Shadow of the Tomb Raider Game Review
Hello, lovely people! Today, we're going to talk about a game that needs no introduction: Shadow of the Tomb Raider. We'll also give you Shadow of the Tomb Raider direct download links so you can get the whole game for free.
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Lara Croft makes one last attempt to show us that she has what it takes to become the Tomb Raider she is meant to be. Crystal Dynamics only worked on Deus Ex: Mankind Divided, so the developers of that game decided what would happen with this last game. With a huge budget of $135 million, Eidos Montreal is under a lot of pressure to finish the trilogy with a bang, especially since Shadow of the Tomb Raider is being marketed as "Lara Croft's defining moment." Can Ms. Croft shine past the shadow she casts?
The story of Shadow of the Tomb Raider starts just two months after Lara met Trinity in the cold Siberian wilderness. Still looking for answers, Lara's desire to stop the bad group at any cost leads her to a secret tomb in Cozumel, Mexico. Croft thinks she is one step ahead when she finds a strange dagger, but she may have made a big mistake when a terrible tsunami destroys the city soon after. Doctor Dominguez, the main bad guy in the game, took her dagger and made her feel guilty about the destruction of a city. So, our adventurer goes deeper into the jungles of Central and South America to stop the end of the world.
The environments in Shadow are full of life, just like Rise's beautiful Siberian mountains. It's hard not to stop and admire the beautiful scenery the jungle has to offer in every shot. This kind of admiration can be shown through the new photo mode. Even though this mode has been around for a while in video games, it is a great addition to a series with beautiful settings.
The accurate details about the people who live in the hidden city, Paititi, and even early on in Mexico add to the grandiose views of Latin America. The streets of Cozumel are full of people selling food, kids playing with flares, and altars that show how important "El Dia De Los Muertos" or "The Day of the Dead" is. With Immersion Mode, you can walk around the city and hear people speaking in their own language. This feature is hit or miss because its "immersion" only works when you don't talk to the locals.
If you talk to them while Immersion Mode is on, Lara will answer their comments in English, which makes the conversation seem strange. It's a shame, because one thing that bothers us most about games that show Mexican culture is when native Mexicans talk to each other in English with a strong accent so that English speakers can understand. As a person with Mexican roots, this author speaks only Spanish with his or her family and friends. Immersion Mode is a good step forward, but it is not done as well as it could be.
But the best way to get into the game is to spend a lot of time in tombs and exploring the world as a whole. A common complaint about the franchise was that it didn't have enough tombs, which had been a part of it since the beginning. Rise added some more complicated tombs, but they were mostly outside of the main quest and didn't do much to live up to the name it was given. When Eidos Montreal heard about this, they made sure to fix it by adding tombs everywhere. The main quest has a lot of tombs to solve, which takes the place of the fight-heavy parts that this series seems to like. You'll often want to leave the main campaign to find and explore the dangerous tombs that are hidden around the world.
More tombs and crypts make puzzle-platforming games more fun than the ones that came before. Players get new ways to explore more than nine tombs and crypts (not counting the ones in the main campaign), as well as the return of underwater swimming and wall running from the first games. Even though they might seem like small things, they do make exploring more fun. Most importantly, swimming lets you explore amazing underwater ruins, which are made even more appealing by the fact that there are more resources, relics, and murals to find there.
Yet, when we were supposed to be analysing artefacts, we got distracted and didn't finish reading their descriptions, which don't go any further. In Rise, it was a lot of fun to find and read about artefacts because Lara would sometimes say things that told us more about her. Letters were sometimes read by the person who was there at the time, not by Lara. Recordings were tied to her own story, which gave us more information not only about the people around her but also about what she had been doing before the game started.
As we've already said, puzzle-platforming is back and better than ever, but combat takes a back seat in the game as a whole. When it does show up, players are rewarded for killing enemies in a more stealthy way, since fighting them head-on makes waves of enemies seem more dangerous. When confronted, the stealth strategy builds tension, but it makes weapons other than the bow seem useless. Mainly because there are shops all over the game where you can trade gold and jade for weapons, which seems pointless since the weapons you start with can be upgraded after a few fights. We rarely had to change our weapons or buy more than what we already had.
Focus, endurance, and seeker plants, which help you fight better, were another feature we only used because Trophies required it. For example, endurance plants make Lara stronger for a short amount of time. Since there wasn't much fighting going on, these modes didn't stand out enough for us to use them.
The game starts out well, with hints that this version of Lara Croft will have to deal with the psychological effects of killing hundreds of soldiers and that she has many different sides to her personality. Even though the game does a better job of showing her personality, the story itself never lives up to what it could have been. The game keeps going up a ladder, but it never gets to the top. The story jumps from one plot point to the next without finishing at least one of them. Even Lara and Jonah's relationship, which is the most interesting part of the story, never gives us more than what we already knew.
There are times when they don't agree, for example, but that's never really talked about because the story wants to focus on the overall mystery. This shows how the story's structure makes it hard to follow. It's a shame because Camilla Luddington and Earl Baylon both give such strong performances that, most of the time, they overshadow the other characters. Again, these characters start out with interesting storylines that don't go anywhere. The main bad guy in the game falls into this pit. The game tries to make him a sympathetic bad guy, but it never quite succeeds. This makes the game's goal of blurring the lines between good and evil fail as well.
Midway through the game, the story's overall structure starts to fall apart, leading to a disappointing final act that feels like a repeat of the last game. It's frustrating because so much of this trilogy is about how serious it is, but the story in this book is the weakest part. even more so because Brian D'Oliveira's music for this game is much more memorable than the music for the games that came before it. D'Oliveira does a great job of putting into words what the story couldn't say. He is able to give all of the tracks a haunting, sad sound that fits with the game's overall theme of falling. This goes well with Bobby Tahouri's "epicness" in Rise of the Tomb Raider, and D'Oliveira's soundtrack, especially "Trinity Pursuit," is a beautiful way to play with Tahouri's main theme.
Shadow of the Tomb Raider is great for exploring, with beautiful views that make it more fun to walk around the open world. It has a lot of fun puzzle-platforming tombs that highlight the return of both new and old gameplay elements. But the same can't be said about the story, which ends Lara's journey with a tired and tried formula that never reaches the potential shown in some cutscenes, despite a promising start.
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