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View Full Version : TRA: A Very extensive review.


The_Terminator
12-06-07, 17:00
Hello Everybody,
I wrote a review of Anniversary, and I made it downloadable in a nice pdf format for your reading pleasure.
Right Click and "save target as" on this sentence. (http://home.comcast.net/~mroberg/TRA_Review.pdf)

I know it's long, so I appreciate those that take the time to read it and comment on it.
I'm copying and pasting the whole thing here for those that don't feel like downloading it.
This is not my "assembly" of other people's opinions, or just parroting over what others are saying.
This is my genuine feelings and thoughts of the game.
Thank you in advance for any feedback, criticism, and comments.

And now, the copy and paste:
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This is a very extensive review of the new Tomb Raider Anniversary. It is long, so I thank you in advance for investing the time into reading the whole thing. It is important to note that this review is heavily based on my humble opinion, which is probably different than your opinion. Also note that I am only reviewing the actual game, and not all of the extras or unlockables.

I will first list some general observations of the game, and then get into a brief level by level review.

I will break up the review into bite size pieces so that it is easier to read and understand.

About the Reviewer:
I am a fan of the series since the original. I’m in my mid thirties and have been gaming since I was a little baby with things like the Odyssey, Atari 2600, the earliest pong style machines that hooked up to the TV and played through “channel 3”, etc.

I was old enough and experienced enough when the original Tomb Raider came out to know that something special was introduced to the gaming world. It was a totally immersive experience which had to be played to be believed. I knew it, and gamers all over the world knew it. We have all wanted something to recapture the magic ever since that time.

Every now and then, a game is released that gets so many thing right on so many levels, that it sets the bar so high, that it’s almost impossible to create a sequel to it. Tomb Raider was one of those games. The atmosphere, the sound, the music, the graphics, the game play, the puzzles, the cut scenes, the length, the difficulty, the immersiveness, the freshness of it all, etc. It was so right and so special, that it spawned a multi million dollar franchise with a video game character that became a cultural icon.

The Issue:
Therein lies the difficulty of creating a remake or “re-imagining”. One of the reasons why the first is so special is because it was totally fresh and new. A remake is not fresh and new. The graphics can be updated, and puzzles can be added or changed. But it is not new. No matter how spectacular the T-Rex is, you know it’s coming. And so it is for many of the other surprises of the original. It’s like watching “The Sixth Sense” a second time. If you’ve never seen that movie, I won’t spoil it for you. (but watch it now before someone does spoil it for you, but I digress….)
Indeed, it is extremely tough to create a remake of game that was so right the first time around.

(side note: another great example of this concept is Unreal Tournament. The game was so right, that all of its sequels never reached the pinnacle of gaming that the original had in 1999. The graphics kept getting better, but the die hard fans never felt that a worthy successor had been made.)

This review will be a mixture of judging the game on its own merit, and comparing it to the original.

Some Details:
I played the game on the following home built hardware with the following settings:
• Pentium4 - 3 GHz
• 1 Gb RAM
• nVidia 7600GT 256Mb AGP
• 1600x1200 @ 85hz
• All full screen effects
• All graphical options enabled
• Full screen 2xAA
• Sound system: My computer is hooked up to a home theater system with a real home theater amp, speakers and a real sub.

With this in mind, we can dig into the actual game.

Overall - The Good:
It is important to start any review on a positive note.
• I am glad that Crystal Dynamics and Eidos have released this game and I’m thankful for all of their hard work.
• The game is gorgeous! Some areas more than others, but there are some spots that simply take your breath away.
• The details: There are many areas that have such fine details, that it is awesome to look at. I cannot get over the details in the carvings and etchings in the Peru walls.
• Some levels have been truly updated: The puzzles and sequences are really fabulous in some areas. I can’t get over how good they are. We will delve into them as the review progresses. But simply put, St. Francis’ Folly was something special!
• Level Load times: They are very quick!
• The Music is excellent and is fresh, while also being reminiscent of the original.

Overall - The Bad:
Please remember that this review is based heavily on OPINION, and your opinion will be different than mine. This section is going to upset a lot of people, as it gets ugly and criticizes the game. But that’s what reviews are for. It is a spring board for discussion, and maybe the developers will glean something from it as well:

The movement is dreadful: I’m sorry. It’s just downright dreadful. There are several ways to implement the WASD and mouse controls. One way is like Anniversary and Legend (and Indiana Jones and the Emperors Tomb, for example). The other way is like Quake, Unreal Tournament, and countless other first or third person shooters. For those that have never played these games, that means that your character faces one direction, and the WASD keys allow you to run forward, backward, or strafe side to side WITHOUT CHANGING THE DIRECTION YOU’RE FACING!
You want to change direction? That’s what the mouse is for. If you’ve never played a game with this configuration, you need to try it just to see how much more logical it is.

When trying to nudge Lara a little to the left or right to line her up for a critical jump, you don’t want her changing directions. I often left my pistols drawn because this forces Lara to move in normal WASD configuration. I just had to change my combat mode toggle in the options to allow my pistols to remain drawn until I put them away.

To add insult to injury, there are many times where the same key combos don’t yield the same results in the exact same locations. Sometimes a running jump will allow Lara to grab a ledge, and sometimes, the same key combo in the same location will just cause her to Jump forward without grabbing that ledge. Very frustrating. Sometimes when she’s hanging off a ledge, tapping the space bar will vault her onto the ledge. Sometimes, because you didn’t wait the half a second, you will have to tap the space bar again. Sometimes she’ll do the headstand even though you had no intention of doing it.

When wall running, depending on your placement of the goofy camera, the right/left keys will cause the wall run. Other times, it’s the up/down keys. Depending on her orientation on the wall run, sometimes she will jump forward where she is supposed to. Other times, she will jump off the wall to the side and die, forcing you to go back to the previous checkpoint. This is something that happens over and over and over and over again. How fun is that!?

To compound that issue, there are puzzles later in the game that REQUIRE you to change her jump direction off the wall. Since it’s a goofy move to pull off, most often you will die and be forced to go way back to a previous checkpoint. Sometimes 20 to 40 times.

There are numerous other examples of this goofy and frustrating movement. As much as I hate to say it, Tomb Raider on the old grid system was consistent. You got the same results EVERY TIME with the correct key combination. I’m wondering if Tomb Raider just needs a heavily updated grid engine circa 2008 as opposed to the new “free environment”.

When walking off a ledge, Lara is supposed to turn around and auto Grab the edge while hanging from said ledge. The problem is, it doesn’t always work. Sometimes she grabs it, and sometimes she walks off and falls to her death. St. Francis’ Folly relies heavily on dropping and hanging from ledges, but sadly, Lara will walk right off and die a hundred times in this level, forcing you to go back to your previous checkpoint, and do whatever sequence you were doing all over again. Grrrrr! Gimme back my reverse roll with the grab keys! They worked perfectly EVERY SINGLE TIME!

How come when I hold down the walk key to walk up to an edge, I walk right off the ledge? Isn’t that the purpose of the walk key like it is in countless other games? Is there a reason that Crystal did away with one of the more standard video game conventions? Is there ever a reason to walk in this game without it?

The swimming controls are just as dreadful and irritating. If we can control the position of the camera behind Lara, do we then need two separate additional buttons for swimming up and swimming down? Just dreadful.

Yes, you get used to the controls and the movement, but that doesn’t make it good. You can get used to flat soda and old coffee too.

Combat:
There are several problems with the game combat. The biggest is the single fire per button press. At least let this be an option that can be toggled. I don’t know about anybody else, but firing 400 - 600 pistol shots into the T-Rex was largely unsatisfying. I put more wear and tear on my mouse in that five minute fight than I have in the past ten years. Granted, I didn’t know how to properly use the adrenaline dodge and the spike structures. That’s what happens when you try to figure things out on your own without the aid of walkthroughs.
Some people feel this makes the game more interactive. Could be, but at least let it be an option.

Why can’t Lara use her guns while crouching? I escaped from a bear to a crouching area, only to find that I couldn’t fire at it because I was crouching.
In combat, the camera goes behind Lara’s head and blocks the view of what you are shooting at. Bleh.

Manual Grab: We all asked for this one. We begged Crystal to make the game harder and allow for manual grab. Well, we got what we wanted, and thank goodness, it’s a toggled option. Why thank goodness? I’ll tell you why: Because it’s really poor.
I was all set to play this game like “good old Tomb Raider”. The first thing I did before playing the game at all was to turn off the auto grab. But you know what? The game relies so heavily on the grab function, that it was totally tedious to play the manual way. I tried to like it, and tried to get used to it, but in the end, due to the level design, the game was simply more enjoyable with auto grab enabled. Thank goodness we’re given the option.

Checkpoint System: I feel like killing somebody for this one! The checkpoint save system is really poor for this type of game. Why? Because this is the type of game that requires ungodly amounts of trial and error. When trying to solve a puzzle, you need to be able to save the game, do your trial and error, and if it fails, easily reload the game and try a different option. Can we do this? No. There is even a “save game” option to tease you, but it only allows you to restart from the most recent checkpoint of your saved game. Which genius thought of that?!

Here’s an example: You’re in the Lost Valley, you crossed the wood bridge near the top of the second waterfall, you shoot out the bridge, and now you’re looking at a ring in the ceiling, a fallen bridge, the top of the waterfall, and the hole which leads to the shotgun. You need to do some trial and error to figure the game out. That’s what exploration is all about, right?

You try to grapple swing to the top of the waterfall. Perhaps there are some goodies there. You miss, and fall in the river, and go all the way back to the beginning of the level with the river current. Yay. Can you reload a save game to try something else? Nope. You go to a previous checkpoint. You finally get back and try to swing into the hole which leads to the shotgun. It doesn’t work, and you fall in the river, and go all the way back to the beginning of the level with the river current. Yay.
Can you reload a save game to try something else? Nope. You go to a previous checkpoint.
This only gets worse as the game goes on. Just wait till you have to do this a hundred times in the tomb of Qualopec, St. Francis’ Folly, or Palace Midas.

Perhaps the worst offenders are in Atlantis, which require more ungodly trial and error than all that came before it. Yet the game will force you to go back to a checkpoint, and kill the same two mutants over and over again. Wouldn’t it be nice to have a checkpoint AFTER killing them? This is very poorly thought out.

This game desperately needs a normal Save Game system like the original game. How many people reading this review were save game freaks? I know that I used to save every ten steps to minimize how many times I had to repeat a simple jump! I know that many of you were the same way.

The Background Sounds: I can’t really believe it, but the background sounds in the Peru and Greece levels were better and more atmospheric in the original than in the remake. I mean, come on! In the ten years of technological advancement, the effects soundtrack of the original is better? There is no excuse for this. What a disappointment. The clanging and bass rumbles of Caves and Vilcabamba are utter rubbish compared to the original. What a disappointment.

Level Design: Overall, most of the levels are visually smaller and feel smaller than the originals. Some of them are very linear as well. We will get into this in the level by level review. The best example of this is the Coliseum, which feels like it went through the drier and completely shrank. I could not believe how small it was. However, I must add that some levels were very nicely done: St. Francis’ Folly was fantastic and parts of Palace Midas were great as well.

Crystal’s use of finger ledges for getting around is overly excessive. Almost every puzzle and location requires finger ledges that are clearly marked in white, that need to be scaled vaulted, shimmied, etc. to travel around the environment.

The original had many platforms, but the remake has many finger ledges. It’s been said before, but perhaps a spiderman costume should be the first unlockable outfit since that is how you will spend most of the game. It’s almost as if Crystal is a one trick pony. The answer to all situations is a series of white ledges.

Some blocks or obstacles are climbable, while other blocks of the same height are not. This seems totally arbitrary. For example, why can’t Lara vault onto the porch of Tihocan’s tomb when fighting the centaurs? That might be a poor example, but it’s one that comes to mind.

General Conclusion:
That about sums it up for the overall observations. The next section will briefly review each level and how it felt to me.

Level 1: Mountain Caves
A nice intro to the new TR. The level is short, and the animals are good looking. Again, it looks and feels smaller than the original it replaces. The fact that we can play the intro with the guide is a nice touch. The background noises aren’t as atmospheric as they used to be. The detail on the walls and doors is superb. There is a nice feel to some of the items which are faithful to the original, including medipaks that are in the same locations as the original.

Level 2: City of Vilcabamba
This level again is smaller and more linear than its predecessor. The same comments from level one apply here. One noted exception: the view when first entering the level with the waterfall in the distance is jaw droppingly beautiful! A graphical masterpiece. It’s curious that Lara can not break through the measly wooden gate doors that cover some of the hut entrances, but this was true of the original as well. Overall, this level is mildly disappointing.

Level 3: The Lost Valley
Another beautiful level, but this one starts to get tedious. Sure, everyone and his brother can now fly through this level, but going through it the first time was very tedious with trying to discover everything and falling in the water where the current carries you to the beginning. The actual valley was a graphical masterpiece, but the T-Rex sequence was largely unsatisfying.
Sure, the cut scene was cool, but I didn’t catch the “interactive” part of it the first few times, which caused the game to force me to watch the same cut scene over and over again. Then I had to try and kill the dumb thing by pressing my mouse button 400 to 600 times. Wow. That is just really intelligent combat. Not. Besides, I accidentally ran to an area near a spike thingy and discovered that the T-Rex will just stand in front of you and bark while you can fire away at it. So much for being tough. And this is all without knowing about the adrenaline dodge as previously mentioned.

I do like the way the cog assembly cut off the waterfall at the end of the level though. Very nicely done.

Level 4: Tomb of Qualopec
Well, here it is folks. This level is an astounding achievement in graphical quality! The main area is something to behold. There is just something special about the details, the colors, and the lighting effects. I had to stand there and marvel at the beauty.

This level had me scratching my head for quite a while trying to figure out how to get from the main area to the side areas as the tall movable platform refused to move the first two time I tugged on it. I must have pressed the wrong keys.

The area where the floor breaks away before the switch was very frustrating as the climbing sequence needed to be repeated over and over again from the checkpoint as I trial-and-errored my way through. The scion cut scene was nicely done, and the Larson sequence was nice as well.

The level was somewhat linear, but overall, this was one of the better levels of Anniversary. The elevator FMV was nicely updated as well. Good Job Crystal!

Level 5: St. Francis’ Folly
This level is the saving grace for the entire Anniversary game. There is no other level that is as awesome as this one in terms of raw, difficult puzzle solving thrill. The first room to the Folly is shorter and visually blander than the original, but adds the nice element of puzzle solving with the wall mural and light points.

The passageway that transitions from the front area to the tall room with the four god keys is surprisingly bland compared to the original. Did Crystal simply run out of time and have to compress the level? Who knows.

But the tall room itself is something to behold. It is similar yet different to the original, and involves some really great puzzles. I think it was obvious to Crystal how many fans were really looking forward to this particular level remake, and it shows in the level design.

I spent hours resuming from various checkpoints since Lara refused to grab ledges as she walked off of them. For some reason, she would just drop to her death instead of auto grabbing. I was ready to kill somebody! One thing to note though is that the bottom floor of the Folly is a monumental achievement in graphical quality. The broken stone tiles and the reflections in the puddle have to be seen to be believed.

The Hammer room puzzle was very nicely updated, but the Damocles (sword) and Poseidon (water) rooms were marvelously done. A really fresh update that was an achievement and a joy to solve. The additional puzzle of getting in and out of each room through the broken doors was a nice touch as well. Verdict: This level is what a remake is all about! Awesome stuff.

Level 6: The Coliseum
A disappointing level. The graphics are great, but there just isn’t much going on here. The gorillas are cool, but this level is just smaller than the original on all accounts.

Kill a few animals (that disappear) run around the very small coliseum, find the one key, run around the rest of the coliseum, and you’re done. Bleh.

Level 7: Palace Midas
Again this level is very good looking, but a lot shorter than the original. The entire level is comparable to the one original big room with the five switches. That’s it.

The Midas statue is much smaller than the original and once again, I think that Crystal has missed the sheer scale of the feel of the original. The architecture of the original was huge and felt huge, whereas Anniversary just feels cozy like some big office atrium that you’d see in downtown Chicago.

However, the torch pillar room has been very nicely updated and provided some challenge, and the rising pillar/platform room has a new twist which makes it a great puzzle. These two rooms are quality gameplay and worthy successors to the original. It also makes more sense that the bars fit into the base of the Midas statue rather than some arbitrary wall.
Overall, an enjoyable level.

Level 8: The Cistern/Tomb of Tihocan
This level is officially called the Tomb of Tihocan, but it is in fact the cistern as well.

You see, Crystal took the main Cistern room and added a swimming tunnel directly to Tihocan’s tomb. Yes, the actual tomb that is flanked by the two centaurs. We have officially been gypped out of two levels! Whoa. It is curious that Crystal didn’t put as much time into this as they did for the Folly, because many people feel that this was one of the best levels of the original. I think they simply ran out of time because the cistern leading straight to Tihocan feels disjointed. Just a guess though. I wonder if they needed to rush the game out for its end-of-May deadline.

The level is great looking of course, and is somewhat faithful to the original in its layout.
Forget the fantastic background sounds of the original though, b/c they have been replaced by something lesser.

I struggled greatly to figure out how to solve the block puzzle without looking at a walkthrough. I spent hours trying every single item till I finally solved it on my own. It was actually frustrating instead of fun. Once you know the trick though, I imagine this level can be completed in ten minutes as there are really only two puzzles to solve. (edit: I just read an official walkthrough which solves the block puzzle differently than the solution I stumbled upon. The method I found may help complete the level quicker.)

After solving the Cistern portion, you swim to Tihocan’s tomb. The switch is located in a similar location to the original, so it’s easy to find.
The shortness of breath while swimming is annoying to me, as it forces everything to seem rushed without the option of looking around and exploring underwater.

Crystal did a nice job on the ensuing cut scenes, and then the fun begins:

Battling the Centaurs!
I spent two nights fighting the centaurs. They are some of the toughest bosses I’ve encountered in any game. I actually wondered if I could skip it just to get to the next level as I was running out of patience. Keep in mind that you need to keep pressing that fire button on the mouse. I wore off the paint on my left mouse button from those two nights. That single fire per button press is a pain.

I finally threw in the towel, and viewed the excellent boss video created by Mona Sax of Tombraiderforums.com. As it turns out, I was missing the critical piece of the “adrenaline dodge” b/c Lara was always putting away her pistols too early. Once I switched my combat mode config in the options menu to keep the pistols drawn, the adrenaline dodge became easy to perform and I defeated the centaurs in very short order. I salute anybody that was able to figure out this whole battle sequence on their own. That is simply amazing.

The music is epic, the graphics are fantastic, the lighting is superb, and the centaurs are tough. This was very nicely done. I’m still shaking my head over the sloppy combination of these two levels though.

Level 9: Temple of Khamoon
Egypt looks great and is nice and dusty. Crystal did a fantastic job of creating the illusion of sun-blindness as you traverse from indoor areas to outdoor areas. As is the theme in this review, the graphics are simply superb.

I feel that this area of the level was actually slightly ruined by the famous “leaked footage” video of Egypt, as it was very easy to figure out where Lara needed to go. I guess “spoilers” are aptly named, eh? The mummies are a little tough but nothing that some mindless jumping around with incessant firing can’t handle.

Once again, the level is somewhat linear as you are forced through winding hallways with nowhere to go but straight ahead, however, the statue room inside the sphinx was nicely updated. The sound effects in Egypt are kicked up a notch and the grinding stone sound and background effects are of a higher caliber than the previous levels.

There are several areas that are reminiscent of the original which is nice. There is one puzzle atop the sliding statues which is made very difficult by the dreadful controls and camera positioning. I literally had to reload from a checkpoint almost thirty times to get this timed puzzle. Tomb Raider frustration is back, baby! It is at times like these that the game ceases to be enjoyable and just becomes a silly pain. This is not classified as a hard or challenging puzzle. It is hard due to the silly controls, camera, cinematics, and the tediousness of not being able to save a game properly.

The level ends with a nicely done puzzle which is classic Tomb Raider.
Overall, an enjoyable level.

Level 10: Obelisk of Khamoon
This level is nicely reminiscent of the original as well. The puzzles have been tweaked and there is some great spiderman climbing to do. There is one thing that must be noted though: The graphics in some areas is so awesome that it has to be seen to be believed! Granted, stone textures are some of the easiest to make realistic, but they knocked the ball out of the park on this one.

In the tall room that you traverse from bottom to top, there is one area where you need to wall run on a large Egyptian mural. The realism of the textures and lighting in this spot has to be seen to be believed. It’s simply awesome!
…and I did get to marvel at it quite a bit, since that particular wall run is difficult and I repeated the sequence over fourteen times.

There is another switch high up in the tall stair room that requires a very frustrating wall run / double grapple, as Lara needs to change directions for the two grapple points. This was frustratingly difficult to pull off, as it relies somewhat on the goofy camera positioning, and lousy controls.
I believe I encountered a bug as well near one of the closing wall traps where you have to jump to a post while crossing a deep pit. Lara refused to land on the post and died over twenty times in a row. I quit and restarted the game and it went away. Maybe it was my control of Lara, but I’m skeptical, b/c I got her to land on every other post without any problem.

I have to comment again on the outstanding job that Crystal did when Lara enters the sunny outdoors when exiting the tunnel. The temporary sun blindness is done so well, that my jaw dropped. I have not encountered such a thing in any other video game that I’ve played. Overall, the level was gorgeous and felt very Tomb Raidery. Good job!

Level 11: Sanctuary of the Scion
The level itself just doesn’t have the feel of magnitude of the original.
I feel this comment is prevalent for most of the levels. It’s as if the scale of objects compared to the scale of a human being is not of epic proportions. This is a subject which I studied in college, so I may be more familiar with it than others.

In the original, Lara was often dwarfed by the sheer size of the room, temple, or environment, i.e., the coliseum or the huge sphinx. There isn’t really a place in Anniversary where Lara is dwarfed by the architecture and the environment. Refer to my Palace Midas level review for more on this subject. I don’t know why Crystal didn’t enlarge the environment. The rooms are small, the architecture is small, the ceilings are low, etc. A replay of the original will help illustrate what I’m referring to. Perhaps the original was just better at blacking out the background creating the illusion that it was very far away. In Anniversary, the background is very clear. You can see swing poles from one side of the huge sphinx all the way to the other.

After the signature staircase level entry, there’s a great hieroglyph puzzle which is classic Tomb Raider style. It brought a smile to my face. Continuing to the big outdoor area, the environment feels more constructed and less “barren desert wilderness” of the original, with it’s ladders and platforms.

The standard fare of ladders and finger ledges ensues to open the doors to the ankh keys, but the puzzles for the ankh keys are very nicely done. The rooms and their water reflections on the walls are gorgeous.

The room with the two huge statues returns, but the statues feel smaller than the original. I swam around looking for goodies as in the original, but there were none really. Crystal did come up with a clever version of getting to the top though.

Retrieving the last piece of the scion utilized a good pillar climbing puzzle, but I deeply missed Larson with his famous, “I’ve got a pain in my brain” dialogue. The ensuing cut scenes are very nicely done. Overall, a decent level

Level 12: Natla’s Mines
This level has some nice touches and details from the original. Obtaining the three fuses was a great puzzle that required some trial and error frustration, but was classic tomb raider style. Exiting the pit where the blue fuse is obtained was also done well.

A new Larson sequence is introduced which I feel was done very well. Back in 1996, we didn’t know of any previous relationship between Larson and Lara. In Anniversary, we are lead to believe that their paths have been intertwined in some fashion for quite some time. Therefore, I feel that it works particularly well that Lara feels sorry she had to kill Larson. Perhaps Crystal is paying homage to the TR2 movie were Lara feels sorry she has to kill Terry Sheridan, but I hope not, b/c that movie is not worthy of anyone’s homage. But that’s for a whole different review.

The remainder of the level is cut very short. You don’t get to fight any of Natla’s henchman as they are all disposed of in cut scenes. Nice cut scenes, but not like actually fighting them. I find it funny that Kold can take a dozen bullets before dying, and the skateboard kid can’t hit Lara with two fully automatic SMG’s from four feet away. But hey, that all fits with the spiderman lara theme. She has spider sense, and the proportionate speed and agility of a spider!

The level finishes with one last new puzzle that takes advantage of the new pole-balancing move.
Overall, the beginning of the level is great, but the end is so so. I did enjoy the distorted vision due to the heat of the lava though. A very nice detail.

Level 13: The Great Pyramid
Here we are in the heart of Atlantis, and something is sadly missing. Crystal did a great job with the colors and look of the Atlantis levels, but they are nothing like the original. The shape of the hallways and the architectural ribs would look more at home on the starship Enterprise.
The fleshy walls aren’t very fleshy, there is no pulsating, the sacks or eggs on the wall don’t pulsate, and there is no heartbeat sound. Overall, it’s a lot less fear inducing than the original. But it is good looking, and the style elements are coherent, so the game stands on its own. It is only in comparison to the original that it disappoints.

The level is a lot shorter as well. The one tall chamber is the main area without all of the side rooms of the original. It is in this tall chamber where one of the worst moments in tomb Raider history will be recorded:
There is one platform which you must shoot the target to extend the poles and grapple hooks. Then you need to kill two flying bat-lanteans that appear out of their eggs. You dispose of them, and then need to complete probably the most difficult timed jump sequence in the game. This is all fine and dandy, except for two problems:

First, the checkpoint is before killing the batlanteans. So after you fail at the jump sequence, and fail you will, you have to resume from the checkpoint, and kill them again. And again. And again. And again.
It is heinous that there isn’t a checkpoint after killing them.

Second, the camera changes and alters the movement of the keys. So now the most difficult jump sequence in the game is confounded by the horrendous controls. All this on a timed switch is the ultimate frustration.

You might be lucky and get this on your first try or two. But It took me hours and hours of restarting from that blasted checkpoint and having to kill the batlanteans again. This is clearly where the game stops being fun and becomes mind numbingly frustrating and stupid.

Challenging games that are skillfully and mentally challenging are awesome. Challenging due to poor controls and silly programming is just frustrating. I compare this to trying to play Tomb Raider on a laptop while riding your bicycle doing a wheelie with no hands. It is way more challenging than playing not on a bicycle, but the challenge has nothing to do with the game. The challenge emanates from silly circumstances.

I had to walk away from the game at this point as it was nothing but frustrating. I played for three more of these “frustration sessions” and finally made it across. To be perfectly honest, I was prepared to just shelf the game until the winter when nights are long and it’s cozy to be indoors. But I did make it through after being stuck for three days, so I forged on.

A few more platform jumps brings you to the famous Bacon Lara puzzle which is nicely done. It is very reminiscent of the original and will bring a smile to the fans of the original. Verdict: The level is short and maddeningly frustrating in it’s own right, and even worse compared to the original.

Level 14: The Final Battle
Another great cut scene with Natla and Lara, but sadly, Crystal felt it necessary to remove on of the most famous lines from the series: “Too late for abortions now…”
Lara is pensive and emotional as she was in the Larson cut scene, but it feels totally out of place here. It actually detracts from the cut scene. Lara mentions her father here, and it starts to bug me. Crystal feels this need to tie Lara’s family into the games, and psychologically, I see the merit in this endeavor, but here it feels forced and silly. I guess it goes along with Lara looking at her hands for no reason?

The old Lara Croft would often grit her teeth and fire away like a mercenary with a mission. The new Crystal Lara is very emotional and somewhat sappy. I don’t think it’s as effective as the original version of Lara.

Anyway, you begin the main fight with the torso which as you know by now required the use of adrenaline dodge and bullet time. We are supposed to be in Atlantis, but apparently, we are in the Matrix

After defeating the Torso (which can be accomplished with the pistols?!) you continue the linear level to the room where you need to open three underwater doors, which is a decent puzzle, and then enter the next area of frustration.

Traversing the hot lava waterfalls is a great puzzle, but is sadly crippled by the stupid checkpoint system. Since you can’t save your progress at different points through the lava, you are forced to restart this blasted sequence over and over again. This is one of the places where the game stops being fun and becomes mind numbingly frustrating and stupid.

Furthermore, the controls are once again confoundingly irritating, as sometimes the forward jump hesitates a bit, or Lara will walk off the edge into lava instead of jumping forward. Many reviewers have called these controls “fluid”, but they are anything but fluid. They are clumsy.

Traversing the lava is very reminiscent of the original, but doesn’t last very long. Sadly, this level feels like an afterthought. Where are the spike pits? Where are the Indiana Jones style falling boulders? Where are the swinging blades? There just isn’t much here.

Lastly, we enter a small circular room to have another adrenaline dodge boss fight. The centaurs are the only bosses in this game that are worth anything, all of the others are simply rehashes of the adrenaline dodge. Natla looks quite different but good, in my opinion, and the cut scenes are done well. Not the interactive cut scenes though. By this point, I was starting to hate them. Watching carefully for those little white arrows is something that belongs in Dance Dance Revolution.

The game finishes with the final cut scene, and once again, Lara stares at her hands. Why is she staring at her hands? Perhaps this is the great secret that will be revealed in Crystals next game? Or perhaps she can’t believe that her hands still function after holding on to 30,000 ledges in the past 20 hours.

Lara sails into the distance, and the game is over.

Croft Manor:
Croft Manor is different than the original, but is actually one of the best levels of the game. It is real Tomb Raider style, with solving puzzles and obtaining pieces in one area that need to be used in a totally separate area. The manor feels smaller than the original (none of the rooms are very big) but was one of my favorites. This was done exceptionally well.

Conclusion:
I feel that this game needs to be looked at in two ways: On it’s own, and as a re-imagining of the original. On its own, it is a good game, and provides some great gaming moments. I’m giving it 7 out of 10 as it’s mostly enjoyable, but crippled by very silly controls on the PC, mindless boss battles, and linear levels.

Compared to the original however, I give it 5 out of 10 as the original offered so much more on so many different objectives of game play. It’s nice to have both though, and I’ll probably continue to play both when I’m in the mood.

The Final Thought:
If Crystal had put the same time and effort into all of the levels as they did into St. Francis’ Folly, this would have been one of the best games of the decade.


Thank you for taking the time to read this. I appreciate any comments or criticisms. Special thanks to the Tombraiderforums community for the best tomb raider discussions on the internet.

tlr online
12-06-07, 17:15
I shall sit down with a cup of tea and read through this. Thank you for taking the time out to write and post. :wve:

The_Terminator
12-06-07, 17:23
Thanks Justin.
Do yourself a favor and read the pdf version. Maybe even print it out.
I feel that it is formatted and reads nicely like a magazine review.

I know a lot of people won't agree with my assesments, but I think there's plenty there for the old timers and the newcomers!

Alex Fly
12-06-07, 17:46
Thanks for taking the time to write a review like this one, The_Terminator. :)
It's very interesting to read your point of view about Anniversary. I agree on some points, disagree on another points, and your review is really nicely done. Very good work ! :tmb:

CLAR
12-06-07, 17:48
What a great review, so detailed! I almost agree with everything you said. Your points about the control system are 100% true. I think that this should be changed or at least made so they have much more detailed configuration options so people can adjust things there way as in sure there are many people who don't share our opinion.

Ledges, ledges and more ledges defiantly over used! There are allot of things that have been changed from core deigns original tomb raider games for what is in my opinion no reason and the one fire per button press is defiantly one of the most annoying. As for the manual grab I don't know why they bothered.

Checkpoints: mad: . Some people will argue that not been able to save whenever you want makes the game harder so therefore is a good thing. However, in my opinion this just makes the game more tedious.

The music in my opinion is great however I don't like the use of some of the legend music (just didn't feel right). The graphics I agree are amazing. As for you comment of St. Francis’ Folly "The broken stone tiles and the reflections in the puddle have to be seen to be believed." is so true. However, I don't agree what you said about level design i don't think the levels are small just some are rather quick.

Overall it is a great review. THANK YOU:D

PS: sorry if I've blabbed on a bit:o

SunBeam
12-06-07, 18:01
And we're back to same ol` saying. Crystal Dynamics won't make a game that controls the character as in FPS games (WASD without changing the camera) unless they refurbish their ENGINE. They used the Defiance engine, so the old stuff was expected to annoy even TR fans.

Well, when someone sees Crystal Dynamics, they have to recall all their work. And all their evolution from the past till present. If you want to play Tomb Raider Legend or Tomb Raider Anniversary, you'll have to play Legacy of Kain series first, to get accustomed to the way the controls are mapped and the game style.

Personally I've played that series and to me the camera and the controls seem very understandable. In very rare occasions (maybe when I'm tired) I mistake the keys. But in 98% of the times, I get it the first time.

Regarding the T-Rex fight and all other elements. Same as in Legacy of Kain, CD puts elements in the environment that are supposed to aid the player in combat. Spiky things? Who's big enough to dodge into those? Well, T-Rex is. In most if not all the boss fights, logic has has its way...

I'll post more while I read...

P.S.: Why I choose to do so? Cuz I forget my ideas :D

bloodstormaoa
12-06-07, 18:02
Its a nice review :tmb: Very detailed

However I, personally would have to disagree with many of your points :whi:.........

kllrj08
12-06-07, 18:03
Very nice review! I agree with some of what you said. But I have to disagree with what you said about controls, probably because I played the PS2 version in which the controls were a lot more responsive and easier to use than the PC game. And I played the PC demo with a gamepad. I think you would've enjoyed the game a lot more had you had a gamepad. Oh well though, I can understand where you are coming from though.

jon51
12-06-07, 18:20
Once I switched my combat mode config in the options menu to keep the pistols drawn, the adrenaline dodge became easy to perform

Really?!
well ive treid everything else so why not :p
ive seen it done without this though.

Peircebm
12-06-07, 18:22
CRYSTAL DYNAMICS: THESE ARE THE REVIEWS YOU NEED TO READ. THEY WILL HELP YOU MAKE BETTER TOMB RAIDER GAMES.

Why is she staring at her hands? Perhaps this is the great secret that will be revealed in Crystals next game? Or perhaps she can’t believe that her hands still function after holding on to 30,000 ledges in the past 20 hours.[/I]

I actually laughed out loud when I read that. Perhaps Crystal was going for something sappy like "I can't believe my hands killed another human being... another human being!!!" Who knows! Excellently written review.

SunBeam
12-06-07, 18:23
@The_Terminator: Mate, I got to the Tomb of Tihocan part of your review. Check this out, posted way before your review: http://www.tombraiderforums.com/showpost.php?p=1888365&postcount=95

Tell me what you think ;)

Nemo_91
12-06-07, 18:38
Interesting review :tmb: Thanks.

The_Terminator
12-06-07, 18:44
Thank you all for your replies.
I wish I had the time to address them all properly. Perhaps when I get home this evening.

I knew the "controls" subject would be heavily disagreed with, and that's fine as it's a really personal thing.
For the moment, two things should be clarified:
1) I really enjoyed the game and I'm still enjoying the replay value!
2) I love the mouse and WASD configuration. I'll take that any day over a gamepad.

With that being said, I have a question:
Why do the keyboard controls change so drastically when the pistols are drawn?
All of a sudden, Lara doesn't change directions as she moves, all of her flips are back the way they are supposed to be,
You can side step, back step, back flip, side flip, and everything else.

If the engine is capable of what I'm calling "standard" movement, then why not implement this movement for the whole game?
It just makes so much more sense.
Furthermore, Does the walk button serve any purpose in this game whatsoever?

I can demonstrate where Lara will walk down a ladder instead of going up, I can demonstrate where the same keyboard combination will yield different results in the exact same locations. I can demonstrate where she will jump without grabbing or jump and grab in the same spot. Oftentimes, it seems highly arbitrary.

Like I said, You get used to the controls, and it didn't stop me from enjoying the game, but they are far from "great controls".

Again, thank you all for taking the time to read and comment on the review. I really appreciate all of the comments so far, even though I'm unable to respond at the moment.

SunBeam
12-06-07, 18:48
Finally finished it all. Well, first of all, good review. I felt at some point that it was actually more of a critique than a review. Less good things (who cares about the GFX?) and tons of bad things, which is exactly my same thoughts.

As I was mentioning earlier, some of us are already accustomed to Crystal and their games. I played Legacy of Kain-Defiance (which was their last) and that game had the same pros and cons as this game does. After finishing that game and "writing down" in memory all the aspects of their gameplay, TRA was pretty easy for me. I'm also a fan of LoK, so I finished Defiance not only once ;)

One on top of the other, the PC version is closer to a bloated PS2 version with very inaccurate controls conversion. That's what Defiance was. They ported it from PS2 to PC. I wonder if the game engine is also PS2-style o_O

I don't know much about TR1 and what its story was, but I can tell you one thing - this game isn't Tomb Raider in 90% of its aspects. When playing it, with all the camera positions and puzzles, I felt like replaying Raziel (from LoK) shaped as a woman o_O. Really, the engine is IDENTICAL...

Nonetheless, I stop now. Crystal Dynamics, good job on Tomb Raider: Legend though. TRA wasn't that good...

ladykillercroft
12-06-07, 19:01
great review btw, and i totally agree with the whole savegame issue, i was lulled into a false sense of security thinking i had saved after a HUGE jump in st FF only to be killed restarted miles away at the last checkpoint (more like pointless) i like the feeling of saving before and after somthing major as after i do i death defying leap of faith i want to save as i know ten steps later i'll fall, or get eaten by something, thats my only issue, yes it has its fair share of glitches but WOW on the graphics, sounds, general omg i just have to stop and look around factor. i dont understand how people think the levels feel smaller, to me they feel huge, buts thats probly the graphics update making it seem bigger (to me anyway) i never finished the orignal, i only got to the colliseum and had to stop it scared me way too much (i was only 8 at the time when it came out lol) but i like it so far, still got 4 levels to go!

silver_wolf
12-06-07, 19:04
Hello, terminator, what exactly did you like in anniversary? Beacause it seemed that 99.9% of your review was negative. Was it really that horrible?

The_Terminator
12-06-07, 19:24
Hello, terminator, what exactly did you like in anniversary? Beacause it seemed that 99.9% of your review was negative. Was it really that horrible?Ha ha! I'm actually lol'ing at your comment. My review starts off with the positive aspects, and I compliment the game and its puzzles so many times that it's difficult to count. I'm surprised that you only see negativity in it.

There is much to like about it, and there is much to dislike. And as I've said in the end of the review, the game warrants two ratings: on its own, and in comparison to the original.

On its own, it is a great game with some annoyances.
However, in comparison to the original, it is lacking. (again, just my opinion)

coolaideonfire
12-06-07, 19:36
I agree with a lot of your points.

The controls are making my experience with TRA less than pleasurable. I am in the Palace Midas room with torch-pillars. At the moment I am attempting to do the timed sequence in order to pick up the relic, but the controls and goofy camera make this whole sequence very frustrating to complete.

You get so far, only to have the camera spaz-out or the controls become unresponsive and thus hindering your speed-run and forcing you to start over.

While the game is good, and very enjoyable in places, these kind of frustrations and blips really get on your nerves after so many attempts.

SunBeam
12-06-07, 19:37
That's because it has nothing in common with Tomb Raider o_O Sure, modeled characters, added environment and all that tomb-raider-stylish crap. But the gameplay, controls, puzzles != tomb raider. I already mentioned what it is similar with...

silver_wolf
12-06-07, 19:40
wait,what what what??

Joe_16
12-06-07, 19:41
I just read all of it. Great review. I agree with 90% of it.

Bowie
12-06-07, 19:44
Why is she staring at her hands? Perhaps this is the great secret that will be revealed in Crystals next game? Or perhaps she can’t believe that her hands still function after holding on to 30,000 ledges in the past 20 hoursI actually laughed out loud when I read that.
Perhaps Tomb Raider: Ledgend would have been a more apt title? :p

Anajrob
12-06-07, 20:18
Great review! I agree with you on most things! :)

And the controls are really frustrating! They should work on this in the next game...:mad::cen:

silver_wolf
12-06-07, 20:19
whats so frustrating? I'm honestly asking, I've had no problems.

belter_21
12-06-07, 20:25
Thanks for writing that. Most detailed review so far, honest and no BS. And I always like to hear from someone who like me has the sense to build their own custom PC :) If I was you though I'd cut down on the negativity and build up how you felt when achieving things in the game. Otherwise a top review.:tmb:

Ward Dragon
12-06-07, 20:48
@ terminator, that was a very good review :) I agree with almost all of it. I also played on PC, but I did not find the controls quite as frustrating as you did. I think that's because I've been playing some games recently which had truly crappy controls, but in any case I didn't think the TRA controls were too bad (I did have problems with the camera in that statue room, though, which drove me nuts). I also agree 100% that we should get a true save anywhere system, although the checkpoints didn't anger me as much as in other games. I liked TRA a lot, especially the return of exploration and good puzzles, and I hope that CD will make future TR games in the style of TRA, with improvements :D

Perhaps Tomb Raider: Ledgend would have been a more apt title? :p

:vlol:

St4r
12-06-07, 20:49
You did a nice job with that! It sounds like you must have died a thousand times. I played with the hardest settings possible and can count my deaths on twice my fingers and toes... sadly.

There are some points I don't agree with:
- The controls are brilliant IMHO.
- The QTE's are simple. Time even slowes down when you have to push sth. Didn't get the point, what you'd to search for.
- The adrenaline dodge is quite easy after some practice. The game teaches you how to it in a very detailed way, right at the beginning of Vilcabamba.
- Most of the areas are much larger than in TR1. It may be a bit misleading due to increased viewing distance and a much more agile Lara.

Oh well, and I have to agree with some people that the negative aspects seem to be much more in the spotlight than the positive. Pros are mostly graphic - or puzzle related, while cons include more and more frustration about controls, adrenaline dodge, shortness, countless deaths and so on.

ThomasCroft
12-06-07, 21:01
Perhaps Tomb Raider: Ledgend would have been a more apt title? :p

LOL

Very good review. Excellently written.
I agree 60% with it. :)

me_myself_i
12-06-07, 22:31
I'm sorry - your review was utterly dire. It feels like it's more of a criticism of the game rather than a review, and seeing you rate it 7/10 is amazing - nothing you say warranted a 7; I expected a 4, from you, at most.

The controls aren't that bad. Really. Use the arrow keys instead of WASD - I play on a laptop so on the rare occasion, I used the touchpad (no mouse!) to move the camera around. And that worked perfectly.

The wall run? What's so bad about that? You press the direction away from the wall - not the direction that logically matches your keys. Practice makes perfect.

Adrenaline dodge. Such a good move - so many complaints. The game slows down. It also tells you what to do. Roll in any direction. Shoot. Voila.

I'm sorry, but such a self-proclaimed 'veteran' like you must have played so many frustrating games that the Adrenaline Dodge would have been rather.. simple to get used to. And if not, such a veteran would know how to practice, so that.. you know. You could get used to the game, and not 'shelf it'.

What scares me is that people agree with you.

Oh, and the hands thing? Lara killed a friend - probably the first human being she actually killed. Censorship probably didn't allow it, but there was meant to be blood there (or it could be metaphorical) - it's all rather subtle, actually. Funny thing is, if Lara had killed and grinned, then we'd have more people complaining on how Lara's a mindless murderer, and how she corrupts teenagers and makes them want to wield weaponry and dig up artifacts.

The checkpoint system, I thought, was a very clever way of avoiding the save-where-you-want system, which would have made TRA so much easier. Yes, the checkpoints in the Lost Valley were poorly executed - but that's where you save a checkpoint in the Save menu - so you can return to it if you're dragged to another one. I myself prefer jumping back up to the ledge where I fell from, just so my hands aren't repeating the same combinations again and again and again. RSI, anyone?

Sorry if it sounded harsh, but I've been seeing the same complaints all over the forums, and really, people need to realise that the series is changing. What they have to do is *gasp* change along with it, and realise that no, Lara can't monkey swing anymore. But instead, she can do so many moves, it's a shame nobody's taking their time to master them.

oocladableeblah
12-06-07, 22:49
Good review. What I would have liked for ps2 tra for the manual grab is to have it be square like the old trs, it's pointless to have it as R2 for me because then I just hold R2 the entire game. What's better about pressing square is you have the dangers of not switching buttons fast enough.

konichi-wa
12-06-07, 22:52
Lara looking at her hands is supposed to be symbolic. When she killed Larson she was all, "OMG what did I do, I just Killed A human, I can't believe ijust did that" Then when Natla is trying to persued her lara looks at her hands like, "Is this want to become of me am i making the right hoice?" Then at the end on the boat she looks at her hands like, "HAHA I'm a total bad@$$!"

The_Terminator
12-06-07, 23:11
Again, Thank you all for your comments.
It's interesting to me. I tried to balance my review with a healthy mixture of positive compliments and crticisms. I just went back on my computer and bolded all of the positive compliments versus the negatives, and there is a pretty even mix.
And yet, many people feel that the overall tone is negative. If only one person felt that way, I might question it. But since many of you feel that way, I will put that fedback into my repertoire and try to do better next time. I was really trying to convey that overall, the game is fun and I think it achieved its goals. It is not without criticisms though. There is much in the game to critique.

I wish I could address all the posts individually, but I simply don't have the energy. I will try to address this one though:

I'm sorry - your review was utterly dire. It feels like it's more of a criticism of the game rather than a review, and seeing you rate it 7/10 is amazing - nothing you say warranted a 7; I expected a 4, from you, at most.Actually, I have complimented and list positive aspects of almost every single level. I think you're weighing the harsher comments more than the nice ones.

The controls aren't that bad. Really. Use the arrow keys instead of WASD - I play on a laptop so on the rare occasion, I used the touchpad (no mouse!) to move the camera around. And that worked perfectly.The arrow keys would not change anything over the WASD keys.

The wall run? What's so bad about that? You press the direction away from the wall - not the direction that logically matches your keys. Practice makes perfect.I've practiced it, and sometimes it's still a hit or miss thing. The fact that the forums are flooded with this comment indicates that it's not as rosy as you make it.

Adrenaline dodge. Such a good move - so many complaints. The game slows down. It also tells you what to do. Roll in any direction. Shoot. Voila.Agree on some points. Once you know what to do, it does become very easy. I even said so in my review in the centaurs paragraph. I had the hints shut off from the very beginning, so there was nothing telling me what to do until I read how to do it here in these forums.

I'm sorry, but such a self-proclaimed 'veteran' like you must have played so many frustrating games that the Adrenaline Dodge would have been rather.. simple to get used to. And if not, such a veteran would know how to practice, so that.. you know. You could get used to the game, and not 'shelf it'.Refer to the previous paragraph. Once I learned how to do it, it was easy.
The fact that it's the only way to kill the bosses becomes redundant though.

What scares me is that people agree with you.It's a clear indication of something isn't it. Obviously, I'm not alone in my thoughts on some aspects of this game.:D

Oh, and the hands thing? Lara killed a friend - probably the first human being she actually killed. Censorship probably didn't allow it, but there was meant to be blood there (or it could be metaphorical) - it's all rather subtle, actually.Actually, in my review of the Larson cut scene, you can read how I thought that the emotion worked particularly well. I think it was very well done.

Funny thing is, if Lara had killed and grinned, then we'd have more people complaining on how Lara's a mindless murderer, and how she corrupts teenagers and makes them want to wield weaponry and dig up artifacts.now that's funny!

The checkpoint system, I thought, was a very clever way of avoiding the save-where-you-want system, which would have made TRA so much easier. Yes, the checkpoints in the Lost Valley were poorly executed - but that's where you save a checkpoint in the Save menu - so you can return to it if you're dragged to another one. I myself prefer jumping back up to the ledge where I fell from, just so my hands aren't repeating the same combinations again and again and again. RSI, anyone?I don't agree with this at all.

Sorry if it sounded harsh, but I've been seeing the same complaints all over the forums, and really, people need to realise that the series is changing. What they have to do is *gasp* change along with it, and realise that no, Lara can't monkey swing anymore. But instead, she can do so many moves, it's a shame nobody's taking their time to master them.You sounded harsh, but that's ok! I appreciate that you took the time to comment on my review. I have learned something from everybody in this thread! Thank you!:D

The_Terminator
13-06-07, 00:06
Perhaps Tomb Raider: Ledgend would have been a more apt title? :pPure Genius! :vlol:


Another thing: did anybody right click and save the pdf of the review and read it that way? I'm just trying to guage if all of that formatting and document layout was of any value to anybody on these forums.
Thanks.

Dave_91
13-06-07, 00:07
A great review, I enjoyed reading it. I've been a fan of TR for a very long time, however I lost interest with the games after TR Revelation, I felt they started to veer off track a little, but I bought Anniversary in hope that I'd enjoy a new TR based upon the original TR1, which I have done so far. :)

I haven't yet finished the game, however I agree with many of your points, particularly the size of some of the levels. I was very disappointed with both City of Vilcabamba and the Tomb of Qualopec when compared to the scale and themes of the original versions, however they were still nicely done and I enjoyed playing through them.

The controls aren't an issue for me, I use a gamepad, if I didn't, I'd be in your position, I imagine. I did try the game without one, but I couldn't get used to it so decided to use the gamepad. Glad I did.

I'm looking forward to the rest of the game (I'm at St. Francis' Folly atm), and although you do point out that some levels aren't quite as striking as the original, they'll still be interesting to see and play through. :)

mizuno_suisei
13-06-07, 02:00
What an EXCELLENT REVIEW :tmb: Im sure I agree with EVERYTHING you have said. I also read the PDF which is VERY nicely done :tmb:

Great Job!

Zac,

badboydeano
13-06-07, 02:51
Very nice review. I'm a PS2 player though and the controls are much better so I don't get why everyone is finding some of the moves so difficult with PC. I agree on what you said about the hallways in The Great Pyramid. Didn't like them very much, very spaceship-like.

Yuna´s Wish
13-06-07, 02:54
Well...I don´t agree with what you posted. And I haven´t checked the PDF version either. The presentation of the review is not something I take into account, but its content :)

You´re entitled to your opinion though, and considering that, it´s a very good review :tmb:

The_Terminator
13-06-07, 03:24
I also read the PDF which is VERY nicely done. Great Job! ZacThanks for the feedback on the pdf!

I agree on what you said about the hallways in The Great Pyramid. Didn't like them very much, very spaceship-like.Yeah, they went from being fleshy to almost having a technical aspect.

Well...I don´t agree with what you posted. And I haven´t checked the PDF version either. The presentation of the review is not something I take into account, but its content :)I can see you don't operate in the business world. Just wait. Presentation is EVERYTHING!!! Actually, presentation is key in most things in this world. Content is very important. but content is nothing if you can't get past the presentation. That's why, even in the forum post of the review, I put a million line breaks: So there would be a more readable presentation to the reader. :D.
Enough lecturing, eh? :D

You´re entitled to your opinion though, and considering that, it´s a very good review :tmb:Well thanks!
I knew you wouldn't agree with one iota anyway since you've already stated elsewhere that you think it's the most perfect game! wink wink

Tihocan9
13-06-07, 04:32
Yeah, they went from being fleshy to almost having a technical aspect.





I think the point of that was to get us to really know how advanced the Atlantians where although I was really ancious to see how they were gonna remake the viens and such, but I am still happy with Atlantis.

I really like your review, although I disagree in many ways I still think you do have a point about a lot of the problems in Anniversary, your review was VERY thought out and we all appreciate the time you put into it. This is the kind of review that CD needs to read because this will really help them with the problems they need to fix and you tell about these problems properly instead of writing "THIS game SUCKS!!!" because that wont help so thank you for writing constructive critizizem (sp) I also really like the PDF its very professional, I hope CD finds this.

SunBeam
13-06-07, 05:12
@me_myself_i: Same as with making trainers for online games, you never start with an online game, because that invloves years of practice. And you start with MineSweeper like eveyone else. Back to the matter at hand, if you want to master TRL and TRA and further titles, I advise you to play Legacy of Kain - Defiance. You'll have as much fun as fustration altogether ;)

Have fun!

Sekhraider
13-06-07, 06:40
Great review, Terminator. I agree with you whole-heartedly. I also think that Crystal's game lacked the mystery and suspense that TR had. The cutscenes, interactive cutscenes and some parts of the levels actually just put everything out there before Lara got to that point. My only problem with TRA was the story and how the suspense and mystery was gone but hollywood style overly produced material was used instead.

pbjpb
13-06-07, 07:56
wow great review terminator, my thoughts exactly. CD almost got it right but in the end jipped us by condensing levels that needed to be longer. i really think it was the time-constraint factor. they were already over deadline and they had to finish. lets hope we dont get another CD version of the coliseum, tihocan or atlantis in any future TR games.

Lara Lee Roth
13-06-07, 16:16
As regards walking straight off a ledge? Best way to sort this Ive discovered (off this site) is to simply walk near the edge and then press the crouch button - and she does a lovely natural back-roll to catch the ledge (reminds me a little of TR1 when she does it)

And the checkpoints? Well I'm on PS2 and just simply go to the menu and save the game after anything important Ive done triggers a checkpoint. Then if I die or take a fall - I load up the just saved file.

The_Terminator
14-06-07, 02:32
Great review, Terminator. I agree with you whole-heartedly. I also think that Crystal's game lacked the mystery and suspense that TR had. The cutscenes, interactive cutscenes and some parts of the levels actually just put everything out there before Lara got to that point. My only problem with TRA was the story and how the suspense and mystery was gone but hollywood style overly produced material was used instead.Thanks. I think some of the mystery was gone because we played it 10 years ago. It's really difficult to be surprised this time around. It's funny and interesting, but I didn't find anything scary in this game. There was always a sense of, "Hmmmm. I bet I know what's going to happen...." :)

wow great review terminator, my thoughts exactly. CD almost got it right but in the end jipped us by condensing levels that needed to be longer. i really think it was the time-constraint factor. they were already over deadline and they had to finish. lets hope we dont get another CD version of the coliseum, tihocan or atlantis in any future TR games.Thanks. I'm really believing the time constraints angle. The Folly is an example of real talent on Crystal's part. But the game would've probably been delayed a LOT for that level of detail and thought to be put into every level. Oh well. Deadlines are part of every job.


As regards walking straight off a ledge? Best way to sort this Ive discovered (off this site) is to simply walk near the edge and then press the crouch button - and she does a lovely natural back-roll to catch the ledge (reminds me a little of TR1 when she does it)I'll have to give it a shot. It's still clumsy and frustrating when you rely on it in St. Francis' Folly and it randomly doesn't work.

And the checkpoints? Well I'm on PS2 and just simply go to the menu and save the game after anything important Ive done triggers a checkpoint. Then if I die or take a fall - I load up the just saved file.Ahhh..... but what if you did something you feel is important that doesn't have a checkpoint after it? ;)

george9t8
18-06-07, 11:54
I agree with all your criticisms 100%, for example you're spot on about the limitations and frustrations with the controls, and the fact that you're often shooting an enemy you can't see is one of those little things that is quite irritating.

But you've concentrated so much on the bad points and hardly at all on the good ones that your review doesn't do the game justice. The game is gorgeous throughout and the puzzles are sufficiently tough - it's still a challenge while retaining a lot of what made the original so popular. For me it's not that different in terms of gameplay, and the bad points you listed so comprehensively by no means ruin the game - they're just irritations that you quickly get used to and forget about.

One more thing. Although the positioning of the checkpoints might be irritating to you, I think it's better to force the user to concentrate more on getting things right than relying on the save feature, which always made PC games too easy compared to console games in my opinion. Being used to the 'save anywhere' system it's bound to be difficult to be faced with this new system but overall it's a good thing.

What I would have liked to see is all the checkpoints being saved permanently, so you could revisit anyone at any time. This would remove the need for the pointless save function.

Jack Croft
18-06-07, 13:22
Its a nice review :tmb: Very detailed

However I, personally would have to disagree with many of your points :whi:.........

Yep Nice review but i would disagree with your points but everyone has an opinion. :p

Shark_Blade
18-06-07, 13:33
I agree with you very much terminator. A wonderful review indeed:tmb: About the control problems..I think you won't have much problems if you play with controllers or on ps2.

The_Terminator
19-06-07, 01:17
I agree with all your criticisms 100%, for example you're spot on about the limitations and frustrations with the controls, and the fact that you're often shooting an enemy you can't see is one of those little things that is quite irritating.

But you've concentrated so much on the bad points and hardly at all on the good ones that your review doesn't do the game justice. The game is gorgeous throughout and the puzzles are sufficiently tough - it's still a challenge while retaining a lot of what made the original so popular. For me it's not that different in terms of gameplay, and the bad points you listed so comprehensively by no means ruin the game - they're just irritations that you quickly get used to and forget about.Thanks for your feedback. I have read and re-read my review many times, and I can see where you and others are coming from. I spent a lot of space on what I thought was poor in my opinion.
However, once I get into the level by level review, I feel that there is an even mix of positive vs negative comments. I clearly stated how wonderful the graphics and some of the puzzles are, among many other compliments that I wrote.

The reason why I devoted so much space to the negative in the "general review" section is because I firmly believe that saying, "this game totally sucks" is worthless. If I'm going to criticize an aspect of the game, then I'm going to spend the time to back up my or explain my reasoning. I feel it adds intelligence to the review instead of "the game sucks b/c I said so." kind of stuff that you see in many other threads. I hope that explains my viewpoint a little.

One more thing. Although the positioning of the checkpoints might be irritating to you, I think it's better to force the user to concentrate more on getting things right than relying on the save feature, which always made PC games too easy compared to console games in my opinion. Being used to the 'save anywhere' system it's bound to be difficult to be faced with this new system but overall it's a good thing.I see your point, but the new system made it less challenging in a different way: namely. there is almost no use for medipacks in this game. Just let yourself die and get restored with full health. I think I needed less than ten medipacks the whole game.

What I would have liked to see is all the checkpoints being saved permanently, so you could revisit anyone at any time. This would remove the need for the pointless save function.An interesting proposition.:D

Yep Nice review but i would disagree with your points but everyone has an opinion. :pThanks for the compliment! It's ok to disagree!


I agree with you very much terminator. A wonderful review indeed:tmb: About the control problems..I think you won't have much problems if you play with controllers or on ps2.Thanks! I do wonder about the game pad, but I'm a pc gamer through and through. I've never had a problem with the mouse and WASD before.
The more I play anniversary, the better I can control Lara, and gosh darn it, the controls are still clunky!:D

xMiSsCrOfTx
19-06-07, 01:30
Well, first off, I just have to say one thing: WOW! I would never have the patience to write anything of that length, I'm way too ADD for something like that.. So, kudos! :D

Secondly, I'm about halfway through. I agree with many of your points. Definitely the best review I've ever read here at TRF. :tmb:

TRBeth
19-06-07, 02:38
That was an excellent review of TRA, I must say, and though long, it was worth my time. I laughed several times as you had a knack for describing with humor some of the frustrations many of us are having.

For the most part, I agree with your assessment.

This topic should be stickied. A great read for everyone who has played the game or who may want to play the game.

Good job!

Jordy
19-06-07, 18:57
Thanks for writing this, Terminator. It was enlightening, and I must say I'm with you on certain aspects even after having only played the demo and random snippets at my friend's place. The controls being relative to the camera - that is a tricky and counter-intuitive system on a PC, because a sudden change in camera angle can leave you plummeting to your death as left becomes up or vice versa.

I'm glad I became accustomed to this system by playing Prince of Persia, or I think I'd be wailing and gnashing my teeth over it. I suspect it works a lot better on a console, but that's one of the disadavantages of the way consoles dominate the games market at the moment.

I also find the combat very hard to manage. I feel like I should have three hands to be able to repeatedly press the fire button, and steer Lara, and make her flip and jump all at the same time. If you're not mega-quick in pressing fire, she just puts her guns away and you're hosed, finding yourself crouching down all of a sudden thanks to whoever decided that the roll button should double as crouch :(

The_Terminator
21-06-07, 02:53
Well, first off, I just have to say one thing: WOW! I would never have the patience to write anything of that length, I'm way too ADD for something like that.. So, kudos! :D
Secondly, I'm about halfway through. I agree with many of your points. Definitely the best review I've ever read here at TRF. :tmb:Thank you very much for the compliment!


That was an excellent review of TRA, I must say, and though long, it was worth my time. I laughed several times as you had a knack for describing with humor some of the frustrations many of us are having.
For the most part, I agree with your assessment.
This topic should be stickied. A great read for everyone who has played the game or who may want to play the game. Good job!Thanks! I tried to put some of my humor in there. I'm glad you enjoyed it. The real truth is: I only exist for your entertainment! :D


Thanks for writing this, Terminator. It was enlightening, and I must say I'm with you on certain aspects even after having only played the demo and random snippets at my friend's place. The controls being relative to the camera - that is a tricky and counter-intuitive system on a PC, because a sudden change in camera angle can leave you plummeting to your death as left becomes up or vice versa. Thanks for the compliment. I totally agree on the goofyness of the movement keys changing with the camera.

I also find the combat very hard to manage. I feel like I should have three hands to be able to repeatedly press the fire button, and steer Lara, and make her flip and jump all at the same time. If you're not mega-quick in pressing fire, she just puts her guns away and you're hosed, finding yourself crouching down all of a sudden thanks to whoever decided that the roll button should double as crouch :(The putting her guns away immediately is a very silly thing in my opinion. They should stay drawn until you put them away. Luckily, you can toggle this in the options. It makes the Adrenaline Dodge much easier to pull off.

I don't find the combat difficult at all. Just minor annoyances.:D

Carol H
10-08-07, 18:37
Excellent review! :D I enjoyed reading it very much and I strongly believe Crystal Dynamics should read this and take it into account. That said, I agree with the things you estimated good as well with the things you thought were bad (especially the controls and camera). The adrenaline dodge is a good move but I thought it was overused, just like the ledges. We should have also had boss fights that were more interactive with the environment, e.g. pull pillars down on your enemy in order to kill it (not 1 to finish off like Natla). Or something like the fight with Rutland - destroy the places first where he regenerates and then shoot/throw grenades until he dies.

Although I was far from satisfied with Legend, I thought the boss fights were more imaginative than in Anniversary. And I still feel the levels should be longer and far less linear in future TR games.

Therefore, my opinion is that Anniversary is far better than Legend, but still could use great development.

star girl
10-08-07, 21:24
I read the review and Terminator, firstly - well done! You managed to write in an honest review with keeping every little detail in mind, and still managed to pull it off with your mind intact - well done! *applause*

I abso-bloody-lutely agree with everything you've said. Even though I never played TR1, but TRA would get a 6/10 from me by sure - you described wall-running and the uncontrollable controls very well indeed! Kudos to you! :)

Thanks for writing such a good review, made my day! :tmb: :)

Joshorty
10-08-07, 21:55
I like your review. I totally understand how you feel. And yeah ducking and drawing out your guns is so sad that you can't do eh? I even tried to point it out to CD (though lol I tried).

Eddie Haskell
10-08-07, 22:14
Yes, I finally thoroughly read your review. It is meticulously detailed, biting, extremely easy to read and one can feel your emotions in it. Well done!

However, I felt that your conclusions did not exactly mesh with the body of the review. The rating (7/10) seemed high for the amount of criticism that you laid upon it. Unless you felt that the St. Francis Folly level was so fantastic that all of your listed issues paled in comparison, than I would say this figure is too high. Your negatives seemed huge, and the positives few and far between in comparison. But the number is yours and yours alone to assign.

Overall a wonderfully detailed review, and I compliment you highly on this quite elaborate and informative project. Your writing skill is well displayed, and your wit and humor truly evident.

Edit:
This review adds much weight to my feelings that I would have hated this game immensely. Thanks for solidifying my choice of avoiding it! :tmb:


The game finishes with the final cut scene, and once again, Lara stares at her hands. Why is she staring at her hands? Perhaps this is the great secret that will be revealed in Crystals next game? Or perhaps she can’t believe that her hands still function after holding on to 30,000 ledges in the past 20 hours.

Love this paragraph! I couldn't have written it better myself. :D

Great work The_Terminator!!!:tmb:

Twilight
11-08-07, 01:06
that was the best review ive read for TRA!
and i agree on many points. "they even tease u with the 'savegame' option" lol, so true.

i absolutly hated the ledges. it was lik lara couldnt explore if there werent clean cut obvious ledges, and it was even worse since the environments looked so real and climbable. the ledges made it boring and repetetive (sp?)

checkpoints system should die immediatly

i hate her gun pose. she's constantly pointing at nothing. if they give her the original pose than we can get rid of the red targets cuz we already kno shes pointing at an enemy.

the small linear levels got me frustrated it felt more lik "get from point A to point B" instead of "explore and find the key"

the wallrun got frustrating at times, i literally had to shove the camera up so she could grab another stupid ledge in that obelisk of khamoon level.

tho i played the demo on my PC then bought the game for my PS2, and the controls are much easier, and the camera isnt so bad.

even if we knew the trex was coming, i know a way they could have surprised us: when ur shooting the raptor, the giant trex head appears on the entire screen out of absolutly no where, roaring, and narrowly kills lara. then u have to deal with both the dinos and trex lik in the originals. see, even I came up with a way to scare ppl. that wouldve been much more satisfying. :)

Jin Uzuki
11-08-07, 03:31
I just read through the PDF copy. Very nicely done. You have a lot of valid points, and of course some points I beg to disagree with. Commendable job, M.R.! :tmb:

Eddie Haskell
11-08-07, 03:42
I read the review and Terminator, firstly - well done! You managed to write in an honest review with keeping every little detail in mind, and still managed to pull it off with your mind intact - well done! *applause*

I abso-bloody-lutely agree with everything you've said. Even though I never played TR1, but TRA would get a 6/10 from me by sure - you described wall-running and the uncontrollable controls very well indeed! Kudos to you! :)

Thanks for writing such a good review, made my day! :tmb: :)

You would think that this phrase wouldn't, but somehow it works! Perhaps they can include it in their advertising...;)

TR_Dan
11-08-07, 04:10
CRYSTAL DYNAMICS: THESE ARE THE REVIEWS YOU NEED TO READ. THEY WILL HELP YOU MAKE BETTER TOMB RAIDER GAMES.



I actually laughed out loud when I read that. Perhaps Crystal was going for something sappy like "I can't believe my hands killed another human being... another human being!!!" Who knows! Excellently written review.

Nicely detailed review. I think Lara looking at her hands is symbolic of the blood on her hands from killing actual people. We must remember that Lara is still young and has several years to realise that it's ok to kill in self-defence ie. Legend Lara. She keeps looking at her hands cause she feels guilty and even scrubs at the imaginary blood on her palms ala King Macbeth. I thought this part was pretty cool, giving Lara more depth as a character, but I know not everyone shares this opinion.
But I so agree on the controls not executing the moves u want them to. However, I think I've found the trick to working them. In Anniversary, all the controls have to be executed a microsecond later than compared to previous games. I think having so many graphical elements and animations to handle slows down movement execution. I've found if I relaxed and held back my button pushing a tad, then Lara makes it through everything.

Eddie Haskell
12-08-07, 04:46
Nicely detailed review. I think Lara looking at her hands is symbolic of the blood on her hands from killing actual people. We must remember that Lara is still young and has several years to realise that it's ok to kill in self-defence ie. Legend Lara. She keeps looking at her hands cause she feels guilty and even scrubs at the imaginary blood on her palms ala King Macbeth. I thought this part was pretty cool, giving Lara more depth as a character, but I know not everyone shares this opinion.
But I so agree on the controls not executing the moves u want them to. However, I think I've found the trick to working them. In Anniversary, all the controls have to be executed a microsecond later than compared to previous games. I think having so many graphical elements and animations to handle slows down movement execution. I've found if I relaxed and held back my button pushing a tad, then Lara makes it through everything.

It's nice to know that they put so much into the design and execution...:rolleyes:

TigerEye
12-08-07, 19:03
As regards walking straight off a ledge? Best way to sort this Ive discovered (off this site) is to simply walk near the edge and then press the crouch button - and she does a lovely natural back-roll to catch the ledge (reminds me a little of TR1 when she does it)

And the checkpoints? Well I'm on PS2 and just simply go to the menu and save the game after anything important Ive done triggers a checkpoint. Then if I die or take a fall - I load up the just saved file.

Differences between the PS2 and the PC versions are getting confusing? :confused:
(Using the Crouch has always been my first choice with any edge drop.)

So I just went to the Follies and really tested your "walk and crouch" drop.
And even on perfectly safe edges, where Lara runs, straight off and then swivels and rotates, while still standing in mid-air, and then she finally drops and catches the edge, your suggested "back-roll and catch" method sadly fails, mate. :(

So, on the PC, Lara will execute a forward roll but right into a nasty fall?

Assassino
12-08-07, 19:22
Terminator, it's like you've read my mind!
What a wonderful read and great points made all of which I agree with!
\m/

larson n natla
12-08-07, 19:26
i agree with everything there in my short word's to describe anniversary i would say


unreplayable (i just havnt played it since i got all relics at all i did once and it was just boring)



Lovely looking


Has a few bugs (relics dont shine and rotate anymore)


Natla the new version is a great improvment and my best tr villian


Lara is flowy she is flexible and easy to play with she can move across the level and preform moves faster and more beutifully




all in all id give it a 7/10





CD YOU ROCK o mean yeah a few problemos but you made this in less than a year witch is an acheivment go you ;)

TigerEye
12-08-07, 19:31
(moved)

jeffareid
12-08-07, 22:08
Why is she staring at her hands?Apparently on one of the console versions, or maybe it's just a photoshopped hoax, just after Larson, the cinematic includes footage of Lara hands where there are 3 red streaks on each hand. I have the PC version, and it never shows her hands. In all versions, at the end when she looks at her hands again, there are no red streaks.

Regarding the controls, I'm also a fan of the standard WASD / mouse movement of the typical first person shooter games. When Lara is running, I just avoid side movement keys and rely on the mouse. For most of the game, I used the right mouse button for grapple, and for the boss fights I used the right mouse button for dodge.

Regarding grabbing ledges, don't walk or sneak. Lara grabs ledges more consitently if she's running. This makes the walk and sneak features useless. Sneak was best done in AOD where Lara had her stealth attack / neck twist, take down and face punch move.

The purpose of the checkpoint system is to save space for consoles, and it's just lack of effort not to implement full saves on the PC as was done for prevoius versions (for example, save crystals on TR3 for consoles, full saves for PCs.) Lara's position isn't saved at a checkpoint, and sometimes she's facing the wrong way, annoying since I made a complete set of savegames: tra savegames (http://jeffareid.net/tr/tran.htm). Also the choice of where to put the checkpoints was poor. In some cases, check points with no interaction occur within seconds of each other, while in other cases, like the first aritfact in Obelisk of Khamoon, there's a timed sequence where a lever extends a pole for a while, and the only checkpoint in this sequence is useless since it retracts the pole if you load from it (although from the checkpoint you can drop off to the ledge below to pull the lever again). I would have liked a checkpoint just before every artifact and relic, but there's virtually none of these.

Regarding PC issues, I've posted about this already. Most of the moves are "scripted", but there are some spots where system speed affects the game, and it's the opposite of what you mentioned. It's the high end PC's that have an issue. I made a video by capturing to another computer without any overhead to show how using fraps to slow down my system, "fixes" a problem with some jumps (it also affects some grapple swings).

tragpbug.wmv (http://jeffareid.net/tr/tragpbug.wmv)

A succesfull run made using fraps:

tragp1.wmv (http://jeffareid.net/tr/tragp1.wmv)

I won't buy a console because of bugs like this. With a PC, there are almost always trainers with things like fly mode that get around these bugs.

Reggie
12-08-07, 22:55
I quit TRA before finishing the palace midas level and reading your review further reinforces my feeling that it was no longer worth carrying on with the game.

Everything you said in that review was spot on as far as I'm concerned.

Anything else I say would just be repeating what your review has already said. Excellent work :tmb:

Eddie Haskell
12-08-07, 23:07
Very informative jeffareid, the "bugs" that you refer to seem to be a lot more than "annoying". I have an extremely powerful computer and I never played Anniversary. Now I'm even more glad that I did not because according to what you have been writing I would not have been able to finish it anyway...:(

On another point, I have always noticed that the consolers talk past the pc players and vice-versa. Movement, camera, etc can be a lot different from one to the other in theory and in execution. It shouldn't be that much different, but it always is.

jeffareid
12-08-07, 23:22
Very informative jeffareid, the "bugs" that you refer to seem to be a lot more than "annoying". I have an extremely powerful computer and I never played Anniversary. Now I'm even more glad that I did not because according to what you have been writing I would not have been able to finish it anyway.I'm pretty sure that using fraps (http://www.fraps.com) will slow any system down enough because you can adjust the capture size to be half or full frame, and run the game at 1280x960 or 1600x1200 on a PC which should eliminate all the issues. The free version should be good enough (30 seconds) for the timed sequences. Plus trainers with one shot kill, no damage (to Lara), and fly mode will help quite a bit. In addition, a popular trainer speeds up Lara which makes some of the boss battles easier. When I made my savegames to collect all artifacts and relics, game time (not chair time) was barely over 3 hours.

Eddie Haskell
12-08-07, 23:55
I'm pretty sure that using fraps (http://www.fraps.com) will slow any system down enough because you can adjust the capture size to be half or full frame, and run the game at 1280x960 or 1600x1200 on a PC which should eliminate all the issues. The free version should be good enough (30 seconds) for the timed sequences. Plus trainers with one shot kill, no damage (to Lara), and fly mode will help quite a bit. In addition, a popular trainer speeds up Lara which makes some of the boss battles easier. When I made my savegames to collect all artifacts and relics, game time (not chair time) was barely over 3 hours.

I would never use any assists whatsoever, and even more so in this case because it would be to correct a flawed game that should be patched, not put the onus on the player to use cheats just to play it. I have and use fraps all the time, but those other programs would never be used by me. It gives me the willies just thinking about it...:yik:

jeffareid
13-08-07, 03:23
I would never use any assists whatsoever, and even more so in this case because it would be to correct a flawed game that should be patched, not put the onus on the player to use cheats just to play it. I have and use fraps all the time.Fraps solved the issue on my machine and since resolution and capture size is adjustable, then Legend shouldn't be an issue, as seen in the second video I made of one of the tougher timed sequences in the game.

Regarding assists, for me it depends on the time and interest I have in a game, for example, the Half Life series was interesting, but not to the point that I didn't start using no damage mode right away. With some games, like Halo, the "Easy" level was just that, easy, while on the other hand, "Far Cry" was ridiculous in the last level even in "Easy" mode. I'll also use assists when replaying through a game.

Tthe Spirit
13-08-07, 05:49
I agree with you at just very few points..

but most of your bad opinions in the review arent very true....

Eddie Haskell
13-08-07, 16:36
I agree with you at just very few points..

but most of your bad opinions in the review arent very true....

Opinions are...well...opinions and not facts. There is no true or false. But I think that I know what you meant anyway. :)

Risak
13-08-07, 19:19
First I agree with many things you said, pros and cons, my rating would be 8/10 for TRA and 9.9/10 for TR1.

Yes, they need to fix the camera which makes movements clumsy, the original TR camera was much better. No matter what some CD fanatics say, the Legend/TRA camera is goofy, which gives the impression that the controls are flawed (while it isn't but that's the impression it gives you).

Swimming controls...... I don't even want to waste words on it, what a disaster. Contra-intuitive (new word?), so against your intuitive response. And the swimming areas are just non-existent it feels, compared to the original where they were huge and a treat to play. In Legend/TRA they feel like chores you want to get over with as fast as you can, because you have 27 seconds air and it actually doesn't look that great.... missed opportunity CD.

Combat with multiple enemies is flawed, no matter what you do, and it is actually the camera getting in the way. And yes, she should be able to shoot while crouching.

The levels did FEEL smaller and emptier, in fact most were smaller and emptier.... and the original had more interlinking places and different levels of height, all over the area. Now TR is about clamping the walls and climbing circles in every area... and the boss fihgts, the circles are back yet again. .. what's it with CD and circles?

But TRA was a huge improvement over that Legend thing, that was just pathetic. So CD is on the proper track and let's hope they build on this, not the Legend afterbirth :o

edit* Forgot to mention the script .... the teeny emo drama queen third rate acting .... almost crying everytime she speaks to a ... shock! .... human. Come on, that makes her look .... hmmm ... Also get rid of that silly mommy script and lets do some tomb raiding just for the hell of it :jmp:

The_Terminator
14-08-07, 03:05
I had no idea that this thread resurfaced.
Thank you all for taking the time to read it and comment on it. I much appreciate it.
Eddie, thanks for your very kind compliments! I'm not worthy! I'm not worthy!

My number rating came from the fact that aside from the many gripes I have with the game, I still enjoyed it tremendously, and I really appreciated the graphics and attention to detail. I'm a visually stimulated artsy fartsy guy, and this kind of stuff makes a huge difference to me. My degree is in architecture and design, and I appreciate the graphical details perhaps more than the average person. perhaps.

I don't blame you for not buying the game, but it would be worth your time to play through the new St. Francis' Folly. It borders on being a masterpiece.

Judging by the number of threads that consistently pop up about the third platform in Atlantis, and the fight with the Centaurs, I know that many of my observations strike a chord with many players.

It seems to be a given that a gamepad solves many of the issues with the controls. I haven't tested this yet, but I say phooey on that. I've played countless games that didn't suffer this lousy translation from controller to keyboard.

I followed Elysia's diary for a while, when it was actually Elysia posting in it, and I noticed that while many people worship her as a godess, many of her observations were similar to mine. I find that interesting. She is a much better writer though, and I thoroughly enjoyed her posts.

Once again, thank you everybody who took the time to read and post comments about my review. I have learned something from every single one of you! :D

jeffareid
14-08-07, 06:02
third platform in Atlantis, and the fight with the Centaurs, I know that many of my observations strike a chord with many players. ... It seems to be a given that a gamepad solves many of the issues.I think it's due to the platform, console versus PC, as opposed to the controller. There's a defininate issue on fast PC's, as I've posted in other threads.

Regarding controls inputs for the PC, I recommend using the right mouse button for grapple, and for the boss fights, switch the right mouse button to dodge.

Ward Dragon
14-08-07, 06:49
Apparently on one of the console versions, or maybe it's just a photoshopped hoax, just after Larson, the cinematic includes footage of Lara hands where there are 3 red streaks on each hand. I have the PC version, and it never shows her hands. In all versions, at the end when she looks at her hands again, there are no red streaks.

The AOD outfit has the streaks of blood on her hands. To really notice it, you have to have the camouflage outfit selected and then play a level with one of the cutscenes where she looks at her hands (you can also kind of see it if you are somewhere bright, like the gym in her mansion). I think that the gym outfit has streaks of dirt on her hands which are the same as the streaks of blood except they are brown instead of red.

I only edited it to make it brighter (screenshots always come out too dark for me for some reason)
http://i48.photobucket.com/albums/f214/WraithStar/TRAAODhandsedit.jpg

gtkilla
14-08-07, 06:51
I wonder if that's the "a little bit of blood" they were talking about in that magazine. :p

Eddie Haskell
14-08-07, 13:20
I had no idea that this thread resurfaced.
Thank you all for taking the time to read it and comment on it. I much appreciate it.
Eddie, thanks for your very kind compliments! I'm not worthy! I'm not worthy!

I followed Elysia's diary for a while, when it was actually Elysia posting in it, and I noticed that while many people worship her as a godess, many of her observations were similar to mine. I find that interesting. She is a much better writer though, and I thoroughly enjoyed her posts.

Once again, thank you everybody who took the time to read and post comments about my review. I have learned something from every single one of you! :D

You're very worthy, a job well done! :tmb:

As far as Elysia is concerned, let's hope she returns soon to give us her final assessment of Anniversary from her perspective. I look forward to reading it. She is an excellent writer, but you're no slouch either. This forum has many other superb writers (I'll name a few), Blackmoor, Rivendell, Cochrane, aussie500, Reggie, myrmaad, Ward Dragon, Mona Sax, Bowie, etc (I know I missed more than few). Some are generally short and to the point. Many others get their point across without expressive emotion, flowery prose or lacking perfect technical clarity. Others show their emotions in every keystroke (thevman is the King here!). But this place is one good read all day, every day. It's what keeps me coming back here at work and at home.

Terminatorvs
14-08-07, 14:05
I read the review till "The levels' overview" and said "Многабукавак! Ниассилил!" What can I say about what I read so far: you don't play enough games. If TRA seemed hard at points, and made you replay the section up to 40 times, then it means - you don't play enough. (Which is good! Work! Work! :) ).
About the camera - nothing's wrong with it. (IMHO) Lots of games have the similar camera control system - Indiana Jones and the Emperor's Tomb, Splinter Cell, Devil May Cry, Legacy of Kain series... Now don't tell me all those games suck too.
About saving - TRA's saving system may be frustrating for some people, but you get the checkpoints at every corner, so you don't have to replay large sections of the level. In Oni, for example, there were few checkpoints throughout the entire level, In DMC3 you get to replay the whole level if Dante dies.
About tapping the LMB like crazy - that is also common for many games - DMC3, Splinter Cell, Hitman series... So... ah, no matter.
Anyway, Ignore all that I've said. After all this is just an IMHO. (Imeju Mnenije Huj Oprovergnesh).
P. S. Work more, Play less.

Eddie Haskell
14-08-07, 14:15
I read the review till "The levels' overview" and said "Многабукавак! Ниассилил!" What can I say about what I read so far: you don't play enough games. If TRA seemed hard at points, and made you replay the section up to 40 times, then it means - you don't play enough. (Which is good! Work! Work! :) ).
About the camera - nothing's wrong with it. (IMHO) Lots of games have the similar camera control system - Indiana Jones and the Emperor's Tomb, Splinter Cell, Devil May Cry, Legacy of Kain series... Now don't tell me all those games suck too.
About saving - TRA's saving system may be frustrating for some people, but you get the checkpoints at every corner, so you don't have to replay large sections of the level. In Oni, for example, there were few checkpoints throughout the entire level, In DMC3 you get to replay the whole level if Dante dies.
About tapping the LMB like crazy - that is also common for many games - DMC3, Splinter Cell, Hitman series... So... ah, no matter.
Anyway, Ignore all that I've said. After all this is just an IMHO. (Imeju Mnenije Huj Oprovergnesh).
P. S. Work more, Play less.

With all due respect Terminatorvs, your answer to his problems with the game is ludicrous. In fact, if "playing more games" is the way to making TR:A fun and playable for you than CD failed miserably in creating a good, playable game for the masses. They should have put on the boxcover a big warning, "DO NOT BUY THIS GAME UNLESS YOU HAVE PLAYED X NUMBER OF GAMES IN YOUR LIFE!".

So to say that EIDOS/CD expects the guy who picks up this game in the store to have already played a similar game is preposterous. It may be the only game that they have ever bought for that matter.

Also, many of the games that you named are only console games, most pc players would not have played a lot of them (if any).

Necromanser
14-08-07, 14:26
Great review I agree with you on almost all of the points

Carcarius
16-08-07, 01:30
I play the PS2 version but other than using a joystick for a control there is little difference. The camera views are jacked and totally takes away from the gameplay.

Very good review and I agree with all of your sentiments. I'm pretty disappointed in the game. I was hooked on the TR series from that first game. It was simply awesome... I can't believe it was 10 years ago and their "re-spin" seems almost pathetic in comparison.

C

Gianni Bartoli
14-11-07, 19:29
Although I disagree almost enirely with your review, I think you are a very apt writer and the PDF file looks impressive!:)

The_Terminator
14-11-07, 23:53
Thank you for your compliment and thank you for bringing this thread back.
I'm sure there are many more people who have finished the game since the last time this thread was near the time, and I'm curious what all of the new finishers have to say.
Thanks,
The_Terminator

kooky
15-11-07, 00:07
Wow, Great review Terminator, It sure was long, Well done!! :tmb: :D

Shark_Blade
15-11-07, 07:17
Hey, I'm loving the pdf format :D


"The old classic Lara Croft would often grit her teeth and fire away like a mercenary with a mission. The new Crystal Lara is very emotional and somewhat sappy"


I like that :tmb: You nailed it perfectly, and that is what troubled me in TRA. She's emotionally disturbed. :rolleyes: Is it because the new generation people nowadays are all weak and emo? I know I'm not!