Saturday 6 April 2013

On the Enjoyment of Critical Analysis of Video Games: A Tomb Raider (2013) (Xbox 360) Review Part 2

So, after just shy of 1600 words of a preamble, we might be ready to see what this game has to offer. Now I've completed the game once, though not 100% (I saw the challenges I had left and decided I needed some time to gather my thoughts) so I think I can give a fairly comprehensive account. If there's some hidden documents or lore you get for a 100% completion drop a line to the usual addresses.

The first thing is that the game dumps you in very quickly, from selecting your difficulty to the first instance of what will be a long, almost aristocrats joke level of pain is less than 30 seconds, as the Endurance is racked by storms and ripped apart, Lara almost drowning before being thrown off the ship, waking up tied up in a sack. From here is a series of limited gameplay bits, where you first set the sack alight, and fall on the only spike on the ground. From there is a mini tutorial of sorts, as you move and solve different little puzzles to get a hang of the controls, or face a small quick-time event. Both of which have the same conclusion, some sort of painful endeavour, before you finally make it out into the Coastal Forest: the first proper area of the game, though still mostly a tutorial, the goal merely to find the means to survive, which means a source of fire and food.

And it's here that I can get the actual gameplay aspects out of the way, so if you're after a review of this as a game, rather than an interactive story, I'll signpost the actual gameplay review parts. The graphics are absolutely incredible. The character animations are smooth, the textures are amazing, the character models manage to avoid the uncanny valley effect by being both stylised and relatable enough to reality and are really beautifully done and the attention to detail is just staggering. The actual locations you explore are open world and relatively small but the amount they manage to pack into the areas is fantastic, full of little nooks and crannies and secrets that I think I trebled the gameplay time just having fun looking for them. The fire effects look amazing, and it's clearly something that was a priority for the development team, given the large amount of puzzles and set pieces that require the use of fire to solve. The platforming is a heavily refined variant of the Underworld system, being essentially jump, drop and move around on different bits of the scenery. Unlike Underworld though, the climbing controls when not on a straight ledge are far more responsive, so you don't often feel like you should be able to climb to a nook that you can't. The controls are very responsive, something that again wasn't in Underworld due to a slightly dodgy animation engine.

The gameplay structures itself as a pseudo-open world with different areas that you can explore at will, full of secrets and different things, inspired more by Assassin's Creed this time than Prince of Persia. Helping in this regard is Eagle vi- sorry, Instin- damn it! Survival Instinct, the latest incarnation of the very useful indicator system. Hitting the left bumper makes a pulse hit and turns the screen grey scale to identify all the useful things you need to know on the screen in different colours. Enemies in Red, climbable stuff in white, where you need to go as a shining beacon and so on. Basically if you didn't like it in Assassin's Creed or Hitman Absolution, it's not exactly necessary to complete the game but it does very much help, particularly since in this very dense jungle there are far more things to catch you out, like rope traps that send you upside down.

The final part of the tutorial of sorts requires you to collect a bow from a poor former explorer and hunt a deer, and people who like hunting a bit too much will be pleased to know that both head shots and heart shots are one shot kills.

It's this kind of attention to detail that you must value in review you know!

This allows Lara to get back to the camp, enjoy some deer and watch some videos her best friend Sam was to put on youtube. Yes, there's a found footage aesthetic in the game where Lara and her surprisingly large supporting cast (for comparison, in the early games you had maybe three characters total including the butler, and even in the Crystal Dynamics games you only had three sidekicks, also including the butler) interact and try desperately to break the stock character types they've clearly been assigned. Joining Lara on this intrepid adventurer is the Geeky one, the Spineless one, the Ripley, the best friend with awful luck, the native american, the old captain and the Northern Bastard.

The main issue is it's a large cast for a survival game, particularly when for massive portions of the game you only get to interact with one of them over the radio, 'Northern Bastard' Roth. Each of them does get a character moment, typically when they die, but the interesting part in the discussion is generally Lara, not the other character, which in itself is interesting since in most of these games you have the exact opposite issue: A great supporting cast carrying a deliberately underdeveloped protagonist.

One of the things I think that is fixed right from the start of this is that unlike the trailer, Lara is given some stellar voice work, and her writing and vocal mannerisms capture a lot of different disparate effects in a small amount of words, proving that some of Prachett's father's influence rubbed off. The dialogue Lara has with other characters, and more fundamentally with herself is very well told, and because for large stretches of the game Tomb Raider is a one-woman show, she is naturally the one who develops the most and in the most interesting ways.

And speaking of which, it's probably time to get into the scene that caused so much controversy in June, to see if context aids the uncomfortable imagery, as Rhianna Prachett argues.

The scene in question comes surprisingly quickly, barely an hour into the game, at the end of the second chamber, Lara and Spineless (sorry, his name's Whitman but for almost the entirety of the game he's one dimensionally pathetic, occasionally adding elements of prissyness) get captured by a group of Russian-esque mercenaries or scavengers, who rough up the captives, including backhand slapping Lara to the ground. This leads to an interesting stealth section with your hands tied behind your back where you end up in the situation in the trailer, caught in the middle of a tiny hole in a structure, forced at gun point out and trapped as the guard attempts to touch her in a rather uncomfortable quick time event. There's only two (maybe three) vaguely sexual parts to the scene until it becomes a struggle for the gun the scavenger is carrying until the inevitable shot. Now, in the trailer it kind of cuts away here, but the scene afterwards justifies the ordeal, as Lara breaks down and swears that she's just killed someone, before picking up the gun and attempting her escape.

Now, it's clear that there is no actual threat of rape in the code, if you mess up the quicktime button press Lara gets strangled: an awfully visceral death but not sexual in the least. The issue I have is that they make the vague pass at having the attack sexualised but don't do anything to justify it or to imply it has consequences, as if it was only there to make the man in question look like a sadistic idiot. A lot of people feel better about it but I still maintain that adding a sexualised element to it in any way was unnecessary, since any kind of sexual abuse, assault or even harsh language about women (I think “fucking bitch” might get said once throughout the game) isn't ever mentioned or hinted at again. It's a gripe, but it's a gripe that is more than forgiven by the following fifteen minute section of the game where Lara escapes the abandoned village where she was brought to, having to shoot scavengers that fire at her, which is probably one of the most effective, tense and emotional fifteen minutes of pure gameplay I've played in years. Part of this is the excellent gunplay and cover systems. Gunplay is standard, LT to aim, RT to fire with Lara automatically hiding behind cover, but the viscerality of it is emphasised, and it makes you feel a thick cocktail of emotions. It's not like Spec Ops: The Line, which made the gunplay adequate but not fun, to add to the narrative's message on the horrors of war, since it is still enjoyable in its own right, but the scene before it, the first taking of a human life then the desperate cries as Lara guns down people, asking them to leave her alone as she blows their brains out is oddly effective, and makes me believe Rosenberg missed a trick. I didn't feel like I wanted to protect Lara, particularly not in that very patronising “I wish to protect you because you're a cute girl” way he was implying, but there was parts to the initial gunplay where the player and Lara's pain matched, at least to a certain degree, which like in The Line, can only be a positive thing regarding the effectiveness of the narrative. This is probably the emotional high point, the big change where Lara stops being a headstrong fastidious intelligent student and becomes a survivor and an adventurer.

That makes this a bildungsroman. I don't care what you lit snobs think!

There is actually a significant amount of weight to this being a bildungsroman, which to non-pretentious northern bastards like Roth and not like me, is a novel of development, where a child struggles to become an adult and find his place in society. Think something like Great Expectations. The key to a bildungsroman is indeed the struggle and I suspect that's what the developers were going for, in a rather hamfisted way. The idea is you feel all this pain and horror and mangled emotions first, and then, like Lara, build yourself back up through force of will. It's surprisingly effective, and probably is why the majority of the game looks less and less like the first hour and a half. The game, as part of its development from a survival horror (indeed, the bit in the mountain village feels like a very truncated version of I Spit on Your Grave, albeit without the particularly grotesque, gruesome and uncomfortably exploititive parts of that premise), but the next few scenes feel less and less so. Sure, survival is still a vital part of the game, with the game very tepidly promoting stealth in a few areas (this isn't MGS3 though, don't expect to pull off a no-alert pacifist run here), but ammo is plentiful, the controls are good and you get greater rewards for fighting, although of course you run the risk of death, which refreshingly unlike most games is something that is actually quite likely on normal mode, even if you adapt to the cover system quickly. Survival becomes less a matter of concern and more a matter of getting more experience points which you can spend at base camp.

Now that the more intense parts of the review are out of the way I can finally get into the last major part of the gameplay system: Base Camp. Base camp is effectively the fires in Dark Souls, a kind of save point, but also the place where you can upgrade yourself (with skill points you get from XP you get from killing enemies, finding hidden items and raiding optional tombs) and each of the four (well five, if you count the axe you use to pry open doors and boxes) weapons you get (through finding salvage, the other collectable). Both are fairly expansive, though if you go off the beaten track even a tiny bit you'll probably get enough experience to get all the extra skills, and most if not all of the weapon components which get you the best versions of each weapon. If it sounds like I'm not selling it much, all I need to tell you about it is that you can get a shotgun that lights people on fire. It's awesome, though I think it does reflect a problem with video game narratives a bit, particularly ones which deal with the theme of killing, since it tells you this is bad and you should try not to end up like the monsters you fight and have the abyss stare back at you, yet at the same time the more you play with the weapon customisation and skill sets the more fun the gunplay is, particularly when you unlock the weapon finishers, special moves you can do up close when you hit the Y button after knocking someone over. It's not a big deal, since the game does have moments where you do feel that guilt the game is trying to make you, mostly early on, and by the end it's part of the bloodthirsty nature of the character people didn't like when she wiped out entire species of tiger in the early games.

Speaking of the early games, the primary challenge of the bildungsroman is to connect the scary survival stuff with the supernatural tomb raiding of every other game in the series, which is done through the Island itself. Yamatai, in the Dragon's Triangle (the Japanese equivalent to the Bermuda triangle) is an island racked by freak storms, most of which, in true Resident Evil fashion, destroy your only means off the island, over and over again. Seriously, at least three planes and helicopters get demolished in the game that you try to escape on. The idea is there is no escape, caused by the mysterious Queen Himiko, a sort of Boadicea-like figure known also as the Sun Queen. The game's thematic through-line is the nature of myth as a reflection of some kind of truth. In game this refers to the question of how real the myths of Himiko are, but you could take a metafictional reading here and claim that it's a comment on the Myth of Lara Croft herself, and how much of the 'reality' of the character was seen in the earlier games, or more recently how much of the game itself was really seen from the myth of the trailer. It's an interesting theme, and part of what justifies some of the later interactions with the characters is their inability to see the connections between myth and reality. Lara Croft in particular is a well suited protagonist to a game suiting this theme, as she herself is haunted by the ghosts of her pasts, of her late father who she early on in the game condemned for believing in myth, her feelings changing as she realises there was more truth than she could first see, and that change, that acceptance of her heritage and her family is also a symbolic acceptance of the heritage and the tone of the older games, although whether it's an acceptance of the shorts I think is a mystery that won't be solved until the inevitable sequel.

The game itself runs about 8-20 hours, depending on just how much of a completionist you are, and of course not counting DLC, which I didn't get any of with my copy. The pacing regardless is superb throughout and there aren't really many deadspots even if you're hunting for collectibles given survival instinct and the beacons systems. There are optional tombs to raid, although these are more like simple physics puzzles rather than the huge multi-level environments of old. Still a ton of fun though and I suspect what most of the DLC will consist of. There are a few glitches with the game, particularly with regard to the physics engine and how the game deals with Lara being out of the physical bounds. Once I managed to make a box push Lara through the geometry and out of the game world, which took me out of the experience a little bit. Mercifully it only happened a few times and a quick reload checkpoint thing meant I only lost about two or three minutes of progress total. It's a very enjoyable ride from start to finish, with only a few little lumps and bumps in between and tiny gripes, and seemed to simultaneously enrapture me in its awe and wonder and gave me enough to ensure that a critical reading of the game and its story was positive.

The final question on everyone's lips is whether this is a good feminist game and it certainly tries to be, the little gripe with the trailer notwithstanding. Lara is a character of deep layers and hidden strengths and with each challenge another veil is parted to show another strength. I get the complaints with the character in the past, that she seemed to barely exist in the world where the challenges exist. She knew the answer before it was asked and barely seemed to be in any danger. They say legends are born from tragedy and triumph, and with the new Tomb Raider, the balance is struck between the two, and hopefully in the same vein, there is something really empowering about Lara's tragedy and triumph here, that felt organic, rather than either a cardboard character or the subject of a feminist thesis.

Verdict: Just buy it already, I can't recommend it more.

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