I don't know... I agree with a ton of points in the article and the OP, but I didn't think there was anything hugely wrong with TR 2013. I can honestly say it was one of the few games -- in any IP -- in recent years that not only did I want to play it through to completion, but actually spent the time in the post-game tracking down all of the collectibles and doing all of the optional challenges and tombs. Despite all the enjoyment I got out of the campaigns in the Uncharted games, I didn't do the same as far as completion goes.
Although I will concede that the transformation from victim of unfortunate circumstances who felt guilty for killing that first animal washed away as she became the typical video game hero/heroine trope -- shoot first, ask no questions -- it's a video game, people. Combat is part of its DNA. Was she supposed to express remorse after every single kill? Would you have rather spent the entire game running/hiding from armed enemies out to kill you?
TR was a great example of the right way to reboot a series, IMHO. The game looked, sounded and played great. I enjoyed every moment of it. I'm looking forward to seeing what they do with Rise. I just hope they don't alter or abandon their plans because of a vocal minority; they clearly have a vision for the series, I'd like to see where they take it, un-compromised.
I mean I get you enjoyed it, but think constructively about the problems with Tomb Raider. It is, contrary to your opinion (and obviously in my own view), the absolutely
wrong way to reboot a series. But in respect to your point of view, I am going to create the most elaborate point-by-point explanation of where it went wrong. I hope you find the time to read it, although it is so huge I will understand if you cannot. You don't need to respond, but I hope you do find it in your heart to really evaluate what it means when placed in stark contrast to your own views.
So... in a list of things that are rebooted, whether positively or negatively...
1.
Puzzles
Consider what we lost. There's really no way to argue that the puzzles were better than what we have before, since there is a fraction of what there ever was before and they're all maddeningly simple physics/navigation puzzles. There are like a bare two handful of puzzles in the game, and almost all of them are infuriatingly simple to the point of basically insulting everyone's intelligence. The "tombs" are really just caves which lead you to said comically easy puzzles.
But what else? I mean, there's plenty else that was good about the Tomb Raider series, so maybe they performed admirably there. Let's consider that the true focus of the old TR games were the exploration and navigation of elaborate tombs which contained traps and obstacle courses meant to test your skills. Surely this must be improved?
Again, not really. Instead of challenging gamers, Crystal Dynamics stuck to the modern AAA game design maxim of "doth shall not allow a gamer to get frustrated for lack of their own gaming talent." What this meant was that navigating the game had no reward to it. Lots of sparkling things were glittering on the ground, but there's no reason to actually feel an accomplishment for getting any of them. There is no level design that accommodates a steady skill curve that allows gamers who apply themselves to get a tangible sense of reward. Instead, you can basically "walk" yourself to each item, and to each area you need to go to continue your progress. You rarely if ever die because there is no challenge, and they intentionally made it that way, afraid gamers would be turned off by realizing they're not half as good as they thought they were.
In OG Tomb Raider, relics were frequently astonishingly difficult not only to locate, but were incredibly fun to try to actually reach. Most often, these were some of the most challenging things to do, because they were
secrets meant to reward gamers who went above and beyond the call of duty. Instead, in TR2013 they were replaced with a playful pat on the head, as if you were some house cat, accompanied by the companies condescending "aw, aren't you so glad you got that shiny arrow head?"
Similarly, almost everything in the game is on an excruciatingly linear direction, and the few - and I mean
few - divergent paths usually lead to abject garbage instead.
So..
2.
Exploration/Navigation
But what else? I know! People complain all the time about OG Tomb Raider's controls, because let's face it gamers of today are no longer used to digital grid controls. This is the closest to a legitimate complaint the original series receives. I have frequently made the argument as to the deliberate nature of the controls, and I'll do so again. The controls were made obviously for the limitations of controllers that did not have analog sticks. This much is true.
But they designed a control scheme with this in mind, so that the result is precision so perfect that you could literally map out your steps down to the millisecond. That is to say, you could actually draw a grid map on graph paper and draw an arrow expressing the precise moment you are supposed to jump to make the gap, the exact point you need to sidestep or backflip in order to navigate at full speed, every last action or requirement can be pinpointed and accomplished by mere warrant of the control's razor sharp design.
The learning curve is generally huge, however, and this is a step back from the more accommodating controls that allows games today to be more accessible.
This is where TR2013 excels, and this is the one area where we can objectively say that, if we had to cede anything to its quality, it is that they really translated Lara Croft's movement set well to this new generation. She has an enjoyable sense of speed, a great predictable level of momentum and her jumping abilities all translate very well. This is by far the most surprising thing to me, since I expected it to be a downer. The problem is, of course, that they did not design a game that actually needs to
use this genuinely great redesign. However, I will say this is an example of a good aspect of the reboot.
3.
Controls/Momentum/Jumping
So with all that controls, surely that means it must be an absolutely joy to navigate the world? Unfortunately, it is not. You see controls are only one part of the equation. The next part is providing a gradient skill curve that allows gamers to start easy and then end the game by having to consistently apply their acquired skill set. This game has no such curve. Instead, from the start to the end the window of error is so incomprehensibly huge that Lara Croft might as well have controlled as if she were an elephant and you still would have never required any skills to proceed.
Her grapple hook thing was an impressive addition to Lara Croft's arsenal, yet they never applied it even once in a creative way. Never once did any element or obstacle suggest that you might need to combine skills in an order that might in fact be difficult to accomplish unless you become better at the game. It was just
there, another bulletpoint meant to somehow impress upon the gamers that you have options. You just never need to apply the options in any way that meant offer a sense of reward upon completion.
Jumping was most disappointing. The controls were genuinely good. They were such that if they had wanted to, they could have had some of the best platforming obstacle courses in the series. I could have thought up a million and one scenarios in which gamers, through the steady progress of the game, encounter harder and harder obstacles which are always fair yet require application of meaningful skills. Not once... not even
once... was this the case. I mean, consider what that means. They were so terrified a gamer might die that they removed essentially any possibility that something might hinder your progress. Basically the only way to die is if you intentionally try to miss a jump or in one of the games many, many, many, many, many, many, many, many, many combat encounters, even on the hardest difficulty.
The best illustration of this is in one of the game's many cinematic moments. In the old Tomb Raider, you frequently encountered exciting moments where you were running, whilst simultaneously navigating tension filled platforming obstacles, while also avoiding traps and arrows and gun shots and raptors and all sorts of other menacing bits of greatness. Combat was never the point! In fact they were always a small fraction of the game. Such exciting moments that reminded one of the best of Indiana Jones were, in fact, the point. But TR2013 is filled with moments like the bridge, where if you basically press forward and jump occasionally, eyes all glazed over, you win. There literally might as well have been a win button for all it mattered in this game. If there was a gap you must traverse, the amount of space you were allowed to make the jump was astronomical. You could have made the jump any number of a hundred ways and you would still have been a success, because the game is built to not offend even the gentlest of sentiments.
So...
4.
Platforming
But... but surely the combat was better? Yes, the combat was
infinitely better than what came before. There's no doubt this is where the game is hugely more accomplished than in any of the other Tomb Raider games. You got your brutal execution moves, you got your arrows that are convincingly violent, you have your guns that blast holes in people's guts. You have the entire arsenal... that is in every one of the thousand third person action games that has come out since the start of last gen. Yet there is no denying, this is much improved from OG Tomb Raider. You can combine your weapons in interesting ways, and there's even some curious environmental interaction wherein you can pull down certain ledges and drop certain rooms on people.
Further, the game positively relishes in violence and gore. Blood splatters everywhere, there are cinematic deaths where you're gouged by pointy sticks or broken upon rocks or crushed. They have it all!
You can view all the death scenes in order here. Warning: It's basically a snuff film. Old Tomb Raider didn't require this, because your brutal deaths were appropriate to the scale of your navigation. When you fell, Lara Croft would scream and you'd hear a horrifying
crunch as her bones broke. But due to the limitations of hardware, it was more imagination than execution. Now, I don't mind violence whatsoever, and in fact I believe games for which gore is part of the point should make it a goal to provide gore that is shocking and appropriately detailed. I won't comment on if they have the right balance here, but I will say that when coupled with the themes the game went for, it certainly felt like the devs were relishing in the human eviscerations a little too much.
Here's the problem with this. In a world where we're arguing that this is a "good" reboot, we must consider what the series actually was. In OG Tomb Raider, combat was the end of every joke. Not because it was good or bad - even though it was mostly clearly
bad - but because nobody wanted to actually engage in combat. That was not the point of the games. To change the focus of the games so dramatically not only suggests they never understood the series, but it actually highlights that they have a flagrant disrespect for what it once was. This is Crystal Dynamics at their most cynical. SquareEnix grabbed their chins and forcibly committed them to gaze in the direction of other series that they wrongheadedly felt was in the TR formula: Uncharted. Problem was, Uncharted was never like Tomb Raider. But it certainly had something they wanted more than the admiration of people who legitimately used to enjoy the series... sales numbers.
And that's what this whole mess amounted to, a series of corporate meetings where they pointed to a bunch of graphs, gathered the appropriate data, and began to design by checklist. Yes, it must have lots of third person action. Sure, it needs lots of "cinematic" climbing, where ledges break behind you. Certainly, add in tons of cinematic "gameplay" where it pretends you're engaging in something of merit but instead you're merely pressing forward in the most boring objectives imaginable. There's no tension, because there's no risk. There's no reward, because you're not actually accomplishing anything. You're "viewing" their halfhearted story and they feel it's one up from just viewing a cinematic during these moments and doing nothing at all. That may be true, but the reason OG Tomb Raider never needed cinematics like that was because it was not about story. It was about gameplay, phenomenal gameplay.
So what have we learned they actually exchanged here? Great gameplay for cinematics. While I certainly respect your right to believe this is an example of a good reboot, allow me to push back and express the other side of the coin. These is a reboot which shows the utmost disrespect for what the franchise was always about. We could not have possibly arrived at a point more distant from where the series started, not unless they turned it into a DDR clone or Gran Turismo. Even if one were to enjoy what it stands as now, it is demonstrably nothing at all like what people used to love the series for. It is in fact some pale, sad shadow of some dying tree, standing alone on some cavernous mountainside, waiting for the last bits of its bark to crumble to dust.
So the combat is way better. But it also killed the actual balance of what the series was. Before, 35% engaging puzzles, 55% challenging environmental navigation, 10% shitastic combat. Now, 65% decent combat, 30% simplistic environmental navigation, 5% hilariously easy puzzles. So we'll go half and half on this one.
5.
Combat
Finally, we have the story. It is very similar to the problems with highlighting the improvements to the combat. The old Tomb Raider games were like little one note Indiana Jones-lite, you usually seek some sort of artifact, someone gets in your way because they want it more than you, and Lara Croft gets the best of them until she finally encounters in combat some supernatural demigod who utilizes the artifact in some way to evil ends. Pretty basic, not particularly memorable, but an excellent format for a game that is in all ways about engaging gameplay.
Tomb Raider 2013 is far more elaborate. There are multiple characters, none of which are built with any sort of compelling characterization. It's basically Lara's game, and that's probably for the best. But in a game which is supposed to show how Lara became who she is, I was not convinced. Consider this: Lara Croft's passion was always supposed to be hunting for artifacts. Part of it was inspiration from her mother, part of it was her fantastic intellect pushing her in this direction. If this game is supposed to place her on the road toward becoming the actual
Tomb Raider, how is that possible? In the game it's basically one gratuitous bit of tragic human violence after another, non-stop, like some sickening treadmill. She is nearly sexually abused - although I think they exaggerated this in the media - she is brutalized, she is repeatedly beat and bled and cut and exasperated at essentially every turn. She has to witness as her compatriots die one after another.
How does she turn one of the worst events in the history of her then short life into a passion that drives her? Into something she
loves? Do you think it makes sense that she would, after experiencing this, go on to saunter into the next tomb? Maybe she has the sort of terrifying fortitude of will that only serial killers have, right alongside a complete lack of empathy. But no, she seemed genuinely crushed when her friends died.
There's a million problems with the story, but the cinematics are impressively detailed, the expressions and writing certainly above that of the old Tomb Raider titles. I therefore have arrived at the same conclusion that I did with the combat. That an improvement is not necessarily an improvement the franchise should have had. I'm not even against them adding cinematics (as long as I can skip them, since they were terrible in all the Tomb Raider games including TR2013), but I am against them focusing on it to the exclusion of eminently more important gameplay qualities. And that is very really what occurred here. They were so intent on delivering a story that they felt would compel gamers, much like the desperation of the other thousand third person action games, and they did it to the point where they basically forgot what it means to make a game rewarding. And Tomb Raider is nothing without a palpable sense of achievement.
So, like Combat...
6.
Narrative
I want to be clear that I am perfectly fine with you reaching different conclusions than my own. This post is meant to challenge conceptions you and others have about the game, and perhaps merit a bit of reevaluation. What we lost when we lost OG Tomb Raider was one of the last true original games in that mold. There are now
zero games like it on the market, anywhere. Consider what that means and let it sink in. We replaced it with a new version of the franchise that was, to my great consternation, a sad echo of every other violent third person action game around.
My problem is not that it isn't perfectly fine appealing to people who like that sort of thing (I do like third person action games). Certainly they should have given it a new name and released it as a third person action game people would still have loved, if they were into that sort of thing. This would have allowed OG Tomb Raider, the last of its kind, to thrive on the side. And they could have still rebooted it, but instead emphasizing challenge, genuine exploration, platforming and puzzle solving. I made a post once detailing the very many ways they could have reinvented the series while still staying true to the "soul" of the franchise. Not a single person disagreed with the quality of the idea, because it was so
simple in its respect to the franchise. It understood what made it great. It applied ideas that came in improvements in modern game design, while enlivening the aspects that made it such a compelling concept in the first place.
People should understand that I am not against newness. I do not have some nostalgia obsession with the past. In fact, very often I find it difficult to play older games due to the many mechanical improvements that have arrived over the years. But OG Tomb Raider had a spirit that could have been translated with modern ideals without destroying everything that once made people love it.
And that is why it makes me sad to see the hole we went down.