Tomb Raider
Tomb Raider


Think of this latest Tomb Raider patch as the conditioner for AMD's fancy hair tech TressFX. Owners of Nvidia cards had been experiencing extreme optimisation issues when choosing to let Lara's hair wave free and loose. The update should smooth out those issues, bringing specific stability fixes for Nvidia and Intel cards, as well as "small" improvements to TressFX rendering.

Its success is still up for debate. A post on the Steam forums suggests that the game is now far more stable, but some issues still persist when TressFX is enabled. A Nvidia representative previously apologised for the problems, and said that they were working with Crystal Dynamics on a fix. Hopefully a driver update can finally put an end to this bad hair day. Otherwise, Crystal Dynamics may have to rinse and repeat. (I'm so sorry.)

Full patch notes below. For extended thoughts on the game that aren't solely centred around Lara's follicles, check out our review.

Addressed some stability and startup issues on machines that have both Intel and NVIDIA graphics hardware.
Fix for players being unable to progress related to the boat in the beach area.
Some fixes for crashes on startup and when selecting Options.
Some small improvements to TressFX hair rendering.
Fixes for various graphics glitches, including certain effects not being visible in fullscreen mode.
Fixed a problem that caused some users to not be able to use exclusive fullscreen.
Added support for separate mouse/gamepad inversion for aiming, as well as support for x-axis inversion.
Fixes related to the benchmark scene and benchmark mode.
Various other small fixes.
Tomb Raider
Tomb Raider


Lara's locks are proving a problem for Nvidia customers, whose graphics cards are struggling to handle the AMD-developed hair-rendering technology. Given that Nvidia owns two thirds of the GPU market, that's an awful lot of Tomb Raiders out there suffering from shoddy performance - if they can even get into their game at all.

I’m one of these unlucky folk, the once-proud owner of a GTX 670, and I can’t even get into the options screen, let alone play the game. Of course, loads of games have had dreadful launches, marred by server problems and driver/graphics card issues; even the likes of Half-Life 2 and Diablo III had trouble getting out of the gate. But the current disadvantage experienced by Nvidia customers could go beyond Lara's bounteous bangs. With AMD components sitting in next-gen consoles, this may not be the only time Nvidia's driver team find themselves left behind at a major game launch.

To be fair, some AMD customers have experienced issues too, and - let me ephasise - I don’t for one second think AMD are deliberately aiming to cripple the performance of its competitor’s hardware. But the fact that the game was coded to take advantage of AMD’s graphics hardware first and foremost could cast a shadow on Nvidia over the course of the next generation.

Even Blizzard can mess up a game launch...

Next-gen worries

It’s all about the next generation of consoles. One of the blessings this coming console generation bestows on developers is the hardware parity between the PS4 and Microsoft's successor to the Xbox. Sony’s specs reveal the PS4 is running on AMD hardware, and it's been heavily rumoured that Microsoft's console will do the same - both consoles essentially being PCs beneath the hood.

If all games are coded for PCs with AMD hardware inside then you are naturally going to get a more consistent experience with AMD tech in your rig than if you’re running on different, competing internal gubbins.

"Nvidia will have to spend a lot more cash to make sure games work well on their hardware."
AMD aren’t going to have to lift a finger, or spend a single dollar of their marketing budget, encouraging devs to code for their hardware anymore. Those developers are simply going to have to if they want to code for a next-gen platform. Meanwhile, Nvidia will have to spend a lot more cash, and parachute a lot more engineers into dev studios, to make sure these games are going to work well on their hardware.

They’re going to be stretched. I would bet we see more big titles where final code only reaches Nvidia’s driver team a few days before launch. That could then lead to a greater stratification in PC gaming, with Nvidia card owners having to wait for games to run on their hardware or suffering from titles coded to take advantage of the greater compute power of AMD cards.

Such things may sound familiar to older AMD/ATI card owners...

Being stranded on an island full of violent psychopaths brings out the natural shine in your hair and nourishes your roots.

Not deliberate

It's tempting to think that AMD would make the most of their console dominance by pushing the uptake of proprietary technologies - like Lara's TressFX-powered hair - in order to intentionally disadvantage Nvidia hardware. But AMD have categorically and passionately stated this is not the case.

I spoke to Neil Robison, AMD’s Senior Director of Consumer and Graphics Alliances (the guys who sort out the Gaming Evolved shizzle) in San Francisco last Autumn and he was adamant that deliberately sabotaging the performance of games on rival hardware would quickly destroy the PC gaming market.

"AMD are adamant that sabotaging the performance of games on rival hardware would destroy the PC gaming market."
“The thing that angers me the most is when I see a request to debilitate a game. I understand winning, I get that, and I understand aggressive companies, I get that. Why would you ever want to introduce a feature on purpose that would make a game not good for half the gaming audience?

"This is something that we just won't do, and it's difficult because that would be the easiest way to go, absolutely the easiest way to go. That's the easiest way to kill the market, the easiest way to destroy the PC gaming audience. The one that we need, the one that we want, and to be honest - we're all gamers - the one that we love. We could quickly destroy the whole market by just getting into that."

But it may not be up to AMD. If devs are coding to their hardware as standard then Nvidia is going to have to work very hard to make sure they don’t get left behind. Nvidia is a canny company though, and they will have considered this. They’re already taking steps to ensure their own proprietary technologies aren’t being left in the next-gen locker.

Nvidia are now allowing PhysX and APEX to run on AMD hardware

This week Nvidia announced that its PhysX and APEX APIs are going to be fully functional in the PlayStation 4 - and by logical extension the Nextbox too. This is the first time we’ll see Nvidia allowing PhysX on hardware other than Nvidia since it disabled the discrete Ageia PhysX cards from working.

"Nvidia won't enjoy playing follow-the-leader."
Nvidia is also going to be continuing to develop new graphics hardware, long after the next-gen console’s specs have been completely finalised - and they’ll be able to react to developer trends post next-gen launch.

Even with such commitment, I doubt they'll much enjoy having to play follow-the-leader to AMD architecture. It could be a rocky road, and with AMD’s Roy Taylor calling for a return to the days of the good ol’ graphics wars - actually calling for a fight - in a press briefing just before the GTX Titan launch, things could really heat up in the age old red vs. green battle.
Mar 8, 2013
Tomb Raider
Tomb Raider Windy Ledge


Stranded on the mythical island of Yamatai following a freak storm, 21-year-old Lara Croft's career as a videogame protagonist begins with suffering. In the opening hours of Tomb Raider she is stabbed, burned, drenched, assaulted and almost freezes to death: that's if you're doing well, meeting the demands of every linear climbing section, gunfight, finickety stealth sequence and quick-time event that presents itself. Fail any of these and you'll also watch her be crushed, impaled, strangled, mauled and so on.

"Lara sobs and trembles, and evident effort has been made to slow down and focus on the details of her experience."
This early cruelty is the game's most strikingly idiosyncratic feature. Lara sobs and trembles, and evident effort has been made to slow down and focus on the details of her experience. Hunger necessitates finding a bow and hunting deer. Her elbows shake believably when she mantles up onto a ledge. Her first human kill leaves her blood-soaked and distraught. Give it a few months and I suspect these opening hours will be what people will be talking about when they talk about Crystal Dynamics' reboot. It's certainly what they've been talking about until now.

Play on for another few hours, however, and you'll find yourself in a hybrid of third-person shooter and linear platformer, Lara trading the bleak little lethalities of life as a shipwreck survivor for a parade of regulation set-pieces: an escape from a burning building, a helicopter crash, a section where your guns are taken away, a climactic assault on an enemy stronghold.

Moment by moment, the game evolves into something more familiar. During a battle with Yamatai's savage Solarii brotherhood high up in the mountains, the camera crash-zooms onto a set of blast doors which burst open to reveal an armoured islander holding a riot shield. Stop me if you've heard this one before: you beat him by dodging his machete blows and shooting him in the back when he stumbles. Everything about this character - from his introduction to his execution - is lifted from the Big Book of Miniboss Design, Third-Person Shooter Edition (Bleszinski/Mikami, 2005).

Years trapped on Yamatai have warped the populace into an army of videogame henchmen.

Shortly afterwards, Lara hops onto the bottom rung of a ladder leading up a rickety radar tower whose topmost transmitter is her crew's best hope for rescue. Once you're on that bottom rung, the game will only accept one input: forwards. Press forward and Lara climbs: press anything else and Lara stops. There's no way to fail, though a few pre-canned moments will have a rusty rung give way and leave her hanging. There's a point where the game slips into a cutscene but pretends that it hasn't: nothing changes, with the exception that it's no longer accepting your input. Let go and Lara will keep climbing without you. Adventure game sleight-of-hand, as taught at Uncharted's School of Seven Bells - what is being pickpocketed, in this case, is your right as a player to have your agency reflected in the events taking place on-screen.

"It relaxes back into the series' matinee adventure comfort zone."
Then, after another calamitous mountainside descent, Lara emerges out onto a familiar landscape - a hub area - from a new vantage point. Your options for traversal have been expanded by the acquisition of rope arrows that allow you to pull down certain doors and affix zip-lines to particular posts. There are letters and relics to find, and secret tombs to plunder for bonus skill points. Tomb Raider becomes about gentle exploration for a while, and there's nothing particularly traumatic about it. It's very, very pretty. You forget about the multiple times you watched Lara's throat be ripped out by a wolf because you kept fumbling a quicktime event. You stop wondering if pressing the buttons to make Lara go through this carnival of horrors is not an act of cruelty in and of itself.

The memory of that first traumatic kill fades as you kneel behind another piece of waist-high cover to ping arrows into the cranii of obliging brotherhood warrior after obliging brotherhood warrior. When the game gives up on being a story about a young woman having an absolutely terrible time, it improves. It relaxes back into the series' matinee adventure comfort zone, and some of its later set-pieces are genuinely spectacular as a result.

Dangle me from the ceiling once, shame on you. Dangle me twice, shame on me.

"Lara herself is the game's standout success, particularly when she stops running."
The quality of the writing varies. Conversations between Lara's fellow survivors are believable despite their rote characterisation: nerdy twenty-something male, tough black woman, untrustworthy TV personality, spiritual Maori, and so on. Lara herself is the game's standout success, particularly when she stops running and decides to take direct action: the perceptible change she undergoes is a good example of writing, performance, and animation working together to create a sympathetic and admirable person in place of a fantasy.

The game spits out some real eye-rollers, though - it's honestly a miracle that Lara can find anything to fall off given the amount of scenery the villain manages to chew through in his relatively brief screen-time. Enemy chatter doesn't fare much better. I can think of a number of things I might say if I suddenly found myself with an arrow in my sternum, and "damn, she's a good shot!" isn't high on the list.

The real weakness of Tomb Raider's storytelling, though, is its failure to express its big ideas in the way it plays. Lara receives two pieces of advice repeatedly during the game: 'trust your instincts' and 'keep moving forward'. Both jar with the reality of what Tomb Raider actually wants you to do. 'Trust your instincts' should really be understood as 'trust Lara's instincts': or at least, trust Survival Instinct mode, which highlights objects in the environment you can interact with. Trust that this type of craggy rock will always be climbable, that these barricades will always yield to your rope arrows, that this particular type of scenery will always be flammable - and that you should always do all of these things because that's why they're there.

Lara hasn't lost her knack for blowing up UNESCO World Heritage sites.

Trust your own instincts and you risk throwing the game off its rhythm. In Tomb Raider, acting with initiative carries a payload of risk akin to heckling at a comedy show. You’ll either be punished, or - worse - you’ll puncture some meticulously preconceived bit and cause the whole thing to deflate. There's a combat section midway through where you can either fight through a narrow canyon or sneak past on an elevated route. While shimmying across a beam above a pair of Solarii cultists I made the choice to jump off and attack them, figuring that I had the advantage and that the salvage I would gain from killing them was worth it. I pressed the button to drop and Lara fell stiffly to the ground. The camera moved into the canyon at an angle it wasn't designed for, and, trapped in Lara's picking-herself-up animation, I couldn't respond fast enough to attack before I was gunned down.

"Rather than encourage self-motivation Tomb Raider rewards passive acquiescence."
If I'd stuck to the stealth route the game would have continued to animate beautifully: if I'd opted for a gunfight the camera would have known where to be. I made a choice that the designers didn't anticipate and the game could not adapt to support it. 'Keep moving forward', then, is a better piece of advice - but rather than encourage self-motivation Tomb Raider rewards passive acquiescence. As long as you don't forget which button press goes with which bit of the environment, the island will ensure nothing truly terrible happens to you. This obliging design is why Tomb Raider succeeds as a lean-back-and-watch-the-fireworks platformer, but the dissonance is undeniable. You're told that you're seeing a person discovering their strength: what you're shown is someone discovering that the god of zip-line placement loves them very, very much.

A scholar first, Lara opts to take only experience points from the chests at the culmination of each tomb.

You're encouraged to hunt and explore in order to maximise the amount of new skills and equipment upgrades you receive, but neither progression path is rewarding. The power you can gain in this way is carefully prevented from altering the pre-planned flow of the game: there's no way to earn a new traversal skill before its time, for example. In its place are shallow upgrades to the amount of loot Lara receives, or the amount of experience she gets for certain types of kill - and effectively all these do is allow you to level up faster. A few skills do alter the flow of combat, but only in minor ways: headshot indicators are helpful but inessential, ammo capacity upgrades are superfluous in a world where every new body you create can be looted for a fresh clip.


"When the circumstances are right, Tomb Raider becomes a decent if narrow stealth action game."
The areas where Tomb Raider comes together are those where you're given more freedom. When the circumstances are right, Tomb Raider becomes a decent if narrow stealth action game, and figuring out how to silently eliminate the maximum number of enemies before being detected is satisfying and says something about the person Lara is becoming. A scattering of optional tombs offer exploration and puzzle challenges that encourage improvisation with the game's robust physics system. Most can be cleared in a couple of minutes, but their solutions feel like they originate from your actions in a way that the rest of the game withholds.

Multiplayer takes the singleplayer's rock climbing and zip-lining and applies them to a competitive team shooter, adding trap-setting and limited environmental destruction for spice. It's host-based, rather than running on dedicated servers, and I had problems with rubberbanding even on a fast connection. When it does work, the majority of the players I encountered found it more effective to strafe around with an assault rifle than make use of any of the more distinctive features. The designers have provided space for set-piece moments - escapes over collapsing bridges, freeing friends from snare traps - but these will only happen if players find them a more effective way of farming for experience and upgrades than simply gunning each other down, and that doesn't seem to be the case. Abandoned matches are also an issue - roughly half of the games I played ended in victory by default.

Ice-pick takedowns yield bonus experience. Sadly, a loud voice does not yell "TROTSKY STRIKE!" when you do this.

The PC version is a good port, for the most part. Fairly comprehensive graphics and control options are available out of the gate, and manual hacks can enable more. It ran perfectly at the highest settings on an Intel i5 system with 8GB of RAM and a Radeon 6970, including the optional 'TressFX' tech that renders Lara's hair as free-flowing, individually modelled strands. I had persistent problems on a comparable system running a GeForce 560 Ti, however, including crashes and unexplained dips to a slideshow framerate that even affected the menus. Players have already found a few workarounds, and a patch is reportedly in the works - but caution is advisable if you're running an Nvidia card.

Tomb Raider is frequently very enjoyable, and there's no denying its production values or the care taken in scripting every inch of its critical path. I had a fine time. My problem with it is that I came in willing to have other, less fine kinds of time - I was willing to feel hounded, frozen and wounded in sympathy with its protagonist. Tomb Raider is never challenging, either emotionally or in what it asks you to do. It gestures at being something deeper, but I don't think you can simply tell the player what to feel. I wanted to participate in Lara's journey, but in the end I just held the button down and tried not to ruin it. A single game can't be held to account for the weaknesses of an entire genre, but they can't be ignored: narrative ambition is fantastic, but execution matters.
Tomb Raider
Wait, does the wolf get fancy TressFX hair too?
Wait, does the wolf get fancy TressFX hair too?

Nvidia released a new beta version of their GeForce driver this week, once again squeezing more incremental improvements from a bunch of games, both new and old. But one prominent release was missing from the list of tweaks: Tomb Raider. Lara's latest outing may continue Square Enix's quality porting form, but, as Chris notes in his settings overview, GeForce cards attempting to use AMD's new fancy hair tech TressFX suffer a drastic performance hit.

In the comments for the beta update post, Nvidia's Andrew Burnes explains the problem and apologises to GeForce owners. "We are aware of performance and stability issues with GeForce GPUs running Tomb Raider with maximum settings," he writes. "Unfortunately, NVIDIA didn’t receive final game code until this past weekend which substantially decreased stability, image quality and performance over a build we were previously provided. We are working closely with Crystal Dynamics to address and resolve all game issues as quickly as possible."

Burnes also notes that Nvidia can't magic up a fix without some help from Crystal Dynamics. "The developer will need to make code changes on their end to fix the issues on GeForce GPUs as well. As a result, we recommend you do not test Tomb Raider until all of the above issues have been resolved."

"In the meantime, we would like to apologize to GeForce users that are not able to have a great experience playing Tomb Raider, as they have come to expect with all of their favorite PC games."

Thanks, Joystiq.
Tomb Raider
Tomb Raider


Crystal Dynamics' Tomb Raider reboot tuck-rolled today into a well-received reception (on the console side, at least—our review is still forthcoming), but the silver-screen restart of the action-adventure franchise has been planned since 2011. Tinseltown bills it as a retelling of Lara Croft's origins, a convenient mirroring of the just-released Raider's narrative. Speaking to Variety, Crystal Dynamics head Darrell Gallagher says the team is working closely with studio GK films to model film's heroine after her younger, more rugged virtual counterpart.

" working from this new take that we've given them,” Gallagher says. “It’s a good partnership. We’re seeing the challenges through the same lens. It was important for both of us to have a cohesive version of the franchise. We didn't want to see a film version that was a continuation of the old Tomb Raider films."

A couple years ago, film producer Graham King explained the movie focuses on "telling the story before she became Lara Croft," turning the agile action and tomb-raidering into "a character piece."

"It does have a lot of really great characters, but it's a lot of action and a lot of fun, and for me, it's something very different," he continued. "I've not really done a movie like that before, but I really gravitated to rebooting this franchise, and we're going to give it a shot."

It's unknown when the film is expected to debut nor who will become the new face of Lara Croft after Angelina Jolie's 2001 performance, but Iron Man writers Mark Fergus and Hawk Ostby have signed on to pen the story.
Tomb Raider
Lara Looks At A Fire


Good news, everyone. Having played a couple of hours of Crystal Dynamics' Tomb Raider reboot following its release last night, it looks like the PC version lives up to the standards set by Nixxes' successful work porting Deus Ex: Human Revolution and Sleeping Dogs. It's a really good looking game, and it caters to PC gamers who want to tinker.

Rather than run through the options here, I've produced a short video showing them off - plus a bonus side-by-side comparison of Lara's normal hair and her hair with AMD's TressFX tech enabled. Sorry about the audio quality - blame the midnight launch and my headset microphone.



I'll be posting a full review later this week but so far my feelings are mixed. It's strictly linear and many sequences won't accept any input from the player other than the one that makes Lara go forwards. QTEs abound and there's a brief instant-fail stealth sequence in the first hour.

I don't have a problem with a scripted experience if it delivers something well-directed and meaningful and there's still time for Tomb Raider to live up to that, but so far the game has mostly succeeded in making me feel uncomfortable: not in the sense that I'm sharing Lara's pain, but that I'm the asshole pushing forwards on the analogue stick and watching her suffer. She does have very fancy hair, though.

Update: This footage was taken on a machine with an ATI Radeon HD 6970. Running the game on a comparable machine with a GeForce GTX 560 Ti, there's a substantial performance hit with TressFX enabled - so much so that it's unplayable. The 6970 is a more powerful card, but not by a huge margin - I wonder how much of this is down to TressFX being AMD's proprietary tech. If you're running a GeForce card, you may need to disable Fancy Hair.
Tomb Raider
Sad Lara does not actually know if the PC version looks this good yet.
Sad Lara does not know if she'll be able to alter the FOV.

Lara Croft's traumatic gap-year adventure has been well received by our counterparts on console, and we were hoping to be able to start providing you with our impressions of the PC version today. Unfortunately, we've been told by Square Enix that code for the PC version won't be issued until Tuesday, when the game goes on sale - so expect our verdict to fall in the latter half of next week.

Crystal Dynamics are reportedly unwilling to let the game out into the wild until it's ready. Perhaps they're worried about Lara's PC-exclusive hair going haywire - we don't know. Delays like this don't always indicate a problem with the product, but they do prevent us from telling you one way or another before you lay down your hard-earned cash.

If your fingers are hovering over the pre-order button for Tomb Raider then we advise holding off until we've had a chance to check it out. One way or another, we'll have some first impressions of the PC version up by midday GMT on Tuesday.
Tomb Raider
Yes, this is dog.


The scores for Squeenix's reboot of Tomb Raider are pouring in like live snakes into an overly-elaborate trap set by a long-dead civilisation. Generally, people seem to be quite upbeat about this beat-up new Lara. But how does the young adventuress perform on PC? We can't tell you alas, nor give you our opinion of the game at large, as we've not yet been issued PC code. Sob.

Hopefully, we'll be getting code later today as promised and have someone ready to raid tombs in all their graphically-enhanced glory the moment the opportunity presents itself. Square Enix have had excellent form with their PC ports of late, so we'll be sure to let you know if their latest effort matches the standards set by Sleeping Dogs' lustrous PC-specific sheen.
Tomb Raider
Tomb Raider splat


The spry Lara Croft tumbles onto PCs on March 5, but Square Enix is taking a machete to the wait with another look at Tomb Raider's combat, which apparently involves the good Ms. Croft's natural skill at wanton slaughter. Stealth takedowns, melee slug-outs, and shooting sprees all show up, though the common result throws a lot of blood everywhere and turns the young adventurer into a rather brutal killer.

You're also shown how upgrading at campfires and discovering tombs to raid improves your arsenal and unlocks secondary combat abilities such as a rather messy pickaxe backstab and the option to stab bandits in the face with an arrow. In fact, there's lots of stabbing going on in this trailer. Also, exploding barrels! Even a desolate tropical island is the perfect home for those classic, illogical game cylinders.

Square Enix says you'll encounter "rare opportunities to cause larger explosions," a fine plus for bloodthirsty survivalists but also another way of saying, "Prepare to run into the scripted-event monster." Still, Tomb Raider's various scraps look interesting enough, if only diluted somewhat by the linear impression of it all. I'm still hopeful for an engaging action-platformer on March 5.
Tomb Raider
Tomb Raider featured


The usual rule of thumb for news writing is that any headline that ends with a question mark can be answered with a no. Here, though, it's an emphatic yes. Looking over the announced system specifications for the upcoming Tomb Raider reboot, your PC will almost certainly be fine. That is, unless your PC is a cardboard box with some string and wire stuffed inside it. You do realise that isn't a PC, right?

Here's what budding survivalists will need:

Minimum system requirements for PC

Windows XP Service Pack 3, Windows Vista,7,8 (32bit/64bit)
DirectX 9 graphics card with 512Mb Video RAM:
- AMD Radeon HD 2600 XT
- nVidia 8600

Dual core CPU:
- AMD Athlon64 X2 2.1 Ghz (4050+)
- Intel Core2 Duo 1.86 Ghz (E6300)

1GB Memory (2GB on Vista)

Recommended system requirements for PC

Windows Vista, Windows 7 or Windows 8
DirectX 11 graphics card with 1GB Video RAM:
- AMD Radeon HD 4870
- nVidia GTX 480

Quad core CPU:
- AMD Phenom II X2 565
- Intel Core i5-750

4GB Memory


Let's see what you'll get with those affordable mid-range components:

Very high resolution textures with up to 16x the amount of data
Detail Tessellation to enhance the detail on many surfaces in the game
Higher quality shadows
High quality bokeh depth of field with near-blur
Tessellation algorithms used to smooth out geometry
Improved cloth, SSAO, quality wetness effects, and post-filter effects.
LOD quality is adjustable for better quality on higher-end machines.

Tomb Raider also launches with Steamworks integration, so expect cloud saving, Steam server matchmaking and full Big Picture support. Reasonable requirements aside, Square Enix's PC porting efforts have been relatively strong of late, so chances are there's no cause for concern here. All that remains to be seen is whether the game is any good. Rich's hands-on preview will give you an idea of what to expect.
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