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Review:
Tomb Raider Underworld
Lewis Denby
wants to have Lara arrested for animal cruelty... 


Upon starting Tomb Raider Underworld, one thing struck me immediately.  Actually, that's a lie.  Two things did.  Right in the face.

It doesn't bode well, really, does it?  There's so much more potential in the Tomb Raider franchise than a pair of digital boobs, but it's nice to know where the priorities lie.  Still, what else can we expect from a new Tomb Raider game?  The series has been about the inexplicable sex appeal of this oddly inhuman-looking CGI since the spotty teenagers first got hold of the original back in 1996.  A team of new developers was never going to change that focus, even if they did breathe some much-needed life back into a stagnating franchise.

Here, this problem is drilled home by a camera that's disturbingly adept at zooming in on Lara's chest and arse during cut-scenes, and completely, infuriatingly unpredictable during the actual game.  I can't think of a single justification, for example, for having the camera reset itself about two seconds after you've positioned it where you want to look.  I'm not even going to try to put a number to the amount of times when, having lined up a jump perfectly, I ended up flying off in the wrong direction as the camera span around last minute.  It's just insane.

Fortunately, if you do manage to leap in vaguely the right direction, Lara generally has enough sense to grab hold of something in that area, instead of just idly waiting for her untimely demise at the bottom of the cliff.  In fact, the control mechanics are certainly improved in most areas, with the marine-based sections in particular being far less hateful than before.  Lara can now actually move underwater without seemingly getting tangled up with herself, which is an enormous help when trying to, y'know, not die. 

"...very little consistency to the design..."

The trouble with navigating Underworld, then, is less a matter of inhuman precision, and more a matter of actually working out where you're supposed to be going.  The level design functions on an impressively grand scale, which strikes me as the way Tomb Raider is meant to be.  But it's also clumsily signposted.  Spotting a tiny foothold on a wall, well-hidden beneath foliage, means the difference between continuing your exploration, and plain giving up.  Some areas that look traversable or climbable simply aren't.  There's very little consistency to the design, and very little reason to forgive it.  Mirror's Edge, though similarly lacklustre in its signposting, at least had the courtesy to colour its path a garish red.  While this tactic would undoubtedly have made Tomb Raider Underworld look moronic, it does go to show there are ways around the issue, so long as you put enough thought into it.  Crystal Dynamics simply haven't.

More infuriatingly, there were at least five or six occasions where I just fell off a seemingly ordinary path, thanks to its sudden narrowing or disappearance at an unpredictable moment.  When the camera is already this stupid, it doesn't help that, upon turning an innocent corner, you may be faced with a gaping chasm into the void.  Tomb Raider Underworld is constantly frustrating rather than invigoratingly challenging.  When Lara falls limp in your control, it's more often the game's fault than your own.  Inexcusable.

"...a gaping chasm into the void..."

It's a shame.  It's the most grand, beautiful and interesting Tomb Raider game since the early days, a great improvement on Core's later efforts and even the moderately enjoyable Tomb Raider: Anniversary.  The focus this time is, thankfully, on huge puzzles at an enormous physical scale, rather than the combat-driven nature of Lara's previous outings.  And Underworld certainly packs the high-budget sheen that these titles should be exuding.

In the end, though, what matters with a game like this is whether it's any fun.  Underworld can be, but only in short bursts, or for the remarkably patient.

DEVELOPER: Crystal Dynamics
PUBLISHER: Eidos
FORMAT: XBox360 (reviewed) / PS3 / PC
ALTERNATIVE: Mirror's Edge (67%)

Climbing slowly upwards...

69%


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