Rise of the Tomb Raider
Developers: Crystal Dynamics, Nixxes Software BV, Eidos Montreal
Publishers: Square Enix, Microsoft Studios
Platforms: Xbox One (tested), Xbox 360, PlayStation 4 (planned), Microsoft Windows (planned)
I'm not sure about you, but I have always loved the stories behind each Tomb Raider installment. The plots are full of twists and far from cliche, they always touch some sort of morale issue and The Rise of the Tomb Raider we have a huge amount of that.
In the previous …show more content…
We will have puzzles and mazes, and while I've considered many puzzles to be just silly, I've spent more than I'm willing to admit in some of them. We can sprint, cut ropes, climb trees and make our own paths with wooden arrows. Combine all this together and now the game has access to a whole world of new possibilities, and the developers did use them. All of them.
One of the biggest changes we can notice from the previous games is the replay value. Many, many players were upset because were not able to play or get their achievements after they finish the game. Crystal Dynamics did the homework and even improved upon it: we can access different chapters and earn points by doing so. We can do it from the main menu, and we can change the current conditions by using cards.
The more we complete a zona, the more points we get. With those points we can get cards (or buy them.... ) and each card will have either a neutral, positive or negative perk. Neutral perks are, for instance, outfits. They don't give any kind of advantage. Negative perks can range from not being able to use special ammo to not being able to loot our enemies without taking damage. Negative perks will give an increased number of points. Positive perks will give any kind of specific advantage to make the game easier, like having a skill tree unlocked or auto heal, but we will earn less points (if