled up my inventory weapons,
ammo and healing kits. Knowing that I could just hit enemies back hard and
could heal virtually anytime made getting past the frustrating bits and get to
the good stuff, the atmospheric sense of discovery, easier. I shouldn't have
needed a cheat code to just enjoy the game in the first place at all
though. Core should've balanced things better, made sure that the
challenge didn’t undermine the fun, but they didn’t and that's a shame.
And with
that big issue out of the way, it's time for the finishing touch.
Conclusion
Tomb
Raider II is
just like the first game: a mix of relaxing and fun puzzle solving and
frustrating, archaic game design. When the game hits, when the levels are
interesting and varied and they don't flood you with enemies it was a joyous
and even relaxing adventure to play. When you're in a level that is way too
long and obtuse, filled with traps that you only know are there because you
fell victim to them once before and stuffed with hard hitting, outright broken enemies the game is an exercise in frustration.
As such, even with its improvements such as more focus on story and better weapons, this sequel is just as much of a mixed bag as the original is. That makes my final recommendation pretty clear: only play this game if you've already played a classic Tomb Raider game before and liked them. If not, then your time and money is better spent elsewhere.
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| My completion total. I thought that would be fun to share. |




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