CHRONICLES 48HR
EXTRAVAGANZA
Copyright 2000 PC Gamer
This from December's issue of PC
Gamer
[ November 12th 2000 ]
Berate
the ills of consumer culture - and, indeed, society
as a whole - as you will, but if you like Tomb
Raider games, Chronicles is at worst an entertaining
diversion. Five Tomb Raider games in as many years?
Yep, it's a shambles. Indeed, the cynicism inherent
in repackaging the same basic engine and gameplay
tenets yet again deserves to be savaged by the
genus of bedroom ghost that spills vociferous
missives and seed in equal measure. The Tomb Raider
series is a cash-cow, each release a - spit -
'product'. Insert your own tirades hereafter,
to fade... You don't have to be an intellectual,
embrace Taoist doctrine or cauterise your synapses,
however, to appreciate a deeper truth: it doesn't
matter! The politics of individual worth and creative
merit are largely arbitrary points, because we're
empowered to vote with our wallets.
Moreover,
Tomb Raider Chronicles is a worthy candidate -
not because it's especially original, or spectacular,
although in level design it contains hints of
both virtues, but because it's fun. Core's complicity
in the decision to release four reiterations of
Tomb Raider is unquestionable. Thing is, Tomb
Raider Chronicles, like The Last Revelation, is
defined by its limitations. Core's designers,
forced to use an engine patched and enhanced yet
still slave to the block-based architecture of
the first release, have to be pretty damn creative
to conjure up special moments. Chronicles is testament
to their skills. Split into four different sections,
Lara's latest adventure is a retrospective romp
through previously unknown capers. For those who
didn't get that far - or, for that matter, didn't
try - The Last Revelation ends/ended with a cliff-hanger.
Lara,
it is intimated, might be dead. Chronicles begins
just after her memorial service (and not her funeral.
See what they did there? Clever, n'est pas? Sigh...),
with her companions pontificating on her many
outlandish, exciting exploits. This brief is the
justification for a quartet of surprisingly individual
chapters - and yes, we mean in terms of play.
The first, based in Rome, is in many respects
a continuation of the style adopted by The Last
Revelation. There are big 'boss' characters to
fight, there is plenty of ammo, and a few of its
puzzles are a mite more engaging than the usual
switch-oriented fare. The second chapter, Search
for the Spear, is like TR2 in TR4's clothing:
lots of combat, polished locales. The third section
marks a second outing for 'Young Lara' - she's
still bloody ugly in the FMV intro, but the lack
of weaponry (and, therefore, combat) makes its
three levels redolent of the first Tomb Raider.
Finally,
the three levels set in a high-security building,
with Lara clad in slinky black catsuit, are appreciably
difficult yet rewarding - and, in many ways, unlike
anything we've seen before in places. Critics
may sneer at the suggestion that there can be
diversity within the confines of the familiar
TR blueprint, but really: there is. It works.
Going against the grain of the last two Tomb Raiders,
Chronicles avoids the merest hint of map hubs
and user-defined routes, preferring a linear sequence
of levels. And that works, too. By prescribing
the action in a set format, the pace of the action
is arguably better. Take the Rome levels, for
example. The first involves simple switch and
key-finding puzzles, with a smidgen of combat.
It's pretty inauspicious fighting, too - against
dogs with nothing better to do, obviously, than
go for the throat of British 'it' girl. The next
stage, however, presents a trio of distinctive
'boss' assailants, two of which are virtually
puzzles in their own right. One aspect of Tomb
Raider Chronicles that gamers might find galling
is the increased size of the cut-scenes. There
are, as per, several FMV sequences at key points.
Joining these, however, are an increased number
of large narrative asides that use the in-game
engine.
They're
hardly abysmal - and it's a subjective call, obviously
- but the lack of an option to skip them, if required,
will leave some players a little queasy. Core
are obviously still superkeen to establish Lara's
credentials as a personality, rather than an arse
and an occasional breast profile. Fortunately,
judicious use of the save game option can help
prevent repeat viewings. Chronicles can be completed
by a reasonably talented gamer at a canter within
a fortnight, or during an intense, antisocial
weekend. That length seems about right. As familiar
as it is, it contains enough in the way of 'fresh'
content to give it a healthy vitality, while the
steadily harder to find 'secrets' will appease
the hardcore gaming fraternity. In fact, the consistency
of its design really is worthy of note - there
are no sections like Cairo in TR4, or London in
TR3, that sap your will to continue. So yes, Chronicles
is a worthy Hit because it is, in a word, enjoyable
- from start to finish. There's no conspiracy,
nor a slavish adherence to the perceived wisdom
that Tomb Raider games get favourable reviews
because they're big business. As a curtain call
for the series on the first-generation PlayStation,
Chronicles is excellent, albeit lacking in revolutionary
intent - but c'mon, how many games really differ
in that respect? Cast aside your cloak of indignation,
drop your elitist ideals, and give it a try. It's
worth the effort, and it's not as if you have
to tell anyone that you have...
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