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Just as amazing are Lara’s animations while she is on the move, which are unique for each action, and often respond to the environment convincingly. Not just the dialogues, but perhaps more importantly the plethora of vocalisations including shrieks and screams as Lara barely survives her many stunts, are believable and affecting. Camilla Luddington steals the show as Lara. It’s a shame, as Lara Croft has plenty of potential to be a fascinating character. Instead, it delves into one cliché after the next. The story does set up intrigue – the main concept is just as compelling as something like Raiders of the Lost Ark – but unfortunately develops it with little wit or charm of the Spielberg film. Every single time.Īlas, then come the cutscenes to halt the momentum, with its rather hackneyed narrative. You don’t know how Lara would make it work, but she does. This is what makes Rise of the Tomb Raider so exciting – the pacing and rhythm of each little action adds up to one exciting sequence after another.Įvery action is a leap of faith. The game feels directed, but almost always retains interactivity. Each move flows onto the next, and we are never wondering where the next move lies. Largely due to a carefully designed environment, but also little touches as a camera that smartly adjusts for the best view to the next action. There are numerous impossible stunts, which are somehow made believable. The audiovisual experience enhances the game’s meticulous daredevil platforming set ups, which is where the greatest strengths of the game lie. It may be hyper real, but every time Lara’s pick axe connects with a craggy wall, you really feel it. The visuals are underscored by a brilliant and varied soundtrack – the percussive and quieter rhythmic tracks are particularly excellent – and aggressive sound design. Cutting edge tech and intricate architecture collide to make a spectacular visual.