Tomb Raider

Tomb Raider vs. Uncharted: The Comparison We Had To MakeIt can be a bit difficult to talk about the new Tomb Raider without also talking about Uncharted. Naughty Dog's PS3 series has always had a lot of Tomb Raider in its DNA, and Crystal Dynamics' new Lara Croft adventure has clearly been taking notes from Uncharted.


The two games are as interesting in their differences as they are in their similarities. So, Kirk and Patricia decided to crack them both open and see what treasures lay within.


Spoilers: This conversation has some story spoilers for the ending of Uncharted 3, but keeps Tomb Raider spoilers to a minimum.


Kirk: Hello, Patricia! Okay. We've both spent the last week or so raiding tombs. It's time to talk about this game some.


Patricia: Yes! Or, well, I've spent more time shooting people than raiding tombs, but, you know.


Kirk: Ha. Right. Certainly one thing that sets this game apart from its predecessors. I should say here that I've finished the game, but I'm not sure quite where you are in the story.


Patricia: Lara just decided that nobody can leave the island. I think she may be losing it a little!


Kirk: She may well be. Or... is she the only one who hasn't lost it?? DUN DUN DUN. Okay, on to the thing we're really gonna be talking about here-this game as compared with Tomb Raider, as well as with Uncharted. Any general thoughts?


Patricia: I think it's interesting that both games deal with legacy, though to a different extent. Tomb Raider has some nods to Lara's parents, who I assume also raided tombs and whatnot? And she grapples with actually becoming that type of Croft in the game. Drake has something similar, only—spoilers I guess? He's not actually a Drake—he's an orphan who takes up the Drake name, as we saw in Uncharted 3. But it's still important to him that he lives up to that stuff…but as a fantasy. He's escaping reality.


Tomb Raider vs. Uncharted: The Comparison We Had To Make


Kirk: Huh. I hadn't thought about that parallel, but it's true. That kind of ties in with the superhero mythos that Crystal Dynamics and Naughty Dog have used when creating Lara Croft and, to a lesser extent, Nathan Drake. That's actually something that both series have added in later games. In the first Uncharted, Nathan Drake was little more than a roguish adventurer, as I recall. Similar to how in the first Tomb Raider, Lara was just sort of this badass chick. It wasn't really until Uncharted 3 that Naughty Dog decided it was worth digging into his backstory. And, to be honest, I wasn't all that interested even when they did. I do find myself interested in Lara's journey in this new game, moreso than I ever was in Nathan Drake's, but I'm less interested in the idea of what her father did, and her legacy and all that. I'm more caught up in the moment to moment. I don't buy all that "You're a Croft, you just don't know it" business. I almost think I'd prefer if she stopped talking about her father and just focused on surviving.


Patricia: Yeah I wish she stopped talking about her dad so much, especially if her mom might be THE Lara Croft?


Anyway, I think this one of the main differences between Uncharted and Tomb Raider for me: Uncharted feels more deliberately thrilling, something that's designed to be escapism for the player and not just Nathan Drake…and naturally, Tomb Raider, by virtue of being a video game, is also escapism, but it's not the same sort of escapism. Tomb Raider feels painful to play! Lara is not having a good time.


Kirk: She sure isn't. And yeah, the games have very different tones. But hey, okay, before we focus too much more on the differences between the two games, let's talk about the similarities. Because there certainly are some, otherwise we wouldn't be comparing them at all. Look at the cycle here: Tomb Raider set the template-do some exploring, do some shooting, solve some puzzles. Then, Uncharted took that template and fine-tuned it for the modern era-do some exploring, do a lot more shooting, focus more on the shooting and make the whole thing a super-slick cinematic experience. When Underworld came out, I could sense Crystal Dynamics reacting to Uncharted but not quite being ready to create that kind of game yet. And now, with Tomb Raider, they've effectively lifted whole chunks straight from Uncharted, and even improved on the template in a number of ways. So we go from Tomb Raider to Uncharted back to Tomb Raider. The circle is complete.


Patricia: Ah, that's interesting. This is actually my first Tomb Raider, so I've never experienced the franchise as it used to be! Still, it's pretty obvious that the sensibilities of modern Tomb Raider are a reaction to Uncharted. Do you feel like that's a good thing, has it improved the Tomb Raider franchise? When people talk about "modern design" it's not always a positive thing.


Tomb Raider vs. Uncharted: The Comparison We Had To Make


Kirk: You know, I think it's good and bad. I like the Uncharted games, particularly Uncharted 2. I like them for what they are—charismatic, stylish and generous cinematic adventures. But while they lifted the general layout and approach of Tomb Raider, they don't feature nearly as many puzzles as the old Tomb Raider games did. Uncharted games are a lot closer to Gears of War, honestly, than to Tomb Raider. Take the two most recent Tomb Raider games: Underworld and Lara Croft and the Guardian of Light. Underworld was a surprisingly cool game-it had what might truly be the most nonsensical, convoluted story I've ever seen in a video game, but beneath that junk lay some interesting, ambitious puzzles. The puzzles would span entire levels-you'd be riding your motorcycle from one area to another, moving a massive statue here in order to get a second statue in a whole other area to rearrange itself.


Meanwhile Guardian of Light is one of the most purely enjoyable co-op games I've ever played, and it's just loaded with great two-player puzzles and bonus challenges. So, playing the new Tomb Raider, I'm highly aware of just what an influence Uncharted has had. The new game features a mere smattering of puzzles, and they're all comparatively simple, even the optional side tombs. That's a disappointment. I understand the complaints of those who say that this "isn't a Tomb Raider game," even while I think that statements like that miss the point somewhat. But regardless, Uncharted's influence is a constant, pronounced presence.


Patricia: Oh, are some people saying it's not a Tomb Raider game? Wow.


Kirk: Well, you know. Like, "people." It's a thing I've heard.


I'm surprised you like Drake's journal—I hate that thing!

Patricia: Anyway, yeah, I can't say I play Uncharted for the puzzles—they're nice to have to add flavor I guess, or as a reminder of what the game is supposed to be about (treasure hunting).


Kirk: Though if I had to choose, I'd say I prefer Tomb Raider's examinable treasures over Uncharted's less fleshed-out baubles. A small distinction, I guess.


Patricia: Yeah I liked that! It felt L.A. Noireish. The simple puzzles in both Uncharted and the new Tomb Raider didn't bother me much though, but I've also been weaned on these modern design practices. It's a shame Tomb Raider didn't feature more complex puzzles, since both games don't really convey the archeologist side of the adventures, eh? Tomb Raider's puzzles are still more complex than those in Uncharted, but Uncharted knows how to package it a little better—I love Nathan's journal thing, even if sometimes tells me to put the square peg in the square hole.


Also, raiding tombs—and therefore doing puzzles—is mostly optional in Tomb Raider. Which seems weird to me given the name of the franchise.


Kirk: I was initially kind of happy to hear that the tombs were optional, since I figured they might let the game have its cake and eat it, too. When I talked with the game's creative director Noah Hughes back during a preview, I kept trying to get a sense of whether the side-tombs would scale in difficulty and eventually include the sorts of stumpers that past games had. Unfortunately, they don't, really. (He did mention that they went back and forth on the "Tomb Raided!" thing that shows up at the end of the tombs, since they weren't sure if it was too off-tone). I'm hopeful for some sort of more intense puzzle-room DLC, but it would've been nice to see more puzzles included with the main game.


I'm surprised you like Drake's journal—I hate that thing! I like all the little notes and touches like that, but I dislike how it so obviously gives hints as to how to solve the puzzles. Those puzzles so often rely on their own set of rules, where Tomb Raider's puzzles rely on physics. I vastly prefer the Tomb Raider approach.


Patricia: Oh no, I like the journal because it's pretty—I don't like that it gives me the answer. But if I was trying to figure out some archeological puzzle in real life I'd figure I'd probably have to crack open a few books or something, you know? So it lends itself to the theme.


Kirk: That's true, and in that regard, it's nice that Drake keeps a journal. One of the weirdest shortcomings of Tomb Raider are those ridiculous journals that you'll find lying around, where Lara's friends articulate their innermost desires and then… leave them on a table somewhere.


Tomb Raider vs. Uncharted: The Comparison We Had To Make


Patricia: Yeah—some of them, I was willing to believe. Like okay, MAYBE this historical figure just happened to leave this here and I found it, okay, whatever. But my friends sure left their musings in the most random places. Why is Reyes' letter to her daughter found by a mountain of body parts deep inside a cave?


Really though, both games aren't actually about treasure hunting, eh? It sets the stage and some of the conflicts, but most of what we spend time doing is either shooting people or climbing stuff.


Kirk: That's true. Both games go to great lengths to show their characters doing research or relying on book-learning, but the actual game parts are less "Dr. Jones" and more "Indiana Jones."


Patricia: The feel with the action is different, too. Most of the time gunfights/action in Uncharted felt like they were happening on a playground—I was excited to have them happen, they were usually crazy and cinematic.


Tomb Raider isn't like that—or at least I didn't get pumped when enemies appeared. I dread other people. Which probably has to do with why the game feels better when there aren't other people around, as Evan mentioned. Also, I don't feel like Tomb Raider quite has the hang of the cinematic approach like Uncharted does, even though it has plenty of "run/barely escape explosions" sequences.


Tomb Raider vs. Uncharted: The Comparison We Had To Make


Kirk: That's true. Crystal Dynamics does a good imitation at points, but they can't match Naughty Dog's ambition or chops, not quite. One of the most remarkable things about the Uncharted games, particularly Uncharted 2, is how often they'll have you engaging in shootouts in the most unlikely situations. For example, the sequence a third or so into the game, where Drake is hanging on a sign and has to quickly hop around it while pulling out his pistol and keeping out of reach of enemies—great, enjoyable stuff. Tomb Raider may lift the camera-techniques, action-packed platforming, and cinematic style from Uncharted, but they never manage to replicate Uncharted's creative mixture of platforming and shooting. Though I'll say they more than make up for that by having stealth that actually works.


On to the platforming and traversal. How do you think it stacks up?


Patricia:Tomb Raider and Uncharted also feel different there. Uncharted makes a point to make you feel like you're on an epic adventure; you climb crazy, larger than life stuff. With Tomb Raider, it's more of, I need to get here, so I need to traverse this area. Necessity. That's a whole lot of Tomb Raider, really. You kill people out of necessity, too.


I think it's interesting that when climbing, Lara relies on her axe. Drake climbs with his bare hands most of the time. Then again, Lara relies heavily on tools in general: you can see the radio, the axe, the torch and whatever else she's carrying on her body. It sets Lara up as a survivor that makes the most out of her situation even if she's not originally cut out for it. By comparison, Drake is already the hero who does rad stuff on his own.


Kirk: That's a good observation. I prefer Tomb Raider's platforming to Uncharted's, when it comes down to it. I love what I'm getting to do in Uncharted games—you know, "Oh my god, I'm climbing along a series of crates as they tumble out of a crashing airplane!" But really, Uncharted's platforming is way too linear. Drake can't just climb up onto anything, he can only climb up onto certain, approved ledges. Lara, meanwhile, can go pretty much anywhere in the environment. Combine that with her tool-set, and you've got something that's much more like Arkham Asylum's environmental navigation, rather than Uncharted's thin, almost faux-traversal.


Tomb Raider vs. Uncharted: The Comparison We Had To Make


Patricia: Ha, I wonder if it's the gamer mentality of looking for the most efficient routes that made it difficult for me to realize just how open Tomb Raider's environment is. It's like I can only see one path.


Kirk: And then there's the way it feels, which is a word I've noticed you keep using. We're talking about a lot of granular differences between the two games, but I think the biggest one comes down to that word. Tomb Raider feels different to me, and that's largely because I can really feel for Lara, I get a sense that this world has a real impact on her.


When she jumps, she lands hard. When she falls, she lands harder. When she's injured, she limps. When she tumbles, she's out of control. I think that one of the great successes of Tomb Raider is how thoroughly they've allowed their protagonist to inhabit the world they've created. And again, this is something they've taken from Uncharted and improved upon: I still remember when Nathan Drake first walked past that burning train car at the start of Uncharted 2 and held his hands up to shield his face from the heat. Tomb Raider takes that moment and multiplies it.


You've mentioned to me how you think Lara's vulnerability makes this game feel different from Uncharted, and I'm curious to hear a little more about that. How do you think Lara herself feels different from Nathan Drake?


Patricia: You've definitely hit on something in regards to Lara: I actually care about her, and that's helped by the design of the game. Man, she looks terrified sometimes, you can tell stuff hurts—and that's great. Not that she feels that way, of course, but that the game manages to make you empathize so much.


Tomb Raider vs. Uncharted: The Comparison We Had To Make


I don't really care about Nathan by comparison. I mean, it's interesting, and Uncharted has the better cast/is more charming, but I'm not like, agonizing over the trials that Nathan faces.


I'm glad you brought up that scene in Uncharted 2, because that's probably the best part to compare to Tomb Raider—we see Nathan at his worst. He's hurt. He's vulnerable. That's all of what Tomb Raider is about. But it doesn't feel believable in Uncharted, I'm not wincing when Nathan is like that.


And that vulnerability is at the heart of Tomb Raider, it's coded into even the smallest things. One of the strongest enemies holds a shield up in Tomb Raider, for example, and you have to let him get close and take a swing before you can shoot him—you have to let yourself be vulnerable, in other words.


But you know what they say, vulnerability is actually strength. I mention that since I don't want to make it sound like Lara is helpless or whatever. She's a badass through and through, but you watch her grow into it. So then after you—or should I say I—spend the entire game dreading encounters, and you get to the part with the grenade launcher and she's screaming back at her enemies, telling them she's going to get them...man, what a major, major moment of triumph. I've never felt that way while playing Uncharted. Lara feels like a person I've watched grow. Nathan....might be heading in the same way eventually, judging by the end of Uncharted 3, but it's nowhere near Lara's growth.


Tomb Raider vs. Uncharted: The Comparison We Had To Make


Kirk: It's remarkable, isn't it? How good it feels to play a game where the main character has a real, definable arc? Sure, other games make you start with nothing and eventually get more powerful. But it's executed so confidently here, and taken to such extremes. It's effective. And without spoiling anything, I'll say that they don't mess up the pacing from start to finish—there are peaks and valleys, but as I made my way to the final encounter, I couldn't help but think back to the girl at the beginning, whimpering as she pulled a piece of rebar out of her side. I really did feel as though I'd watched her come a long way, and few games do such a good job of blending mechanical game progression with story progression. I think that might be the thing Tomb Raider does best, actually. And, interestingly enough, I thought that Uncharted 3's attempts to do something similar with Drake were a big part of why the game fell flat.


Patricia: Maybe it's just that I felt that Uncharted 3 was an absolute mess, but it feels like Tomb Raider has taken the torch back. I think it's the superior game. But! So, I'm not finished yet, and that moment I spoke of earlier—when Lara gets the grenade launcher? It made me feel like it was Tomb Raider's transition into the type of game Uncharted is.


Kirk: "I'm coming for you all!" Kind of self-indulgent, but enjoyably so.


I'd kind of rather she wasn't the same type of hero Drake is, if only because there's less complexity in that setup. Also, eff guns. The bow is where it's at.

Patricia: Like it was becoming more about confidence, about mowing enemies down, about being the undeniable hero of the adventure. I know they can't keep harping on vulnerability forever—like, eventually she has to grow, right? But I can't help but wonder where Tomb Raider goes from here. I'd kind of rather she wasn't the same type of hero Drake is, if only because there's less complexity in that setup. Also, eff guns. The bow is where it's at. I'd say I look forward to Tomb Raider getting a hold of Uncharted's cinematic angle, but I kind of feel tired of that sort of game.


But you're the one that's actually finished the game: what do you think, are you hopeful of where Tomb Raider can go? Heck, which game do you like better? We've spent this entire time comparing the games, after all. I'm sure people are curious.


Kirk: I guess that, given our headline, we do have to declare a preference here. Though I really do like both games, I think that Tomb Raider beats out Uncharted (even my beloved Uncharted 2) in enough areas that I do prefer it. Which isn't entirely fair, given that Tomb Raider lifted so many tricks from the Uncharted playbook in the first place. Really, both series are awfully good, and seem to exist in symbiosis with one another. With Naughty Dog wrapping up the (decidedly not Tomb Raider-y) Last of Us, I'll be interested to see what they do with Nathan Drake on the PS4.


As for Tomb Raider, I do feel a bit curious about where the series can go from here. We've had our origin story, and it's over—and as the ending punctuates, this story really was about the "birth of a legend." But now that the legend has been born, are we really going to immediately make Lara more of a confident—and less interesting—Nathan Drake-type? I actually doubt that'll happen. Lara may be more confident than she was at the beginning of the game, and may have taken some significant steps towards weapon-wielding badassery, but she's not quite Rambo yet. She can handle some armed goons coming at her, but all the way to the end, she fights in a hardscrabble, improvisational way that should scale up really well for sequels. I doubt we'll start the next game with her hanging tied up, upside-down in a cave, but I also doubt that the inevitable sequel will have her immediately swinging in, dual-pistols blazing. The folks at Crystal Dynamics are smart—they know they've hit on a formula that works, and that that formula relies on a more human, more relatable Lara Croft.


That said, believe it or not, Tomb Raider has got me wanting to replay Uncharted 2 again. So maybe I'll do that and get back to you.


Any final thoughts on the comparison? Why do you think bows and arrows are so awesome? Do you think we're beginning to see the "Bowification" of the modern action game?


Tomb Raider vs. Uncharted: The Comparison We Had To Make


Patricia Ha, the "bowification" of games...well, bows are awesome because we like to glorify anything that doesn't scream technology, since we have such a thing about how tech is making us lose our way (or something). I can go on for ages about this but I'll finish with saying that anything that is one shot, one kill tends to be awesome by default.


I hope you're right about Lara. I don't want to see Lara as Rambo (...Lambo?) I am fascinated by the idea of there being an active back and forth between Tomb Raider and Uncharted, and I'm definitely kind of sitting here going FIGHT, FIGHT, FIGHT. But only because they're both excellent games that will only get better because both Crystal Dynamics and Naughty Dog can't rest on their laurels; they can't risk the games becoming stagnant. And to be honest, that's sort of how I felt about Uncharted by the end of 3—it felt like more of 2, only not as well-made. Competition can only be a good thing.


Kirk: I hear you there—it's worthwhile to compare the games, but in the end, it's just nice to see Crystal Dynamics come back into this thing swinging. And if Naughty Dog can return the favor, then hey—more good games for us. For Tomb Raider, I do hope we get to see some better puzzles, both in the sequel and in the inevitable DLC. And I hope that the next Uncharted game takes some notes from Tomb Raider on characterization and focus, and can manage to open the game up somewhat, too. And maybe add a bow and arrow. I could see Nathan Drake doing some serious damage with a bow and arrow.


Tomb Raider - PC Gamer
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Chris, Marsh and very special guest Mike Bithell, creator of the BAFTA award-winning Thomas Was Alone, discuss Sim City, Sniper Elite: Nazi Zombie Army, Tomb Raider, the Arma 3 alpha, the morality of Kickstarter and why triangles should just go home.

Also featuring the industrial nightmare of Novathurstengrad, vague caveat-laden descriptions of Mike's next game and an analogy that we might not simply be advanced enough as a species to successfully assemble.

You can subscribe to the podcast on iTunes, or download the MP3 directly. Follow PC Gamer UK on Twitter to be informed when we're putting the call out for questions. Alternatively, follow us as individuals:

Mike - @mikebithell
Marsh - @marshdavies
Chris - @cthursten

Show notes

Our review of Sim City.
Our review of Tomb Raider.
Somewhere you can buy Thomas Was Alone.
Our Let's Reboot series about classic games reimagined for today.
Just because we can build something doesn't mean we should use it in an extended metaphor.
Tomb Raider

The New Tomb Raider Saved This Teenager's LifeThe first time Draven Miltenberger played Tomb Raider was in 1999. He was three years old. His home life might have been tumultuous thanks to how often he moved, but that was his constant: Tomb Raider.



"My family couldn't pry it out of my hands," he wrote in a blog post that described his love for the game. After reading it, I decided to reach out to him. "It hooked me instantly," Miltenberger, now seventeen, told me in an email.


The abuse started a few years after he first found Lara Croft. First, it was with his dad. Then his dad left for the National Guard, but that didn't matter. His stepmother continued the abuse. "She was more vicious I think," Miltenberger told me in an email. Eventually she'd take him to a runaway shelter. He was still a kid.


He managed to find his way back to his family, but from there, things started getting worse. He developed anger issues, developed depression. He couldn't get his dad out of his head.


"Tenth grade was probably the worst year. I started drinking secretly, and even had a cutting [phase]. Also while I was in school there were so many rumors going around that I was gay...but they didn't use the kindest words to say so," he said.


He dropped out, he started considering suicide. But then he started hearing news of the new Tomb Raider. He was always compelled by Lara as a "strong, independent woman." This time, what compelled him was the idea of being rebooted—of being reborn, if you will. The new Tomb Raider, after all, is a departure from earlier games; we see Lara like we never have before. She's hurt, she's bruised, she's vulnerable—and none of that stops her. It's easy to see how the game could inspire someone to be stronger.


"I had tears welling up in my eyes the moment I opened that survival tin...to me Lara was this young, inexperienced woman who didn't know what she was doing, and that was like me," he explained to me.


"When I [saw] her commit her first kill, I watched as she started crying. I had never seen that in a Tomb Raider before. I was shocked. But she picked herself up quickly, I loved that she had so much bravery especially when she was scared the most. Like Rhianna Pratchett [lead writer on Tomb Raider] said, "You can't have bravery without fear," he said. "Just because life had started off with a wreck doesn't mean I wouldn't survive it."


"You can't have bravery without fear."

On his blog, Miltenberger explained how Lara's journey affected him. "That kind of sat in my head, of how someone can start over...completely become a new human being who actually cared about things...cared about surviving."


Something clicked—Tomb Raider, in its new form, came at exactly the right time. He resolved to stop drinking, to stop cutting, and he's process of getting his GED. He's also coming to terms with his sexuality. It's like a complete turn around. "Lara was my strength at times when I didn't feel like being strong," he explained.


What next? His plan is to one day work for Crystal Dynamics—that's just how much the game means to him.


"Lara had told me to 'Just keep moving.' Those words saved my life."


Tomb Raider

The Hardcore Horror Flick That Turns Up In Tomb RaiderTomb Raider wears its cinematic aspirations on its grimy, blood-soaked sleeve. In the mode of Uncharted, this is a game that very much wants to be a movie—its 'camera' is a constant companion, never missing the opportunity for a close-in tension shot or a jumbled, handheld action sequence. As Lara Croft runs through the rain and engages in Croftian derring-do, you can feel the invisible cameraman's loping stride as he follows behind.


In terms of design and pacing, Tomb Raider also takes a bevy of cues from Uncharted, but it diverges from Naughty Dog's series in one crucial way: Where Uncharted drew from the same pulpy adventure serials that influenced Indiana Jones, Tomb Raider draws from something much darker: In addition to lifting a number of themes from the exploitation cinema and snuff-tinged horror of the 1970s, and it aggressively channels Neil Marshall's 2005 horror movie The Descent.


I'll have some spoilers for both Tomb Raider and The Descent here, but nothing too major. It'd be hard to spoil The Descent, really.


In The Descent, a group of tough extreme-sports-type women head into an uncharted cave and, after a cave-in, find that their situation goes from bad, to worse, to super way fucking worse. It's a hell of a good horror movie, and you should totally watch it, particularly if you liked some of the ideas explored in Tomb Raider. (And don't mind having your pants scared off.)


The similarities between the game and the film are apparent from the get-go: Women in caves, lost and injured, hunted by a terrifying group of all-male antagonists. And eventually, the women (or in Tomb Raider's case, woman), find that they're stronger than the men and fight back.


I haven't seen anyone at Crystal Dynamics specifically call out The Descent as an influence (and in this feature today at GameSpot, Crystal Dynamics head Darrell Gallagher focuses more on Die Hard, which, sure). But considering the fact that Tomb Raider contains at least two clear-cut homages to Marshall's film, it stands to reason that someone at Crystal Dynamics was a fan.


A bit near the beginning of the game conjures aspects of The Descent's controversial ending—it was given one ending in the UK and another in America, before being released as a final cut with only the original ending.


The Hardcore Horror Flick That Turns Up In Tomb Raider


I remember seeing this sequence when it debuted at E3 and thinking, "Good lord, is this game seriously going after The Descent?"


There's also this bit, from the middle of the game:


The Hardcore Horror Flick That Turns Up In Tomb Raider


Which is an explicit shout-out to The Descent's most iconic image:


The Hardcore Horror Flick That Turns Up In Tomb Raider


Soon after that scene, a blood-drenched Lara lurks in the darkness, ready to exact terrible vengeance on the men who have hurt her and her friends:


The Hardcore Horror Flick That Turns Up In Tomb Raider


Just as in The Descent, Shauna Macdonald's protagonist Sarah is 'reborn' from a lake of blood as a woman driven into an animal frenzy by fear and a desperate need to survive:


The Hardcore Horror Flick That Turns Up In Tomb Raider


(Side note: Rebirth, lost children, a bizarre group of all-male CHUDs killing women... CAVES filled with BLOOD... yep. Discussion still continues as to whether or not The Descent is a feminist horror film. I see it as one, but I understand the arguments on the other side. I'd imagine a similar discussion will continue about Tomb Raider.)


And then there's the poster for The Descent 2, which I haven't seen, but which presents a scene that should be pretty familiar to anyone who's played Tomb Raider:


The Hardcore Horror Flick That Turns Up In Tomb Raider


Torch? Check. Climbing axe? Check. Tank-top? Check. Tore-up physical appearance? Check.


It's remarkable that a big-budget, AAA video game would turn to such dark, hardcore material for its cinematic inspiration. If you'd told me in 2005 that in eight years, we'd get a Tomb Raider game that drew inspiration not from Indiana Jones or Romancing the Stone but from The Descent, I wouldn't have believed you.


Despite (or possibly thanks to) its dark tone and grisly atmosphere, Tomb Raider seems to have been a success, certainly critically and from the sounds of things, also commercially. It's said that horror can't be mainstream—I've even argued that point here at Kotaku. But then, Tomb Raider isn't really a horror game, though it sure can be horrific at times.


All the same, it's cool to see a big-budget game deliberately reaching for a reference point as far off the beaten path as The Descent. If games are going to continue to imitate movies, at least they're starting to pick interesting ones.


Tomb Raider

There's a moment in Tomb Raider where you get a crucial piece of gear required to finish the game. But a bug that can screw things up the first time you try to use the Rope Ascender is stopping some people from progressing through Tomb Raider. Lara needs to get that crate to slam through the deck of the ship to get to her objective. But the crates aren't moving the way they're supposed to. I didn't encounter the bug seen here but it sure would've pissed me off if I ran into it.


Thankfully, eagle-eyed TR players have spotted a workaround. The solution requires you to force a glitch and fall through the hatch where the crates are supposed to smash into. It takes a bit of fiddling to get the bug to work but once it does, you should be able to go ahead to the next thing you're supposed to do. Hopefully, there's a patch coming through for this issue.


(Thanks, tipster Josh!)


Tomb Raider

Tomb Raider Gets Better After You’ve Beaten It Tomb Raider gave me the worst kind of quiet at first.


The game's silences were ones filled with tension and dread, interludes where my worries about getting Lara through the experience would fester. All throughout Crystal Dynamics' reboot of the archeological adventure series, players are left to wonder how the awful mythology of its fictional island was going to chew them up and spit them out. What terrible injury or revelation would Lara have to endure next? The relief I felt after finishing the game was replaced by something unexpected: a hush filled with possibilities to uncover.


I went back into Yamatai to just fool around a bit before logging in some multiplayer. I was expecting to be bored, since all of the combat sequences had been cleared. But I wasn't stifling yawns. Instead, I was awestruck by how quietly beautiful the new Tomb Raider became after all the surviving was over and done.


The realization hit me hard when I went back to the Summit Forest area, where one of the game's tensest sequences happened. On my first go-round, this was the part of the game where Lara was forced into stealth. I remember clenching the Xbox 360 controller nervously, trying to quietly pick off the Solarii thugs stalking me. But now, after the storyline's end, the same wooded expanse where enemies stalked me in the darkness felt full of stark beauty. Deer gambolled around me and I could climb trees unhurriedly, gathering salvage and enjoying the vantage points with no threat. One nook I'd never ventured into held the wolves that the Solarii sicced on me after I failed at staying hidden. They were still there, growling at me from inside their cages. I nocked an arrow and killed one. I immediately felt bad. These animals weren't threats anymore. The men that made them into monsters were all dead. And their whispered hate and noise went with them, replaced by bullfrog croaks and leaf rustling. Things could be different now.


Tomb Raider Gets Better After You’ve Beaten It The same new perspective held true for the wintry peaks of the Mountain Base or the ramshackle structures of the high-altitude Gondola Transport. I'd almost died in most of these places but now I had a weird nostalgia about them. And even more counter-intuitively, I admired the ingenuity of the messed-up cultists who were trying to kill me. And not just the modern-day Solarii, either.


Without bad guys firing machine guns at me, I could marvel at the tenacity of all the people throughout the centuries who were stuck on Yamatai before Lara's shipwreck. They made the island a little less cursed, planting the melancholy seeds that brings Lara into her new destiny. In the absence of violence, you could really feel how this place shaped Lara into something tougher.


Now, some of the island's locales would never feel pretty. Places like the Geothermal Caverns (where crazy prisoners still chattered at a returning Lara; I killed these guys, too but didn't feel quite as bad about that) or the Chasm Shrine seethed with the fatalist lore that gives the game its urgency. There wasn't any awe in combing over these locales. I felt only a distant sadness wading through the moats of blood, mixed with new appreciation as to how well the game's visuals were executed.


The most important takeaway might be how raiding a tomb doesn't feel like a mood-breaking indulgence, after the game's narrative resolves. It feels like Lara's true calling, like what she's supposed to be doing. It's not just modern game design busywork, like, say, hunting down Riddler trophies in Batman: Arkham City. Every tomb I figured out felt like another step toward moving Lara away from horror and towards the derring-do of her previous incarnation. Granted, she'll probably wind up somewhere between the extremes of her past and present. For now, it's nice to imagine that this quiet post-game cocoon is where the next step in Lara Croft's re-evolution is happening.


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 - Valve
We have just made public a new version of the PC version of Tomb Raider, build 1.0.718.4. This patch will be applied by Steam automatically when you next start the game. If your game does not update, please restart the Steam client.

This update addresses a variety of issues that we either found out about shortly before release or immediately after.

Fixes include:

- 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.

While we expect this patch to be an improvement for everyone. If you do have trouble with this patch and prefer to stay on the old version we made a Beta available on Steam, Build716.5, that can be used to switch back to the previous version. Please note however that you can only play multiplayer with people that share your version.

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.
Tomb Raider

Tomb Raider's PC Version Is Good, Despite A Few Stray HairsAfter about seven hours with Tomb Raider, I'm on board with Evan's endorsement. It's a very good game, and a strong example of the whole "game that's like a movie" thing that Uncharted laid out a few years back. But what of the PC version?


I've been putting it through its paces, and can happily report that it's a strong port, albeit with some stray rough edges that will hopefully be ironed out in the near future. The PC port was handled by Nixxes, the same people responsible for the great PC versions of Deus Ex: Human Revolution and Sleeping Dogs, among others. Like those games, the PC version of Tomb Raider comes with all manner of expected PC customization options, and it runs well.


I'm using a rig with an Intel i5 2.8GHz CPU, 8GB of RAM and a GeForce 660Ti graphics card, and have been able to get the game running pretty smoothly on "Ultra" settings. That means the framerate hits 60FPS a lot of the time, but slows to 45-50 when I'm in some of the bigger outdoor areas.


The game carries the AMD brand, and it seems like it's got some issues with Nvidia cards. That's mostly manifested itself in the constant crashing I experienced, which I fixed by toggling off tessellation, but which can apparently also be fixed by rolling back your drivers. I've also had a strange visual freak-out happen during a rainstorm shootout where suddenly, I was subjected to kaleidoscopic visual glitching. Restarting the game fixed it, but even the main menu was totally glitched and unviewable, meaning I had to use the arrow keys and some guesswork to get myself to the "Quit game" option.


There are other bugs as well, and at least one Kotaku reader has reported the game being entirely unplayable on his 660Ti. There's also this video that Patricia found, which shows one of the game's most harrowing sequences playing out with a weird invisible-woman Lara. Eep.


But really, those kinds of bugs have been the exception, not the rule. The PC version also has a helpful benchmarking feature that lets you test out your various settings and get a feel for the FPS range you'll see. It seems a bit conservative with its verdict, but that's ok.


Another (very small) thing that nonetheless bugged me: It's too difficult to quit the game, largely because the in-game "quit to menu" option isn't at the bottom of the list as usual, but the middle:


Tomb Raider's PC Version Is Good, Despite A Few Stray Hairs


Kinda weird. A small thing, but one I noticed. Mostly because, of course, it breaks one of the ten commandments of video game menus. In fact, there are three steps between the game and your desktop—the quit to menu click, an "are you sure" pop-up, and an additional quit game command in the menu. Yes, these are the tiny things that bug me. (Note: It turns out you can hit Alt+F4 and get a quit-to-desktop prompt. That's a nice option to have, though it doesn't make the menu placement any less strange and doesn't help you out if you're playing on a TV with a controller.)


Enough about menus. Let's talk about hair! One of the features exclusive to the PC is the humorously named "TressFX" which AMD describes as "a new frontier of realism in PC gaming" and which I describe as "kind of weird-looking."


Here's a video of TressFX in action on my computer:



AMD is responsible for TressFX, and I'm running an Nvidia card, so I can't say whether it looks better on an AMD card. Though the official demo video looks about the same as it looks on my PC. Really, it just kind of looks like the Apachii Sky Hair mod for Skyrim. The hair is weird, and I vastly prefer Lara's ordinary ponytail. Plus, it causes my performance to take about a 10FPS hit, so it's not really worth it.


(And actually, when I think about it... does the way Lara's TressFX hair looks make any sense? It kinda doesn't. After all, she clearly has a hair thingy (official term), so why on earth doesn't she fix that mess at every campsite to keep it out of her face? This seems like an example of putting tech over realism, in a game that makes its bones on verisimilitude. Again, tiny thing. I digress.)


Last point to mention: Controls. I've been playing the game on my TV with a controller for the most part. I tested out the mouse/keyboard controls and find that while they're fine, the game feels like it was designed with a controller in mind.


Tomb Raider's PC Version Is Good, Despite A Few Stray Hairs


The cinematic Quicktime events in particular just don't work all that well on the keyboard—for example, an early one has Lara scrambling up an incline to escape a cave. On a controller, players use the triggers, which feels like an approximation of the act of scrambling. On PC, it's the left and right keys, which don't feel as good and also make it confusing when players have to dodge left and right to avoid oncoming rocks.


There's also the problem Patricia pointed out where the game shows you the quicktime prompt in one place but tells you which button to press in another. That's confusing, and I've seen a ton of people getting stuck on the various QTEs. Which is also a drag because often, if you fail a QTE, you're rewarded with a grisly, graphic death sequence. Not the kind of thing you want to watch 15 times while you try to figure out which button to press.


But those (mostly small) shortcomings aside, the PC version of Tomb Raider is a strong port. And Nvidia is working on a fix for the issues with their cards, so it's likely that it'll get more stable for Nvidia users sometime soon. Even as it stands, despite a few stray hairs, Tomb Raider's PC version matches the quality of the game itself.


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