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Review of Tomb Raider II: Starring Lara Croft

Much like photographs, video games can be a gateway to a treasure trove of memories. While no piece of software could really trump the family photo album or a fictitious trip to the Grand Canyon, it is often ironic (sad) how a gamer can remember the first time they played a specific game but can't remember what eight times eight is. Anyhow, more often than not, games just don't define themselves, they define eras, technological advancement and consoles.

For example, while games like Mortal Kombat 3 and Killer Instinct should probably be at the bottom of any system defining game list for the SNES, they are at the forefront of my thoughts when the console is mentioned because everybody I knew had them when I was in the sixth grade. And while they where popular for all the wrong reasons (well, Killer Instinct's combo system had more to offer than Mortal Kombat 3's violence) they were a part of the culture, and a part of my personal history despite how far they've fallen since.

A similar story reigns over Tomb Raider II and Final Fantasy VII, two of the biggest titles the PlayStation was packing around the 97' holiday season. After passing on the Nintendo 64 the previous year due to its scarcity, playing the original Tomb Raider on my cousins Sega Saturn and trying out the Final Fantasy VII demo included in Tobal No.1, I was as hyped as everyone else. Who didn't want to play more Tomb Raider? Who didn't want to continue the adventures of that yellow, spiky haired character named after a particular atmospheric element? As enjoyable as both products ended up being in their heyday, what would the future have in store for them? When it comes to Final Fantasy VII, what can be said that hasn't already been said about its bizarre and somewhat overstated resurrection? Perplexing as that situation ended up being, what about game on the table here, Tomb Raider II?

While it hardly strays from the formula that made the first game the success it was, Tomb Raider II strays just enough in key areas to make topping the original impossible. Why isn't Tomb Raider II as good as Tomb Raider? The core reason has to do with an argument that has been made time and time again: the environments. Given that the name of the game is Tomb Raider, which of the following three locals would you least expect to explore: a tomb, a pyramid or a... offshore oil rig? Like most, I just have question why you would take Lara out of the tombs when lightning clearly struck with that combination. Don't get me wrong, the level design it still very respectable, and I'll at least meet them halfway with the Maria Doria since it can be considered a makeshift tomb like the Titanic, but when you get the feeling that the game would be more appealing just by changing the texture mapping back to the colors that defined the original you have to admit there may be some problems brewing.

The other thing that drags down Tomb Raider II down is combat; not so much that there is a lot of it, but in what you're fighting: other humans. Supposedly, this change was born out of all the complaints Core received about the more natural enemies that populated the original, where actual gunfights were limited to the final few levels. Unfortunately, Core decided to listen to this idea so know we have every other loser cultist in the game running around with a sidearm, usually getting the first shot at you from a distance. Just perfect! I can't think of anything better than being turned into Swiss cheese before I have a chance to defend myself! Annoying as this becomes, it does manage to balance out certain elements left unchecked in the first game.

Still, there happens to be another problem with Bartoli and his men. Does anyone even fear them or think they make are good villains? They may look pretty ugly, but that's about all. And while some of the game's cut scenes (like the one that concludes the Diving Area) would have one believe otherwise, the conflict between Lara and Bartoli never feels personal. Compounding this even further is the fact the danger experienced in the first level doesn't return until the end of the game in the Temple of Xian. Another issue that arises from Tomb Raider II's narrative has to do with keeping the Barkhang Monks on your side when raiding their monastery. Not only is this insanely amusing, it saves a ton of ammo. Unfortunately, it raises an intriguing question: why would the monks leave Lara to her own devices in her quest for the dagger? They may practice non-violence until attacked, but letting Lara have such a dangerous item as a conversation piece is hardly the safest place for such an item; the hilarious, completely sexist ending easily proving that.

As for what's new gameplay wise, we have the introduction of flares, ladder climbing, the mid air/water flip, and Lara's first few set of wheels: the snowmobile and motor boat. For the most part, these are all rather safe additions; they don't make the game seem overly desperate to evolve like Tomb Raider III's crawl and sprint or fudge up the control scheme with a million and a half commands. The snowmobile and boat present their own problems, as if that's a shocker, but they could literally apply for sainthood when compared to those in the third installment.

With that last paragraph pretty much reiterating what the title of this review should be, Tomb Raider II's best quality is the fact it isn't Tomb Raider III. That doesn't exactly bode well for the future of the series, but it does mean Tomb Raider II is good enough for most people to digest without worry. That said time has shown that it had nothing on the original, and that it still doesn't.
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Added by Ashley Winchester
11 years ago on 23 June 2012 20:38