I’ve been playing through Rise of the Tomb Raider lately. Going through it, I’m finding myself in the same position as the first game: Liking it, but not loving it. And one of the major reasons is how the game fails to balance the gameplay with the story they want to tell. For today’s post, I want to expand on this clash between gameplay vs. story and how it created a ludonarrative dissonance.
Recently it was announced that the next Tomb Raider game will be an Xbox One exclusive, which came as a surprised to fans and maybe the developers themselves. The rationale being that Microsoft’s support by making it exclusive will help the series grow as a brand. Or in other words — make Square Enix a lot of money. While there are risks and reasons for having exclusivity, the pros today outweigh the cons.
Sometimes I can be thick when it comes to spotting an annoying pattern of game design, but this time I have the excuse of not having the money to buy too many AAA games.
Thanks to sales and such, I’ve been going through the backlog of AAA titles released and I noticed a pattern of content: third or first person shooting with excessive violence thrown in. When someone like me who has been playing video games for over 25 years has to stop and take notice, you know there is a problem.
What’s old is new again over at Square-Enix and Eidos Interactive, with last year’s reboot of Deus Ex with Deus Ex: Human Revolution and now Tomb Raider rebooted into… Tomb Raider.
With a complete redesign from top to bottom, Tomb Raider did a lot to bring Lara back to the limelight with a game that dangerously plays it safe.