After almost three years of retirement, Lara Croft returns to home screens with old (Toby Gard, designer of the benchmark first part) and new (Crystal Dynamics, creator of the Legacy of Kainseries) forces at their side so that the battered reputation after the controversial PS2 episode is polished up again. The story about Tomb Raider, with the story behind PS2, Xbox and Xbox 360, is fresh and doesn’t lie to the events and the unsolved mysteries of the earlier episodes. This film incorporated the idea of Crofts estate.
The largest innovation is: This time, you really have Lara under control, because the controls aren’t tied to the infamous grid structure which has already always made it easier to jump. The template-like design of obstacle passages was dissolved as well as the rigid puzzle structure of a particular obstacle, for example when pushing boxes. Now you can push objects around freely, and largely physically correctly, this allows for more complex use, but also requires a more precise maneuvering than previously.
Mr. Croft does not have the means to change all of your life. If you have a short run, you won’t fall for another moment. Lara will remain at the same position and turn her to the other side by pressing a button on the tap. If you climb along rocks, you can tell if a man can jump to the next stop.
The playful focus of the adventure is traditional: you are mostly busy with puzzle and climbing, but unlike enemies, they don’t always acheive your way.