Posts Tagged ‘ Underworld ’

“The Year of …………” pt 3 – Adventure/Platforming

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It was an interesting year for action adventure games because, despite the stillness that can be felt in most genres, there were many attempts at revitalizing their core set of mechanics. But, as we’ve come to expect from the industry, most of these attempts went awry, subjugated to the commercial logic that plagues such a potentially powerful medium. Well, at least, there have been new avenues opened up by these failed attempts, which is more than I can say for the other categories.

Unto the best… and worst of 08.

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Tomb Raider Underworld” – The first “Tomb Raider” was one of the few games in its genre that fully honored its greatest forefather, “Prince of Persia”; it’s then somehow fitting that even today, the new “Tomb Raider” shows some form of relationship with Mechner’s game (much more so than the silly new “Prince”)… and that’s as good as a compliment as one can make to a “Tomb Raider” game. “Underworld“, despite its many shortcomings, is a game that invites the player to develop a greater relationship with his surrounding environment, to actually explore the scenario, using his senses as much as his controller. It’s also an extraordinary piece of level design that blends beautiful architecture with enticing puzzles and action pieces, delivering a moody, yet entertaining experience. Innovative it may not be, but it is still a perfect depiction of what makes a good action adventure game work.

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“Braid” – I admit being reticent about placing “Braid” in this category, for it defies both any category or genre boundaries most games are content on subscribing. But it has platforming, it has some mild adventure elements and it borrows it’s concept from “Sands of Time”, so here it is. “Braid” is probably one of the few games in this exercise that achieves plenitude in each of its expressive dimensions, and that alone makes it deserve an honorable mention. The fact that it delivers such a complete experience, while simultaneously providing a revolutionary gameplay, completely designed by a single person, just serves to show that innovation can work, and doesn’t need a million-dollar budget, just a spike of creativity and a great deal of good intention from publishers.

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Biggest Letdowns

“Mirror’s Edge” – Ah… “Mirror’s Edge”, it had everything: a cool aesthetic, a dystopian narrative, an exciting new take on its genre; nothing could go wrong… except it did. Inspired by “Breakdown’s” coherent use of the first person perspective, which fully incorporated body movement and inertia (unheard of when it was first released) [thanks to Dieubussy for that reference 😉 ], “Mirror’s Edge” was an attempt at taking that first person experience to a whole new level, by making the player experience “the flow”: a mix of vertigo and adrenaline, induced by the ‘in your face’ view of a high speed flurry of parkour movements. The cruel fate of the game is that it actually succeeds in generating that singular experience, even if only to waste it with one of the worst level designs I’ve seen in the past year. It’s as if  designers had deliberately built each level to break the smooth, flow-y pacing: either by forcing the player to wander aimlessly through scenarios in search of an obscure objective, or by making him trudge through generic shooter-like sequences that in nothing add to the core notion of the game. Add to that a silly plot, an even worse narrative vehicle, and you have a game that neither translates an interesting thought nor provokes the emotional, gut-like reaction it aimed at.

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“Prince of Persia” – It’s the other ugly duckling of the year, curiously enough, for all the opposite reasons of “Mirror’s Edge”. Whereas “Mirror’s Edge” failed in producing a consistent “flow”, but provided the proper aesthetic context for its experience, “Prince of Persia” did the exact opposite: it designed a perfect flow, but lacked the necessary emotional effect that could make its gameplay interesting. In a sense, one is too much of a game to let its sensory experience come to fruition, the other is not enough of a game to be entertaining, nor enough of an emotional voyage to be more than just a game. Both fail, and yet, one can almost sense what wonderful games they could’ve been if they could merge the best each has to provide. Let’s just hope these developers learn from these mistakes.

Tomb Raider Underworld – “Welcome Home, Dear Lara”

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The road was long and arduous, filled with unexpected traps and murky terrains, but today, Lara is finally back. Most of you won’t recognize her, for the long road has left many scars and broken ribs, and her face is not as it once was. You’ll probably even dismiss her for being old or unappealing for the XXIst century, but she was the first love of an entire generation that hasn’t forgotten her, and that generation can now finally rejoice. Welcome home, dear Lara. Time has flown by, as she went from explorer to action seductress, constantly misinterpreted by her fans and authors, desperately seeking to keep up with her unexpected pop-icon status. She became hollow and shallow, her figure reduced to that of her own hyper-sexual body, her mind a female replica of a noble Indiana Jones. Her curse lasted several years, and with each passing incarnation robbing her of one more relic, each interpretation became another stab at the core of her inner sanctuary. But all that changed when she went back to her origins, returning to that same place which made her Lara, the tombs.

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There was a sprout of hope in the future of “Legend”, a welcome sense of nostalgia over the forgotten path in “Anniversary” and in “Underworld”, future meets past, and Lara is once again a real “Tomb Raider”. No more action movie stunts, spy movie thrills or sightseeing in Venice, London, or Tokyo; Lara is back at doing what she does best: exploring tombs in the far reaches of the world. Venturing into the cavernous depths of the past is once again the treasure which drives the player, as Lara delves into large ruins of ancient civilizations in search of ancient secrets. Gently paced by the somber and melancholic ambiance, you’ll delve into the monuments of yore, sinking in the idyllic landscape that serves as background for these gorgeous tombs, gazing at the sumptuous architectonic details, crafted with such artistic and historic merit that they could belong to a real museum. Exploring them is like entering a misty realm of fiction and fantasy; your eyes transformed into a dim flashlight uncovering the darkness which laid such wondrous secrets unfettered by men. A sense of exploration overwhelms you, trumped only by the amazement at the aesthetic beauty that feasts your senses. Silence encompasses everything, arresting your thoughts in a reflexive state of mind, punctuated only by the glorious moments of archeological discovery, their tingling sound transformed into delectable orchestral compositions by Troels Brun Folmann and Colin O’Malley (“Legend” and “Anniversary”).

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“Underworld” is darker, moodier, and in almost everything similar to the first “Tomb Raider” and its remake. And yet, it isn’t quite like its original, minimalist outing, as it tries, without compromising its conceptual nature, to incorporate the history of that which has passed in the 12 years that have gone by. There’s a little bit of the action tempos of “Legend”, the gunfights of “Uncharted” and the cartoony animations of “Sands of Time” in “Underworld”. Lara is easier to control, slicker, more agile and realistic, and it helps the game feel more fluid and entertaining. The level design, as always, makes exploration a true delight. By leading and rewarding the player in subtle ways, mostly through the smart layout of tombs’ architecture, the player is engaged to feel like an amazing explorer, without any obtuse thought process. Simply sinking in the environment, through careful observation and reflection, leads to the solution of all puzzles and contraptions. The awe-inspiring scale and complexity of each environment guarantees the notion of a great deed when you get to crack a puzzle, while the stunning level design thoroughly hints at the solutions, unconsciously leading you into the fulfillment of an apparently glorious achievement.

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Also in keeping with times, Lara’s more often provoked into using her guns, and though none of this actually helps the game, because it betrays its true focus, it does keep things more dynamic for less patient players. But in all honesty, this particular Lara will never win their hearts, for the more cerebral, introspective component of the experience will shun them, and Lara never was, and never will be, a Nathan Drake. Gunplay is obnoxiously flashy and too straightforward, action sequences are dull and seem like an afterthought of the exploration scenes, and when it comes to narrative, Lara’s story is still a worn-out cliche filled with pseudo archaeological babble, written by an imaginative teenager at heart (Toby Gard). Of all the elements that serve to build up tension, only the substitute for QTE’s is worthy of note. Instead of flashing buttons on screen for you to press as a mindless drone, delivering some stylish cutscene in the process, the game opts to let you discover what Lara should do in moments of crisis. Let’s say a giant blade approaches Lara, should she jump or duck? The game poses these options by slowing down time, and giving you chance for one single action, selected by a press of the same button that corresponds to the action during normal play. It’s simple, more dynamic and much more rewarding than QTE’s, and it accomplishes the same goal: a thrilling, cinematic experience, that heightens your reflexes and gives a proper climax to action sequences.

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But this is not an action epic, and despite the odd attempts at capturing modern audiences, more favorable to mindless action games, Lara is still the old, intelligent and charming woman that captured our hearts so many years ago. But as in all great personalities, it comes with a price. She definitely won’t garner any new fans, mostly because of the old-school nature of the game, with all its inherent design quirks (let’s just say you’ll see Lara die a couple of times). The technical implementation could also need some more work, coming from such a high production as this, expect glitchy animations (the transitions are still a mess) and some awkward bugs. But those are small details, and Lara is finally back, so who cares? She’s aged, but she’s also matured and is all the more sexy for it. If you remember the wondrous times spent exploring the mysterious realms of the original “Tomb Raider” (or it’s stunning remake), then “Underworld” will be a captivating experience down some truly wonderful vistas. Welcome back, Lara.

Overall: 4/5