Reviews from

in the past


@choquei:🚨O que você faria nessa situação? Lara Croft se afogando num tsunami.

na minha opinião, infinitamente melhor que o antecessor dele, o rise. não que o rise seja ruim, mas esse aqui consegue melhorar muitas coisas que o rise falhou.

falando de gameplay, gostei que aqui o stealth parece realmente funcionar (e faz sentido, por causa da ambientação e cenário cheio de planta, etc, etc), fora que trocar tiro é muito mais suave e funciona muito melhor do que no antecessor dele.

a história em si me cativou bastante! não focaram tanto na trindade quanto no último e ainda deram pra gente alguns flashbacks da lara com a família, dando uma profundidade pra personagem e pra esse passado dela que até antes, não foi tão explorado.

a ambientação, cenários e principalmente trilha sonoras são muito bem trabalhados aqui, as florestas são tão vivas, por mais que o forte desse jogo não seja o mundo semi-aberto dele, eu acho que eles capricharam muito aqui, tem vezes que você só para pra olhar e fica meio encantado pelo trabalho bem feito.

não é o melhor jogo do mundo, nem o melhor de ação, mas pra mim ele cumpre bem seu papel. não é perfeito, infelizmente tem alguns bugs chatos, alguns puzzles que não fazem sentido ou que não funcionam as vezes mas no geral foi um jogo muito divertido!! só não vou ter paciência pra platinar sinto muito, muita coisa kkkkkk

A fun addition to the Tomb Raider series worth your time though it's got issues.

So I had a really good time with the Tomb Raider Reboot (2013) and I really enjoyed it's sequel Rise of the Tomb Raider (2015) so figured I should play the latest, Shadow of the Tomb Raider. Well I got the platinum trophy and beat all downloadable content (DLC) so my final thoughts are...it's good, I had fun with it, but it's not great, and the worst of the three games overall. I still love Lara's new design making her more realistic, I also approve of giving her arms a little muscle tone considering all the climbing she does. I really enjoyed a lot of the scenic views, (It has great art design) the ruins and emphasis on exploration and puzzles again.

Onto a negative first though, the story is pretty uninspiring overall. It carries on from Rise of the Tomb Raider with Lara still on the trail of the secret organization of Trinity while using her fathers journals. I found the pacing to be an issue, especially in the middle where you meander around a big city with collectibles and side quests and...it just doesn't feel like Tomb Raider and the whole story slows down. I found it hard to be too invested in what was happening and I found there were too many characters in some ways that they didn't get the depth they should have.

While exploring around the ruins on Lara's quest she has to do a lot of jumping, climbing and platforming. The problem is much like the games before it and the Uncharted series is that it's pretty scripted but doesn't always work, especially the grappling hook which seems pretty 50/50 if it will attach or not. (you need the camera to be looking up at what you are grappling or it won't attach even if you're in range it seems, you also need to be a certain distance all of which I only discovered after trial and error when dying multiple times). This is especially noticeable if you play on the hardest difficulty which has an artificial difficulty bump of just removing checkpoints. It's not hard just frustrating, for example when Lara is looking right, you hold right, but then she jumps straight up dropping to her death forcing you to replay 30-40 minutes to get to that point again to try the jump once more. The platforming needs tightening up though it is serviceable and that difficulty mode is terribly designed.

A lot of the puzzles in the ruins are pretty basic but I enjoyed them. Firing rope arrows, pulling switches and platforms. These are some of the moments where the game shines visually too putting Lara on vistas with great views of waterfalls, sky boxes and jungles with ornate statues sticking out. I loved the graphics and art design. The music and sound effects are also great, I especially like the ending song 'Goodbye Paititi'. That all said there was some weird audio pop in where the sound would cut out on dialogue and music here and there which was really immersion breaking.

While not exploring or climbing Lara is fighting off Trinity's goons and the combat is...not great. I mean while in stealth it's fine, sniping with the bow is good fun and when you take out a whole group of enemies using smoke bombs, fear arrows etc. it's pretty thrilling but the instant all hell breaks loose when they find or see Lara it kind of falls apart. The weapons are unsatisfying to use outside of the bow, none of them have any real force and a lot of enemies just shrug off bullets. The worst aspect though is if anything comes close to you....cause god the melee combat is garbage. Sadly it's needed though because there are a lot of melee enemies and aiming with the guns when enemies are close is....a little dodgy at best forcing you to constantly roll away to be able to shoot them as you have no other option.

It's a fairly sizable game if you do all the side quests and find all the hidden loot. My first play-through was maybe 20 hours. If you aren't interested in that though and just want to play through the story missions it's maybe 5 hours long on a reasonable difficulty level. As a completionist I got my money's worth, especially at the price you can grab it now but your mileage may vary on that front.

The DLC tombs are all pretty good with interesting design for those interested, look awesome and have some good puzzles but feel like they have been ripped from the main game the way they are inserted and if you know the puzzles can be done in less than 10 minutes each. Literally, there is a time attack mode for trophies.

Overall if you're a Tomb Raider fan it's definitely worth it, I had good fun, I don't regret playing it, but I didn't love it.

+ Great graphics.
+ Excellent art design.
+ Good music.
+ Enjoyable stealth sections, love the bow.

- Story was uninteresting with certain characters almost pointless.
- Platforming is a little unpredictable at times.
- Hardest difficulty is artificially hard in a frustrating way. (this is optional but it's badly designed)
- Sound was sometimes a little glitchy.
- Melee combat was terrible, guns unsatisfying.

This one was quite refreshing due to the focus on exploration and navigating the world versus combat. I've always thought those parts of Uncharted and Tomb Raider were underrated. I want a game with just traversal and climbing. The story wasn't great and felt rushed in a lot of parts.

It really feels like the quality has tanked with this series. There's just nothing creative or interesting being added now and the climbing feels significantly worse? There were multiple times where a popup tells you exactly which buttons to press to proceed and I press them and it doesn't work and you fall to your death and have to redo a bunch of climbing. Perhaps fortunately it felt a lot shorter than previous installments too.

Playing through the first two games, I was quite curious at how this one could be the least-good of the bunch, just going off Backloggd averages. Did they take a back step on the many improvements Rise brought? Is the story and characters worse than ever before? Is it just not a different game than Rise so its flaws are more pronounced? My answer to all of these is a very decisive "no".

I frankly do not get the mixed feelings on this game. The characters and story are better than ever with an ally faction I actually cared about, Lara getting some much-needed personality and internal conflict, a story with actual good turns to it, and the most beautiful setting of the games for sure. Trading out the wet, rainy island of the first game, the cold, achromatic mountain of the second game, and giving us a lush, vibrant jungle that's rich with culture and life. This setting was very befitting of a Tomb Raider game.

One thing that's somewhat disappointing in this one is a lot less of a focus on combat. Battles don't get started in town areas, and with the city of Paititi being easily the most content-dense area in the series, this means there's a stretch of time where you don't see any combat, assuming you go after even a little bit of optional content. It's a shame, too, because this is definitely the deepest the combat, weapons, and stealth have ever been. The amount of tools at your disposal is great, but there's just simply not enough action scenarios where these skills are put to the test.

I remember before this game came out, this was one of those that I would just roll my eyes at when it would take up valuable E3 time or whatever gaming event was happening - it always seemed to be there. "Who cares?" I would always say. Well, apparently I should have cared. This was a great experience.


Larinha Croft em mais uma aventura cativante!

A nossa amada (ou não) protagonista lara croft embarca em uma aventura que desafia seu orgulho, luta com o seu passado e dá mais um passo positivo para o seu futuro. O jogo é dividido entre momentos de ação, calmaria e enigmas, o que causa um bom equilíbrio na gameplay. Eu particularmente acho isso sempre muito arriscado, tanto é que há momentos no jogo que você sente que ele perdeu um pouco do ritmo, porém, logo ele reaparece novamente.

Gráficos muito bons, uma jogabilidade bem superior ao seu antecessor e ferramentas novas que melhoraram o Stealth do jogo, que pra mim antes era um C mas hoje é um A, o andar da sua história eu achei bom, nada la tão espetacular apenas bom.

Enfim pra mim o que mais me chateou nesse jogo na versão que eu joguei é que ele tem uma pah de bugs gráficos, o cabelo da lara ficando branco, uma pixelização da imagem exagerada por conta do DLSS, sombras bugadas, parecia até que eu tava jogando ele num switch.

Joguem esse jogo se tiverem a oportunidade, porém fiquem ligados que ele é uma sequência direta dos seus anteriores e faz mais ligação ainda com o Rise.

Versão jogada: PC
Tempo de jogo: 10h e 35m
Trapaças usadas: Nenhuma
Dificuldade jogada: Fácil

o último jogo da trilogia e eu só consigo pensar "eu espero que essa menina use a fortuna da família dela pra pagar uma terapia pq ela vai precisar depois disso tudo"

the cowards finally gave Lara some muscle definition. Also her characterization in the trilogy has been very funny in how the writers seem almost uninterested in giving her any heroic motivation beyond "bad guy wants thing I want." This was her motivation in the originals, but Lara made no bones about her own ego and greed driving her goals, she was very cutthroat and out for herself. This Lara fakes some kind of altruism for gunning down hundreds of dudes.

The disconnect is at its highest here. A villain tells Lara, "do not take this dagger." she takes it, causes a cataclysmic flood, and the villain is like "ah, dumbass!!" Lara is what a D&D nerd might call stupid good, when in the previous ones she was more lawful evil.

Gameplay is still really good though, god I love playing these games.

I'm going to start by listing the positives here before I go on a really long rant about the plot because this game has some good things going for it and if you treat it like a marvel movie and don't really think about the story too much you will probably enjoy it quite a bit. First of all the environment in the Peruvian jungle is probably the most interesting in the trilogy, this is subjective I know, but just voicing my opinion. The game frequently lets the leash off for a while and drops you in open-ish world areas and allows you to explore to your hearts content. Exploration is the centerpiece of this game and most of the time is spent exploring or solving puzzles which is a welcome addition to me. Nothing against previous installments but I felt that Rise had way too many sections where you were just mowing down waves of goons over and over again. The combat mechanically is about the same as Rise, maybe a little more refined and used more sparingly. There is still plenty of combat but there seems to be nice balance of feral animals, supernatural creatures, and your typical Trinity henchman mixed in to keep the combat feeling more fresh and interesting than in previous installments. The sound design is sophisticated, immersive, and seriously impressive compared to previous installments. Gunshots are punchy and reverberate throughout the cave you are exploring. Set pieces in which destruction is occurring all around you are fully engrossing with the implementation of three dimensional audio. Really can't say enough about the sound design here, probably the most impressive facet of this game.

Rant Time:

The story however is the weakest of the trilogy due to a bloated meandering middle section of the plot that screams of the writers knowing where they wanted to start and where to finish but not knowing how to tie the two together. The middle section is full of nonsensical story beats, retcons, and events that test even the most generous persons suspension of disbelief. This is made even more egregious by the disclaimer at the beginning of the game telling you how much care and effort they put in to make the world seem realistic and authentic. They even let you know they hired historians and cultural consultants. What they should have done is talk to a person who has been rock climbing maybe once in their life. A little over half way through the game they have Lara climbing overhangs with crampons strapped to some flimsy sandals. I repeat, the woman is free climbing ridiculously difficult rock walls like Alex Honnold... IN SANDALS! I know this is being somewhat nit-picky but little stuff like this is littered all over this game and it adds up to a ridiculously unbelievable experience in a game that is bragging about how hard it's trying to be realistic and authentic but I digress. The sad part is the story has a strong open where you find the dagger triggering the apocalypse, then the flood, then the lost in jungle section. This part of the story was really well done. The end is also pretty strong, obligatory fight with the antagonist hopped up on god juice, leading to a final trial where you are tempted with the option to bring back your deceased family and have to resist in order to save the world then realize the ritual requires you to sacrifice yourself which Lara does bravely. They don't follow through with her actually dying which is fine with me, as the act of willing sacrifice is more important than the actual dying part here in my opinion.

The story really begins to fall apart once you get to Paititi. You quickly find out that the leader of Trinity was born in this tribal village in the middle of the Amazon and now lives a sort of double life of part time Trinity leader and part time Mayan tribal cult leader? How? Why? Why did the writers feel compelled to shoehorn in the Trinity plot when Dominguez would have been an interesting villain without the Trinity tie in. He could have even been like an arm of Trinity, but the leader? Nah, not buying it, his goals don't align with those of Trinity at all... It just doesn't make sense. That and how would you possibly be able to run a worldwide secret organization like Trinity while spending so much time in a tribal village with no electricity, no internet, no cell service, etc. Why would anyone at Trinity be okay with such an absent leader, maybe that's why they are so incompetent idk. Also weren't Trinity supposed to be a centuries old illuminati-like secret society tied to the crusades and heavily implied to be Christian fanatics not tied in any way to Mayan religion/culture? Why is some Mayan tribal villager running Trinity? They try to wallpaper over some of these plot contrivances with a bunch of notes hidden in the main temple in the village but it just seems like damage control added after playtesting to me. My guess as to why this decision was made is that the location was picked first then the story was made to fit and the trilogy is ending so they wanted to have the leader of the big bad secret organization be the main antagonist. But that doesn't mean you have to write this terrible story that makes no sense. It really is a shame because this location had so much potential and some parts of the game (usually the ones not tied to the main plot) were really interesting and fun.

After noticing how little sense the story made, I became maybe a little hyper aware of other shortcomings in the story. Like how lazy it is to have your magical world ending McGuffin be named simply "The Silver Box". This is really the best you could come up with? Really... The Box? Also, Lara kicked off the apocalypse after she took that dagger. This was shown with that engrossing flood scene in the beginning and then after that? Nothing until right at the end of the game, why was this not expanded upon during the middle sections of the game at all? did the writers forget or something? This could have been a serious source of conflict in the game, Lara feeling guilt for causing suffering to innocent people, or the natives blaming her for their lost loved ones, why do nothing with it at all until the last hour or so of the game? Or even the little things like the cliché stuff to isolate Lara. "Oh no the wooden spears blocked our way we will have to find another way around while you do all the hard stuff by yourself". you guys have axes and guns and you're going to let some wooden spears stop you? Or the Paititi chase scene through the village. Why doesn't Lara shoot any of the people chasing her? Why do the jaguar warriors simply block her path like a police blockade in a Need for Speed game making sure to leave one gaping hole open to dodge them instead of closing in on her? Why does everything break when you jump on it? Why 10 seconds after the chase can you run right up to the same jaguar warriors and them suddenly not pay any attention to you like nothing happened? In the section where Lara is sneaking into the main compound dressed as a serpent guard how don't the guards immediately see through her disguise as she is obviously a pasty white girl with a British accent and not of South American descent? why are all these lost ancient structures within a 5 minute jaunt from this village and no one has found them or unlocked their secrets when they are so easy to figure out? And why during the big forced stealth section where you only have a knife can I not pick up any of the guns of all the Trinity members I'm slaughtering who are armed to the teeth? There are countless more examples of this type of stuff and the answer to these questions is obliviously "duh, because it's a video game, quit overthinking it you asshole", and this is correct, but then don't put the stupid little disclaimer bragging about how much you tried to make it realistic and authentic. Ultimately I feel like the developers spent way too much time and effort trying to get the Mayan culture stuff right that they forgot to make sure the rest of the story made any type of sense whatsoever. So essentially in the noble pursuit of trying pay respect to and not offend one group of people, they instead offended the majority of the fanbase with a ridiculously unbelievable story and a pretty terrible swan song to a trilogy that honestly deserved better.

After really enjoying the first, and liking the second of the Tomb Raider reboots, I've had the third one on my list for quite some time. I finally had the opportunity to pick it up on sale, and I must say that I'm glad I didn't get it at launch. I didn't play this one for very long so these are pretty early-game comments. But that's the game's fault for not being interesting.

Gameplay
The Tomb Raider games have followed basically the same formula that the Uncharted games do: Climb, puzzle, combat, story, climb puzzle combat, story. Usually in that order ad nauseam. The things that keep this cycle from becoming boring are the characters, the variations in the action, and the story being, ya know, interesting. Unfortunately, Shadow of the Tomb Raider does not have any of these things. The puzzles are boring and require a lot of waiting, the climbing sections are contrived at this point (not sure if it's this game's fault or just that after 4 Uncharteds and 2 other Tomb Raiders, I kinda get it. You push the control stick forward), and the combat is way too few and far between. And I'm so entirely over "oh no the hand-hold you grabbed broke!" It's no longer interesting, it's just a scripted sequence now. To the point where you can often tell it's about to happen before it does. The hazards of making/playing games in a particular genre for too long, I suppose.

Story
The game begins so slowly and gives me no reason to care about what the villain is doing, or why he's doing it. All we know is "Trinity Bad". I know that this would of course expand through the remainder of the game but I didn't care to stick around for the payoff so who cares?

Characters
Lara's character is rather flat in this one, even though that was a huge positive for me in the other two. In the first she was a naive adventurer in over her head, in the second she was a deeply traumatized young adult grappling with her past and future burdens. Now she's just a whiny, overly intense sad sack.

Art/Level Design
Everything looks like generic jungle ruins. There isn't really much more to say. None of it is terribly interesting. The puzzle sections are monotonous.

Music
I seriously have no idea what the music even sounded like. I'm sure it wasn't bad but I have absolutely no memory of it.

Bitti. Bence üçlemedeki en iyi oyun buydu. Oyunun haritası keşif için daha iyi bir hale gelmiş çünkü oyunda bir sürü dungeon var bu sefer ve dungeon'lardaki puzzle'larda gayet iyi. Kafa açan puzzle'lar bile var. Yani keşif ve puzzle yönünden serideki en iyi iş idi benim için.

2.oyundaki fazla geniş olan dünyası ve keşif yapmak için yeterince pratik olmayan yollar ile döşeli olması beni çabuk bunaltmıştı. Ve keşif tarafı da anlamsızdı baya çünkü oyunda zaten baya OP idim, çatışmalar da azdı ve keşfin tek ödülü de upgrade'ler. Upgrade'ler de sadece daha çok güçlenmeye dayalı idi. Ama o kadar gerek yoktu ki.

Bu oyunda çatışmalar daha az bu arada. Hatta baya baya az çatışma var. Çok nadir ve sık sık da görmüyorsun. Dünyasında dolanırken zaten hiç düşman olmuyordu. Respawn falan da yok. Ve bu benim için gayet iyi bir şeydi. Oyunda düşmanlar görünme sıklığının az olması çatışmaları daha kıymetli ve tatlı yaptı bende ve bu yüzden de sıkılmadım. Zaten oyunun savaş mekanikleri ve motoru hâlâ 2013'teki oyun ile aynı. Dandik duruyor çatışma mekanikleri. Tepki animasyonları, silah tepmesi ve vuruş hissiyatı falan hepsi zayıf. Yani o yüzden hiç takmadım çatışmaların azlığını çünkü zaten mekanikler keyifsiz. Onun yerine daha çok keşif ve puzzle kısmına odaklanmışlar ve gayet iyi olmuş. Zaten düşmanlar olduğunda gizlilik yapmak daha tatlı geliyordu bana.

Oyundaki gizlilik tatlıydı gayet çünkü bir slasher filmi gibiydi. Gizlilik öyle dizayn edilmiş ki; Lara ile düşmanları tek tek avlamak ve yapay zekâyı git gide ürkütmek zevkliydi.

Ha bir de sahneler yine çok iyi yönetilmiş ve hikâye anlatımındaki çaba da hoşuma gitti yine.

Oyunun eksileri de boy gösteriyor tabii yine. Biri zaten yazdığım gibi; motoru ve savaş mekanikleri eskimiş artık. Zayıf geliyor. Bunlar dışında upgrade'ler bir yerden sonra anlamsızlaşıyor. Kostümlerin hepsi aynı hissettiriyor. Oyunun dünyasında dolanırken fast travel yapmak için illa kamp ateşinde oturma olayı çok sıkıcı bir karar çünkü oyundaki her şeyi toplamak için kastığımda sürekli gereksiz yere bazı engellerden ve platformlardan tekrar tekrar geçiyorum. Hiç pratik değil. Ha bir de son boss dandikti ama kimin umurunda. Oyunun hiçbir vakit boss savaşları için elverişli mekanikleri olmadı zaten. Dandik olacağını bekliyordum. Hikâye anlatımı iyi olsa da; hikâyenin kendisi zayıf geldi bir de ama umurumda değildi o da açıkçası. Deneyimimi baltalamadı.

8.4/10

My favorite Tomb Raider from the reboot trilogy.
Seeing Lara's growth throughout these three games and slowly becoming the badass we're used to (though she never quite gets to Legend levels of iconic, but there will be a sequel soon so who knows) was a great journey.
I stopped playing this halfway through and only picked it up again now a year later so I don't really know what's going on with the Mayan apocalypse story, but story has never been something I really cared about in these games. The main point for me is the exploration, and it hits all the marks there. They finally put the shooting in the backseat and the stealth can be fun sometimes with lots of different options. It's the most platforming and tomb-focused of all the reboot games and that's soooo much fun. The stunning visuals and super detailed world also help. I still think Tomb Raider works best in linear levels as opposed to the hub worlds they keep trying to push, but this one is linear for most of the time so I was very pleased. I also played the definite version with all the dlc tombs and they are all super fun and challenging. Should've been included in the base game, to be fair.
The action sequences are so over the top and fun it's hard to even pick one. But the whole oil refinery sequence culminating in Lara emerging from the water with flames behind her and picking up a rifle will always be one of my favorite sequences in all the Tomb Raider games.
Very excited to see where this goes next

Shadow of the Tomb Raider is an alright game, in that it does some things phenomenally well while falling flat on others. It was a fairly good wrap-up to the Eidos Montreal trilogy and a fitting end to the most modern we've seen Lara Croft.

If I start off with the good, this game is jaw droppingly beautiful at just about every point. The rich and luscious forests that exist within the Central/Southern American jungles pop and burst with color. There were moments in traversal where I had to simply stop and stare at all that was gorgeous around me. Everything from the environments to the ruins (including the underwater segments, to the characters was absolutely astonishing. I found myself in awe of Lara's character quite a bit because of how human she looked and was presented, many a moment spent in reflection of how far games have come. There were drawbacks to this amount of visual fidelity (of which I will touch on below) but they added an intense amount of taste to the already exciting series.

Another great piece of Shadow of the Tomb Raider was again how sound the series is mechanically in platforming and in movement, especially when contrasted to its Naughty Dog counterpart in Uncharted. The amount of travesal tools the game gives you (and requires of you) makes the extensive running, jumping, and climbing never feel like a chore. There are moments where you must complete only a wall run, and others where the player is tasked with adding a vertical rock climb and descending rope climb to that run. Mix and match the various combinations are you have a lot of ways that Lara gets from point A to point B. For a game that asks that of the player quite a lot, Eidos makes it feel rewarding and appropriate for the adventurer that Lara is.

Negatively there are a number of things I have to say with Shadow of the Tomb Raider that, while they do detract from the general experience, didn't make for a bad playthrough.

The first is the aforementioned performance issues. I have a capable computer with reasonably new specs, and pre-loading of the game identified it was good to run the game with all settings on "high." After a few hours in I found my computer crashing and in need of a hard reboot, this would go from every ten minutes to every thirty seconds of running the game. Eventually I ticked everything down to "medium" and it still looked good, but I wanted my vistas to look better dangit!

Otherwise the story was largely forgettable and the inclusion of the ancient civlization/natives was cool, and you definitely have a degree of suspension of disbelief, but their heightened prescence was a bit odd in comparison to the mythical elements of the other two games in the series. In Uncharted and in Tomb Raider 2013/Rise the mythological pieces and parties play a very large role as the games conclude but stay mythical until then. In Shadow they are included extremely early and were all over the story. Like I said cool, but was an odd tonal shift and inclusion that in the grand scheme of things didn't make too much sense.

Shooting and combat in Shadow was also largely forgotten for much of the game, you have a lot of time without real combat that made some parts of the game feel a bit one note. Again the shooting (and I don't expect it to be great) is nothing to give praise as the odd spray pattern and armored enemies penalizes the player for trying to complete fights in a semi-quick manner.

I had some fun playing through Lara Croft's latest journey, but I'm not sure it was the best use of time.

i'm convinced rise and shadow merely exist to be featured in gpu benchmark videos

This game is noticeably weaker to me than the previous two. This game is just more of Rise of Tomb Raider, but worse in a lot of small ways for some reason?
-This is the biggest downgrade in that they made combat just worse to try and encourage more stealth gameplay. The stealth is fine I guess, but not as good as many other games by 2018. Melee is effectively useless in this game, feels so much weaker than the last 2 games. You barely get to execute enemies anymore, it was fun shooting enemies in the knees, then going for a execute.
-They brought back the A/D button mashing quick time event from 2013. This quick time event just fucking sucks.
-You used to be able to hold E when Lara had to smash open minerals/doors in Rise, but in Shadow you can't do that anymore and have to mash E, why?
-Can no longer see your maximum item count from the menus, have to go to a store to see if you are close on capping.
Besides these things the story also just feels super "Ehhh." Like I just did not vibe with it, the general premise is cool, but the moment to moment and characters felt wrong.
There is also an insane bug for a sidequest where you can talk to someone you aren't supposed to before you talk to the initial quest giver, you will not be able to turn in the quest (You will still get the reward since it doesnt rely on turning it, but its still fucks over 100%). The dev's know about this too and have done nothing.
I have no idea why the Tomb Raider series got traded from Crystal Dynamics to Eidos Montreal, but its obvious to me that all these weird changes are because of the studio swap. Like Eidos got it pretty close, but just flopped hard in weird places.

I remember Shadow of the Tomb Raider being announced at E3 to... not much excitement. The spokesperson apathetically claimed that, in this thrilling conclusion to the trilogy, we'd get to see Lara finally become the survivor that she is. It was a baffling way to present the game, not only because it doesn't represent the final product at all, but because anyone who played either of the prequels knew that that subject was settled: Lara first kills someone within the first hour of TR 2013, and it quickly escalates so that by the midway point of that game, she's screaming bloody murder, leveling enemy bases solo and demanding her girlfriend back. Come Rise of the Tomb Raider, she was out and about, pulling the veil on Trinity and exercising the biggest death wish in the history of fiction.

And Shadow picks up where Rise left off: Lara is hot on the trail of Trinity's agents, and the game opens with her suffering a horrifying near-death experience, then cuts to a few days before when she was suffering another, even more horrifying near-death experience just to reach the interior of a cave she could apparently have just walked into. Her adventure, this time, makes her cross paths with that of the leader of Trinity, who in turn is chasing after two Mayan relics: the knife of Chak Chel and the Silver Box of Ix Chel, which together, legend has it, will summon the God of Creation and allow their bearer to remake the world.

Said to have had a budget of upwards of 75 million US dollars for development alone, it seems Square and Eidos really wanted to send Lara out with a bang, and aside from a beautifully realized game world and gorgeous cutscenes, the game boasts a handful of changes compared to its predecessor that, while probably not enough to bring in people who weren't into the series before, and while not necessarily for better or for worse, feel refreshing to a returning fan like myself.

One of the most prominent changes to the formula is that the game no longer follows a metroidvania-like design: items like explosive arrows are now used in combat only, and others like the rope ascender and lockpick are simply bought. Backtracking is now entirely optional, with the only reward being money and collectibles. Whether that's a good or bad thing is personal: I miss some of the exploration opportunities, but at the same time, I found that SotTR's environments are far easier to parse than its prequel's due to focusing more on a linear track than on openness.

In fact, on the topic of environment design, should you choose to play on hard difficulty, the game will entirely disable the white paint that usually guides you through climbing sections, and what a fascinating experience that was. At first, it's confusing, but over time, you start picking up on the more subtle cues and paying more attention to the environment, and thus, appreciating the level design a bit more. Curiously, an even higher difficulty disables Lara's detective vision, but that one, I don't recommend. Not because of that handicap, but because it removes checkpoints, making some sections a massive PITA.

Another way in which I enjoy Shadow's environments a bit more than the prequel is that they focus a bit more on nature -- the game mostly taking place in the Amazon jungle -- and on actual ancient ruins. Rise had this thing with the Soviets having found Kitezh first, and a lot of time was spent in buildings they made instead of the lost civilization -- that, and it also had a lot of firefights. Shadow, on the other hand, dials back on the shooting and has Lara spend almost her entire time either in lush environments or in Mayan/Incan buildings. Plus, the challenge tombs it brings are phenomenal: they include some visually stunning locations, as well as a bunch of real head-scratchers. Shoutouts to the Temple of the Sun and its great use of Tomb Raider mechanics to create a fiendish light puzzle.

There are, however, ways in which Shadow feels somewhat less polished. This is noticeable during normal gameplay with the odd glitch here and there, but the most painful shortcoming by far is in the narrative itself, which feels like different versions of the script got mushed together, or the major plot points were defined first and then had the gaps between them filled retroactively. Those are the only explanations I can muster for the weird pacing and awkwardly timed events. There are also bits of the story that feel too contrived even for the levels of suspension of disbelief the Tomb Raider series usually calls for. Reading the many lore items found throughout the game helps undo some of the apparent contradictions, but not all.

This could have all been forgiven if the main characters' development had been more consistent, but that also doesn't happen. The story seems to want to focus on the theme of guilt: on one side, we have Lara, crushed not only by all the deaths she witnessed in the past, but also by causing disasters through her search for relics in the present. On the other side, there's the antagonist, Dominguez, whose failure to stop his brother's death pains him greatly, as does his involvement in Richard Croft's murder. This latter event creates an interesting dynamic between the two characters: Dominguez's regret for taking away Lara's father makes him look at her with eyes of pity, and even compassion. On many occasions, he could easily have had her killed, but refrains from it -- his official explanation is that Lara is useful to him, but it feels like his true reason is that he can't bring himself to hurt her further. Lara displays a similar compassion towards him in some of the sidequests, an empathy towards another who also had his family torn apart.

At least, this is my personal reading of the narrative. This is where some might accuse me of reading too much into the game, as these are undertones the story never specifically addresses nor resolves, and thus, you kind of have to squint to see them. Maybe these scenes I'm finding characterization in weren't supposed to mean that much in the long run, like so many others. For instance, at one point, Jonah snaps at Lara, and what he says is... quickly forgotten for the next several hours. At another, Lara has a psychotic episode of sorts that's followed by a mental breakdown... and everyone forgets about it one dialogue later. Maybe that was just how it was meant to be.

This is especially painful because the actors and actresses absolutely carry those scenes: Camilla Luddington makes for a phenomenal Lara, as always, and the rest of the main cast delivers some stellar performances, with Earl Baylon as Jonah and Carlos Leal as Dominguez playing off Lara spectacularly. Plus, the scene direction, the use of lighting, the visual effects, are all stunning. The scenes are individually teeming with emotion, and watching some of them individually gives me chills... but sadly, their whole doesn't reach its full potential.

Nevertheless, Lara's adventure in the lush jungles of Peru is still a fun one, and I can't help but feel melancholic that it's over. I like the survivor trilogy's Lara: she has that lovable, gentle nature to her that contrasts with the darkness lurking under her character, the complete disbelief in karmic death and the will to just stab someone who threatens her or her friends in the neck. I don't think she's coming back, though. For one, the trilogy struggled to put that character to good use past the first game -- both Rise and Shadow felt like Lara had lower stakes and a weaker development overall.

Also, as much as the cost of these games increased over time, sales decreased as the trilogy went on, with Shadow not even reaching 10 million copies sold. That, in combination with the drastic changes between games, from mechanics to console exclusivities to DLC models, to me, tell a story of games that struggled to find a place in the market. With the franchise now in new hands, Crystal Dynamics and Eidos having been sold to the Embracer Group, I'm not sure the new owners will want to keep this concept going. But oh well. One can hope.

On the subject of the DLC packs... I'm not going to write separate reviews for each one, as few of them even exceed one hour length, and even then only barely. To summarize, all of them feel like sidequests to the main game that hit the cutting room floor since the cost of development was skyrocketing. They're all fine extensions to the main game. The Nightmare is a standout for its more experimental sequences and fantastic (in both senses of the word) challenge tomb, while The Forge dives into the backstory of Kuwaq Yaku, which is conspicuously missing from the main game. If you're playing this nowadays, chances are you have the Definitive Edition, so it's worth taking the time to do these additional quests.

Pontos Positivos:

Lara Croft mais madura e brutal: A jornada transforma Lara em uma "Tomb Raider" de verdade, com momentos de brutalidade e decisões difíceis.
História envolvente: A trama é mais sombria e focada em temas como apocalipse Maia e a busca pela identidade de Lara.
Cenários deslumbrantes: Paisagens exuberantes e tumbas maias detalhadas criam uma atmosfera imersiva e autêntica.
Gameplay refinado: Combate aprimorado com furtividade e tiroteios mais táticos, além de puzzles desafiadores e plataformas emocionantes.
Tumbas memoráveis: Cada tumba é um desafio único, com design intrigante e armadilhas mortais.
Trilha sonora épica: A música complementa a atmosfera de aventura e perigo, com momentos emocionantes.

Pontos Negativos:

Falta de inovação: O gameplay segue a fórmula dos jogos anteriores sem grandes mudanças.
História inconsistente: Alguns pontos da trama são previsíveis ou mal desenvolvidos.
Vilões pouco memoráveis: A Trindade não se destaca como antagonista, com motivações genéricas.
Dificuldade desbalanceada: O jogo pode ser frustrante em alguns momentos, especialmente nos níveis de dificuldade mais altos.
Microtransações: A presença de itens compráveis com dinheiro real pode ser desnecessária para alguns jogadores.

Em resumo:

Shadow of the Tomb Raider é um jogo sólido que oferece uma aventura emocionante e visualmente deslumbrante. Apesar de alguns pontos negativos, como a falta de inovação e a dificuldade desbalanceada, o jogo é uma ótima opção para fãs da série Tomb Raider e para quem busca uma experiência imersiva e desafiadora.

Recomendação:

Se você curtiu os jogos anteriores da trilogia, Shadow of the Tomb Raider é uma compra recomendada. Se você busca uma experiência inovadora, pode se decepcionar com a falta de mudanças na jogabilidade.

Observações: Esta análise é baseada em opiniões e experiências pessoais.

yarram gibi oyun cükümü yiyin

This game is really bad? Yes, but look at those Lara's arms! I will give a 5 just because of that.

Before you start this game you wanna do yourself a big favor and pick hard difficulty not because it's challenging or anything but it makes Lara shut the hell up during puzzles and not spoil the solutions 24/7

Now with that out of the way is this game good?
I'd say yes but my god is it horribly unpolished sometimes I'd give it a higher rating if it wasn't for all those clipping problems that cause faulty jumps leading to your death many times.

there are quite a few puzzles in the game both main and optional ones and while easy for the most part some of them can get you to think for a bit so that's all fine and good.

I quite enjoyed the big time set pieces even if they are somewhat scripted and leave no room for deviation from the obvious path. think of them as rollercoaster rides with death involved.

This game also features Tombs.... yes Tombs in a fucking game called Tomb raider amazing I know but you'd be surprised how much the previous entries in this reboot series lacked on that front.

I'm a huge Tomb Raider fan, but a critic of the reboot games, they have a lot of fundamental problems, however I was pleasantly surprised with this one, It's the best Tomb Raider of the reboot series. Really enjoyed the lack of combat and how exploration and platforming are now the basis of the experience. Gorgeous visuals, great voice acting and a nice background lore of the narrative, however the main story itself was still too generic.

I liked it, I think Eidos Montreal understands better this series than Crystal Dynamics, would like to see a full game thought out by them.

O pior da trilogia, não inova em nada em comparação ao Rise, tem uma história repetitiva e pouco interessante, além de momentos irreais acontecendo a todo momento.
Ainda sim tem o seu valor, já que bebe até demais da fonte do seu antecessor, o que faz o jogo conseguir ser minimamente divertido

I can't tell if this is the worst game in the remake trilogy or if I've just forgotten how basic the prior two were.

If memory serves, Tomb Raider (2013) as a "gritty reboot" for the series humanizing Lara Croft and giving context to her development as the titular grave robber/action badass mostly works! Rise of the Tomb Raider was Uncharted 2 with some minor open world stuff which mostly works! Which leaves Shadow of the Tomb Raider as... Uncharted 1 but with... less charm? It feels like a strange step backwards for the series that seemingly had some renewed momentum in the 2010s.

The game is gorgeous. The 15ish-hour adventure features some staggering environmental scale and especially impressive use of lighting to highlight beautiful overlooks of the Amazon. The production value of this game is the main sell. Unfortunately that admittedly impressive veneer is thin and frail. The beautiful world feels far from realized.

There are effectively four characters: Lara, her extremely patient sidekick Jonah, a proxy for the indigenous people that I wished was more interesting, and a very generic villain who kind of makes Lara look like a villain by comparison. None of the characters develop in a meaningful sense. Lara and Jonah are the only two who have anything close to a personality in the first place. It's a bummer because the game's opening section presents this tension of Lara getting in too deep--losing herself to her mission of hunting insert evil group. She's pushing so hard that she's hurting herself and those fighting to love and care for her. Neat! Make your invincible protagonist painfully aware of the toll of being an action-adventure murder machine. There's opportunity for growth here.

That doesn't go anywhere. lol There's a moment in the late game that seemingly implies that Lara was right all along, she's the only one capable of enacting meaningful change in this world, and the civilians around her need to deal with that fact or get out of the way.

I don't hate this game but it's really disappointing because it comes from a fun franchise, has a ton of polish, and stands as one of the latest steps in this style of blockbuster adventure game. It manages to feel like the most dull take on the genre at this scale in some time.

I'm open to critique here. If you liked this game, tell me what I'm missing!

Christal dynamics this is the third game in a row you’ve presented a gritty survivor Lara Croft who looses all her gear and slowly learns to become the tomb raider. Please think of something original. You can’t call these games a trilogy because honestly they are all the exact same gameplay, plot, mechanics and characters just with three different settings. Urgh such a shame.

Also the audacity of this game to have a photograph mode that gives you the tools to make this game look a million times better than the awful realism bland mess that it is.

This game also ruins the combat system from the last two which was the one thing I consistently praised but here it’s all dull forced stealth sections but still gives you all the old stuff from the past two games. It’s a confusing mess.
I could talk for ages about why I dislike this game so much but I think the emotions would cause a stomach ulcer

Oh and don’t get me started on the outfit restrictions for the city that like 80% of the games content is trapped in.

I started playing this game at release and it took me like two years to get through it. I say this mostly as a way to acknowledge that I did not play this game in an optimal way, and that probably made me like it less than I would have had I done it in a more normal way. with that said, it obviously did not grab my interest, and that is probably because it felt like most other openish-world games of this nature. I did really enjoy Rise of the Tomb Raider though, so I do wanna try this one again at some point.

Melhor jogo de aventura que existe, cara!

Adoro como o mundo é rico em todos os jogos da franquia, como a exploração é ampla, e os conceitos históricos e arqueológicos que todos os Tomb Raider's, principalmente este, aborda é muito interessante.

Também acho engraçado como a Lara Croft só se lasca nas suas aventuras kkkkk. Chega a ser cômico.

Enfim, em questão de enredo, este foi o que mais me agradou, embora ainda tenha coisas que poderiam ser melhores na minha opinião. Mas nada é perfeito, né?

Jogo maravilhoso e com uma excelente gameplay e mecânicas. Super recomendo.


Honestly the my favorite of the 3 reboot titles

ZEREI ESSE E ASSIM,,,,, a fofoca que eh o pior dos 3 eh vdd
confesso que tava enrolando pra zerar pq eh o ultimo até agora da franquia e eu fiquei com pena de acabar rápido mas...
no geral eu amei o jogo mas teve algumas partes específicas que me incomodaram bastante em relação a humanização dos personagens na história principal
alguém morre e o personagem fica namoral 0 abalo tranquilao demais?
mas tirando isso ambientação incrível e a trilha sonora cada vez melhorando mais e mais
pfv square ja pode lançar o próximo!!!!!!!!!!!!!!!!!!!!!!!

eu queria gostar mais desse aqui...

o contexto histórico é bom, afinal, teve historiadores trabalhando nesse aspecto e mesmo assim, o enredo do jogo é chato, parece que tudo foi contado por uma criança

aqui, a Lara como personagem está cada vez mais próxima da era clássica, o que é bom mas o fato de a história mais uma vez girar em torno dos pais dela é algo meio meh

me irrita como o jogo tem inúmeras skins com diferentes bonificações e não poder usar elas quando quiser por causa da história (a não ser que use mod).

pra mim, o que salva ele é a exploração que é incrível e o combate, ambos melhoraram muito desde o seu antecessor. é muito satisfatório explorar cada pedacinho do mapa em busca dos secrets e os puzzles serem igualmente bem pensados

quem não se importa com as roupinhas que dá pra usar ou com a história, pode se divertir, mesmo que a campanha seja curta.