they look shinier than everything else), and once you've attached it, you can then drag it towards you, allowing you to yank pillars, boxes, switches and the like as a means of getting from A to B. To avoid the potential frustration of trial and error, all items you can grapple with have "visually distinct surfaces" (i.e. Chief of these is the Metallic Grappling Device, which not only plays its part in many of the puzzles, but also helps as a jump aid to help you swing across huge gaps, and a means of dragging enemies towards you in combat. I feel stronger now Lara in rare cosy jumper moment.īut (wait!) it's not the tired, cynical retread of the past you might expect, with the obligatory New Gadgets and Equipment(TM) increasing the interaction with the environment like never before. Legend is full-on old-style Lara adventure, complete with its fair share of levers to pull, pressure pads to activate, traps to avoid and neuter, blocks to push and ropes to swing. No one should expect any kind of gameplay revolution here, though, and rightly so. Right from the opening section of the Bolivia level, it's immediately obvious how much homage to past glories that Legend pays, but this familiarity largely breeds warm, lasting nostalgia, rather than instant contempt. Almost everything that made AoD a painful, hateful experience has been ditched, with much of the old-style Tomb Raider II-era globe-trotting, Tomb Raiding that so many of us loved brought back to the fore. Wisely, the Californian developer has gone for the 'safety first' policy of taking the gameplay back to basics, back to the late '90s vintage when Lara's improbably proportioned torso bestrode every other magazine cover. What are the chances of Crystal Dynamics' debut Tomb Raider offering of turning the tide of ill will? Only Driv3r came anywhere near close in terms of a public mauling, and the indifferent commercial performance of Parallel Lines suggests that consumers aren't as forgiving as publishers might hope. Almost three years on from the Angel of Darkness debacle, Eidos knew it had a mammoth task on its hands to restore public confidence in a brand that had suffered the most humiliating critical backlash in years.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |