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       Lara Croft; Tomb Raider:     Legend

            The Tomb Raider franchise has followed a particularly star-struck career-path since its first release in 1996. Having been released on SEGA’s ill-fated Saturn, much like the Resident Evil series, it wasn’t until the title was ported to the PlayStation that it received the attention of both the public, and the mainstreamElectronic Theatre Image media. Having been released on every format under-the-sun, had two Hollywood movies produced and a comic book series, not to mention a vast array of merchandise, Tomb Raider has become a reputable series in videogaming and it is heroine, Lara Croft, has become an iconic figure of the nineties.

            But it’s no longer the nineties – and Lara hasn’t performed all to well since the turn of the century. Lara Croft; Tomb Raider: Angel Of Darkness was commonly accepted – even by its own development team – as being a wasted opportunity, and a wasted use of the last of the PlayStation/Tomb Raider home console exclusivity agreement. So now, Lara arrives on a multitude of formats, including Microsoft’s new beast; the Xbox360.

            As an Xbox360 release, Lara Croft; Tomb Raider: Legend provides a touch of curiosity. With the only real competition the title faces being Kameo: Elements Of Power, which is a vastly different construct in itself, Eidos’ new champion finds itself in an immediate rush for bountiful Platform/Adventure entertainment. The title keeps many key-traditions honed within the series, but also hasn’t been afraid to look elsewhere for interesting ideas and, furthermore, isn’t afraid Electronic Theatre Image to let the players know it’s been “liberating” ideas from other titles appreciated by the industry. The key-and-click puzzles remain – enter a room to note obvious clues, then work out how to use them together – while many simpler gameplay elements have been reformed.

            Platforming devices have been borrowed from The Legend Of Zelda’s 3D efforts and translated for this offering into a Prince Of Persia: Sands Of Time-esque solo-room structure. Each room acts as an individual and, while puzzles you solve in one room may affect objects in another, a puzzle will never be continued from one to the next – each puzzle is contained within its own boundaries, never extending out of the player’s immediate reach. The hops, swings and dives are often gifted for the experienced player; a jump from one ledge will instinctively result in positioning for the immediate next, but the less-seasoned player may often find themselves at the Loading Screen for simply miss-timing or miss-judging jumps.

Cut-Scenes are also a major source of Lara Croft; Tomb Raider: Legend’s inspired insertions. Literally ripped still-breathing fromElectronic Theatre Image Resident Evil 4’s inspired presentation, FMV will often involve the player by asking for correctly timed button presses in conjunction with commands appearing on-screen.

The title sees you travelling through a variety of locales, including Ghana, Bolivia, Tokyo and, of course, England, as well as presenting you with the opportunity to visit Croft Manor. Each of the Levels is distinctive and offers plenty of scope for variety in the core gameplay; the motorbike sections offering distinct distraction – even though they may be inevitably flawed. The variety of weapons available is limited; but each is distinctive and none are more satisfying upon impact than the Shotgun. Your Twin-Pistols feature infinite ammo, as well as a subtle Upgrade System which at best adds a little initiative and at worst is simply ignorable. Lara now also has a Grapple Line in her inventory.Electronic Theatre Image A click of the X Button launches a wire directly in the direction your avatar is facing, with X to retrieve it or the Y Button to pull the line towards you, along with the object it’s attached to. A novel addition surely, but due to the title’s nature has succumbed to many of the flaws noted in other mainstream AAA releases such as the Metal Gear Solid series, Driver: Parallel Lines and True Crime: New York City. Creating objectives reachable by only cunning videogaming skill, with a playing field levelled by highlighting the useable objects.

Graphically, Lara Croft; Tomb Raider: Legend is akin to the Xbox360’s outsider Launch Title Amped 3. While clearly far from pushing the system’s capabilities, the title is more than competent and has plenty of nice touches. Eidos’ insistence that the title has had more than a spit-and-polish for the Xbox360 release may lead to disappointment, Electronic Theatre Image however this would be unjustified as it remains clear that some thought has gone into the port of the title for the next-generation system. The sound quality is of a very high-standard, featuring lip-synching during cut-scenes and plot-progression throughout play simply by the use of Voice-Over Comm. Talk.

Lara Croft; Tomb Raider: Legend had a lot to prove and none more so than its release on the first next-generation console. Both accomplished and slighted, the title achieves a muddled journey to its ultimate destination. Tomb Raider has always been a flawed perception of a stylised, eccentric gameplay; and that vision has now been realised. Little more could be asked of a title hoping to reinvigorate a series long-since departed from its origin, and the future has never looked rosier for Ms. Croft.Electronic Theatre ImageElectronic Theatre Image

Kev J.                                                                                                                                           Reviews Score Table Interpretation.

08/04/06

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

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