April 2022 Update
Next update (works only on profile page)
- nice combat
- steady progression
- game is from 2019 and still receives free updates above simple patches
- death is not punishing, we teleport to nearest save point without losing gear or items
The bad
- problem with textures that clip through objects. Unless grass can grow through concrete and branches clip through the walls
- assets are re-used way too much
- bad inventory sorting makes it hard to find relevant ammo or mods for weapon
- game keeps crashing in random moments
- enemies have really basic AI
Conclusion:
It is not a great game but it's also not terribly bad. I did enjoy my time with it. Developers did bring bigger gameplay overhaul mid-playthrought (better inventory sorting, weapon selection menu etc), and they keep upgrading game. I do like that Sweden from 80's was nicely re-created there but at the same time world is made from few assets that are copy-pasted over and over again. Houses, bunkers, locations all look the same and have the same layout. It's like those "randomly generated caves" in Skyrim where visiting one makes you know all of them.
Story:
Gameplay:
💸 Microtranzactions | None | 🏆 Achievements | Most are unlocked naturally but couple require gathering piles of collectibles |
📊 Performance | Keeps crashing in random moments. Can't alt-tab without risking crash. Can't fast travel without risking crash. Ugh. | 💾 Save system | There is only one automatic save. |
🌍 Map | Quite big and detailed. It is easy to read but I'd like it to mark found collectibles. Or mark which settlements were already visited as not all are automatically marked on the map, especially the small ones. |
🎮 Controls | Default weapon selection system was awful. But with recent update they moved into a selection wheel which is way better. We can run (stamina is really low though), jump, walk. It's not possible to swim so water bodies need to be circled around. No dodging in combat, no platforming sequences. |
📇 Inventory | Awful. There are basic categories like weapons or ammo obviously, but why not organize items in some logical way? Like SMG / Assault rifle / shotgun / pistol / rocket ammo? Instead there is long list of ammo in random order. Ammo description is so long it doesn't fit into the text box. It's scrolling back and forth like on news info bar, and we need to wait for it to move past to see what ammo type we're looking at. There are ammo pictures but they are so small and differ only a bit in color... why can't it just be "AR 5,56mm armor piercing" or "SMG 9mm normal". Same with weapon mods that are grouped by rarity, not type. Just allow to filter by type quickly. E.g. all scopes look nearly identical but some are for sniper rifles, other for assault rifles or for pistols. Not possible to say just from looking which we need and which could be recycled. After we add modification to weapon it's possible to move it into the store box by accident as they are not removed from the view. Any other game "adds" mod to a weapon so it always stays with it. Weight limit of backpack and storage box is quite low. It's not possible to recycle only one item. We can recycle only bundles of items, so if we want to recover electrolyte from battery we need to waste space for 4 (which is 4kg) while looking for 5th battery of the same size. It's not possible to dismantle and make better aid kits so we just use whatever we found. There is simple crafting system but it requires so many blueprints I was never able to do anything useful. |
🏹 Weapons | Quite basic. Melee weapons are useless as they don't deal much damage and robots can easily kill us heads on. Hand pistols are also useless. Best weapon would be assault rifle due to their high rate of fire and accuracy. I wanted to play with sniper rifle but it takes forever to kill anything more than basic robots with it. Shotguns require us to come quite close which is dangerous. And missile launchers don't do as much damage as expected and rockets weights a lot. Each weapon type have 2 or 3 variants (like AK-74, 5.56 or one more AR) but they all feel samey and weapon choice depends a lot which ammo type is available. Some items can be used in combat as distraction (fireworks, flares) or decoys to lure enemies into mines (radios, boomboxes etc.) but they aren't really effective and choosing them mid-combat is cumbersome. |
🕵️♀️ Abilities | Pretty much everything is passive. More health, stamina, explosion or gas resistance, more accuracy etc. But unlocking those don't feel like much improvement. Only active ability is being able to see enemy stats after upgrading binoculars, and I never used it to assess enemy power. It's easy enough to do by looking on enemy color scheme. Orange, green, black, radioactive from weakest to strongest. |
🤖 Companion and enemy AI | There are no companions unless we play with other players. Enemies are dumb. They will run around us and then stand in spot "taking aim" which gives us time to kill them. They don't try to look for cover or avoid getting shot at. Only way they are challenging in combat is that we have little health and they do a lot of damage. Especially toxic or radioactive damage that we don't have easy way to resist. Even with gas mask and perk to raise gas resistance ending in toxic cloud will kill us in few seconds. And there are robots that love to shell us with toxic artillery strikes... Some big enemies are put inside narrow corridors or inside caves which makes them unable to move around and attack. They are literally like sitting ducks there. |
🥊 Combat | It's all right but not amazing. Enemies are dumb so it's easy to exploit their patterns to kill them. Some enemies are so bullet-spongy we may use thousands of bullets and not bring them down. And the most we can find on a fallen enemy or in boxes are few bullets per one. So it takes a lot of looting to find enough ammo to go into combat. It's possible to use EMP on robots but it deactivates them for 2 - 3s only. Which makes it utterly useless. Each robot have weak spots where we deal more damage with normal bullets. Rest of the robot should be shot with armor piercing rounds. Hitting weak spot gives some blue sparkles but sometimes even when there was clear hit in weak spot there is no reaction. |
Technicalities:
Music - ⭐️⭐☆ - Forgetful. No voice acting apart from one short DLC
Bugs - ⭐️⭐☆ - Nothing game breaking but game can crash for no reason sometimes
Shadow Of The Tomb Raider: Definitive Edition (Q3 2018) ⭐️⭐⭐⭐☆
Action30 hours | 67 of 99 (68.0%)
- Good graphic and voice acting
- Tons of customization options
- Easy to navigate map with good markers
- Manual save function with few slots which is not given in cross-console game
The bad
- Metroidvania elements cut a lot in comparison to previous game
- Less open to the point it feels like a corridor
- Enemies detect us immediately during sneaking and are dumb in general
- Combat is cut a lot and all enemies are per-scripped to show once in specific spots
- Abilities feel useless
- No sense of progression, items that were previously part of plot (bow with rope or fire, shotgun, zip winch) are just bought in shop
- Open map areas are big but only thing to do there are piles of collectibles
- Tombs are entirely focused on parkour and puzzle parts are really basic
- Some dialogues are so cheesy or out of place
- Animations can be stiff and not always fit to what Lara is doing, e.g. sarcophagus cover will move before Lara position herself to start to open it
Conclusion:
I read that they moved away from combat in this game, as people were complaining there was too much of it. I did like it thought, as it felt like encounters naturally progress the game. Like beating mini boss was unlocking shotgun that could be later used to unlock passages. Here we start with all necessary gear, and all extras are simply bought in shop... Lame. For me game felt like being full of nothing, just running back and forth between quest markers that are mostly fetch quests. There are more tombs here but they are quite simple and focus on parkour, not logic. Only once in the puzzle with sun I had to think for longer. Otherwise puzzles are degraded into 2 levers and some cart on the level.
Story:
Gameplay:
💸 Microtranzactions | None | 🏆 Achievements | Most are easy to get but some are tedious and grindy collectible gathering. |
📊 Performance | No issues | 💾 Save system | Checkpoints and 8 manual saves. Game never pushes too much for dying. |
🦚 Game customization options | Really nice. Detailed settings for graphic, music, difficulty - it's possible to chose different difficulty for combat, exploration and puzzles. With exploration set to hard there are no visible clues (pain marks) for the climb path. With puzzles on easy next object to interact with is highlighted in different color, on normal they are just highlighted and on hard they are not highlighter at all. |
🌍 Map | Nice and detailed but quite empty if we don't want to grab collectibles. Locations are also quite small and corridor like in plot moments. No ability to set own markers, only to highlight already visible markers. Map controls were kind of wonky with K+M. Can't easily move around the map as map markers work like magnet for scrolling. So instead of being able to look freely around map jumps between markers if there are few of them in proximity. |
🎮 Controls | I found it kind of wonky trying to run around and shot fast by stopping and aiming. It also sometimes feel like game was not responsive enough and I died because I stepped on wrong part of a ledge while jumping. We can run, jump, dodge. No crouching unless in stealth combat. It's also not possible to jump on anything we want, object that aren't designed to be interacted with act as invisible wall. Even when it's some small boulder. |
📇 Inventory | Basically no inventory. It's possible to select weapons or clothes from small selection at camps. |
🏹 Weapons | Bow, hand gun, AR and shotgun. Bow is slow and not really efficient in fights at hard difficulty. Most useful is AT or shotgun as it can quickly remove enemy helmet and score a head shot or kill via general damage. Guns are bought in shop, not unlocked through progression. Same as bows. There is no feel of progression between lame basic bow and fancy sport upgraded one. We have basic one (and few fancy ones if we bought DLCs) and then unlock some random bows via quest completions. They don't feel like an upgrade though, they just juggle stats - if one has more damage will have lower accuracy etc. So meh. I was excited finding materials and being able to make better bows before. Now it's just "whatever". |
🕵️♀️ Abilities | A lot of useless abilities. Exploration perks are unlocked via buying stuff in shop, so abilities focus on junk like being able to shot animal hears, doing stealth kills (that alert enemies anyway...), making flash round or being able to use focus or endurance herbs. It doesn't feel consistent as on easy most of abilities will not give anything (combat is easy and environmental clues are visible anyway while using focus), and on hard it kind of by definition removes those helps to make gameplay more challenging. But it's possible to enable them by spending experience points... Only reason I was spending ability points was to grab achievement for completing the skill tree, not that I needed any of them. Some abilities are unlocked by completing the tombs but they are also meh. |
🤖 Companion and enemy AI | Enemies are dumb. They will not try to flank us. Just walk straight on us and use cover if available. Throw grenade if we stay in one spot for few seconds. They behave like we have magnet in ass, facing our direction and always looking in area where we are. They also have sixth sense and know when enemy is silently killed. It's good if we can kill 1 or 2 enemies with stealth, as immediately after game turns into shooter. It's also really hard to get lost of enemies and go back to stealth mode. Unless not being able to play in stealth way is because of high difficulty, but then it's bad game design. |
🥊 Combat | Basic shooting. We can hit barrels to kill enemies and kill them with firearms. Enemies are not far enough from each other to take them out silently with bow, and they tend to walk away from their previous patrol route if we try to hide in nearby bush to silently take them down. This is hardly game that can be played stealthy. It is mostly a gun blaze experience. Which would not be bad if enemies wouldn't be so dumb. |
Technicalities:
Music - ⭐️⭐☆ - Forgetful. Voice acting is nice but actual dialogues are lame
Bugs - ⭐️⭐⭐ - Didn't encourage any
Side note
It looks like COVID is gone in London, as everyone act as normal. No masks in closed spaces or in public transport.
Now everyone prepares for the queen jubilee which means pubs and restaurants gather reservations, half of central London will be closed due to terrorist risk and people will either go away from London or stay indoors and wait for it to pass. Unless you’re one of the people that want to go out to stand in crowd like sardines in a can. Risking getting COVID or tramped over. But we’re getting new underground line that will cut transport time from West to East London a lot so yay.
I’ve beat SotTR mostly to beat it. It is solid game but I didn’t like it all that much. And now I feel like not playing games much this or next month. So disappointed it’s no longer badass Lara with a bow scoring head shots that I so liked from 2013 reboot and then RotTR. Let’s hope next game in a series will be good, especially with this recent Crystal Dynamic acquisition.