It can be a bit difficult to talk about the new Tomb Raider without also talking about Uncharted. Naughty Dogās PS3 series has always had a lot of Tomb Raider in its DNA, and Crystal Dynamicsā new Lara Croft adventure has clearly been taking notes from Uncharted
The two games are as interesting in their differences as they are in their similarities. So, Kirk and Patricia decided to crack them both open and see what treasures lay within.
Spoilers: This conversation has some story spoilers for the ending of Uncharted 3, but keeps Tomb Raider spoilers to a minimum.
Kirk: Hello, Patricia! Okay. Weāve both spent the last week or so raiding tombs. Itās time to talk about this game some.
Patricia: Yes! Or, well, Iāve spent more time shooting people than raiding tombs, but, you know.
Kirk: Ha. Right. Certainly one thing that sets this game apart from its predecessors. I should say here that Iāve finished the game, but Iām not sure quite where you are in the story.
Patricia: Lara just decided that nobody can leave the island. I think she may be losing it a little!
Kirk: She may well be. Or⦠is she the only one who hasnāt lost it?? DUN DUN DUN. Okay, on to the thing weāre really gonna be talking about here-this game as compared with Tomb Raider, as well as with Uncharted. Any general thoughts?
Patricia: I think itās interesting that both games deal with legacy, though to a different extent. Tomb Raider has some nods to Laraās parents, who I assume also raided tombs and whatnot? And she grapples with actually becoming that type of Croft in the game. Drake has something similar, onlyāspoilers I guess? Heās not actually a Drakeāheās an orphan who takes up the Drake name, as we saw in Uncharted 3. But itās still important to him that he lives up to that stuffā¦but as a fantasy. Heās escaping reality.
Kirk: Huh. I hadnāt thought about that parallel, but itās true. That kind of ties in with the superhero mythos that Crystal Dynamics and Naughty Dog have used when creating Lara Croft and, to a lesser extent, Nathan Drake. Thatās actually something that both series have added in later games. In the first Uncharted, Nathan Drake was little more than a roguish adventurer, as I recall. Similar to how in the first Tomb Raider, Lara was just sort of this badass chick. It wasnāt really until Uncharted 3 that Naughty Dog decided it was worth digging into his backstory. And, to be honest, I wasnāt all that interested even when they did. I do find myself interested in Laraās journey in this new game, moreso than I ever was in Nathan Drakeās, but Iām less interested in the idea of what her father did, and her legacy and all that. Iām more caught up in the moment to moment. I donāt buy all that āYouāre a Croft, you just donāt know itā business. I almost think Iād prefer if she stopped talking about her father and just focused on surviving.
Patricia: Yeah I wish she stopped talking about her dad so much, especially if her mom might be THE Lara Croft?
Anyway, I think this one of the main differences between Uncharted and Tomb Raider for me: Uncharted feels more deliberately thrilling, something thatās designed to be escapism for the player and not just Nathan Drakeā¦and naturally, Tomb Raider, by virtue of being a video game, is also escapism, but itās not the same sort of escapism. Tomb Raider feels painful to play! Lara is not having a good time.
Kirk: She sure isnāt. And yeah, the games have very different tones. But hey, okay, before we focus too much more on the differences between the two games, letās talk about the similarities. Because there certainly are some, otherwise we wouldnāt be comparing them at all. Look at the cycle here: Tomb Raider set the template-do some exploring, do some shooting, solve some puzzles. Then, Uncharted took that template and fine-tuned it for the modern era-do some exploring, do a lot more shooting, focus more on the shooting and make the whole thing a super-slick cinematic experience. When Underworld came out, I could sense Crystal Dynamics reacting to Uncharted but not quite being ready to create that kind of game yet. And now, with Tomb Raider, theyāve effectively lifted whole chunks straight from Uncharted, and even improved on the template in a number of ways. So we go from Tomb Raider to Uncharted back to Tomb Raider. The circle is complete.
Patricia: Ah, thatās interesting. This is actually my first Tomb Raider, so Iāve never experienced the franchise as it used to be! Still, itās pretty obvious that the sensibilities of modern Tomb Raider are a reaction to Uncharted. Do you feel like thatās a good thing, has it improved the Tomb Raider franchise? When people talk about āmodern designā itās not always a positive thing.
Kirk: You know, I think itās good and bad. I like the Uncharted games, particularly Uncharted 2. I like them for what they areācharismatic, stylish and generous cinematic adventures. But while they lifted the general layout and approach of Tomb Raider, they donāt feature nearly as many puzzles as the old Tomb Raider games did. Uncharted games are a lot closer to Gears of War, honestly, than to Tomb Raider. Take the two most recent Tomb Raider games: Underworld and Lara Croft and the Guardian of Light. Underworld was a surprisingly cool game-it had what might truly be the most nonsensical, convoluted story Iāve ever seen in a video game, but beneath that junk lay some interesting, ambitious puzzles. The puzzles would span entire levels-youād be riding your motorcycle from one area to another, moving a massive statue here in order to get a second statue in a whole other area to rearrange itself.
Meanwhile Guardian of Light is one of the most purely enjoyable co-op games Iāve ever played, and itās just loaded with great two-player puzzles and bonus challenges. So, playing the new Tomb Raider, Iām highly aware of just what an influence Uncharted has had. The new game features a mere smattering of puzzles, and theyāre all comparatively simple, even the optional side tombs. Thatās a disappointment. I understand the complaints of those who say that this āisnāt a Tomb Raider game,ā even while I think that statements like that miss the point somewhat. But regardless, Unchartedās influence is a constant, pronounced presence.
Patricia: Oh, are some people saying itās not a Tomb Raider game? Wow.
Kirk: Well, you know. Like, āpeople.ā Itās a thing Iāve heard.
Iām surprised you like Drakeās journalāI hate that thing!
Patricia: Anyway, yeah, I canāt say I play Uncharted for the puzzlesātheyāre nice to have to add flavor I guess, or as a reminder of what the game is supposed to be about (treasure hunting).
Kirk: Though if I had to choose, Iād say I prefer Tomb Raiderās examinable treasures over Unchartedās less fleshed-out baubles. A small distinction, I guess.
Patricia: Yeah I liked that! It felt L.A. Noireish. The simple puzzles in both Uncharted and the new Tomb Raider didnāt bother me much though, but Iāve also been weaned on these modern design practices. Itās a shame Tomb Raider didnāt feature more complex puzzles, since both games donāt really convey the archeologist side of the adventures, eh? Tomb Raiderās puzzles are still more complex than those in Uncharted, but Uncharted knows how to package it a little betterāI love Nathanās journal thing, even if sometimes tells me to put the square peg in the square hole.
Also, raiding tombsāand therefore doing puzzlesāis mostly optional in Tomb Raider. Which seems weird to me given the name of the franchise.
Kirk: I was initially kind of happy to hear that the tombs were optional, since I figured they might let the game have its cake and eat it, too. When I talked with the gameās creative director Noah Hughes back during a preview, I kept trying to get a sense of whether the side-tombs would scale in difficulty and eventually include the sorts of stumpers that past games had. Unfortunately, they donāt, really. (He did mention that they went back and forth on the āTomb Raided!ā thing that shows up at the end of the tombs, since they werenāt sure if it was too off-tone). Iām hopeful for some sort of more intense puzzle-room DLC, but it wouldāve been nice to see more puzzles included with the main game.
Iām surprised you like Drakeās journalāI hate that thing! I like all the little notes and touches like that, but I dislike how it so obviously gives hints as to how to solve the puzzles. Those puzzles so often rely on their own set of rules, where Tomb Raiderās puzzles rely on physics. I vastly prefer the Tomb Raider approach.
Patricia: Oh no, I like the journal because itās prettyāI donāt like that it gives me the answer. But if I was trying to figure out some archeological puzzle in real life Iād figure Iād probably have to crack open a few books or something, you know? So it lends itself to the theme.
Kirk: Thatās true, and in that regard, itās nice that Drake keeps a journal. One of the weirdest shortcomings of Tomb Raider are those ridiculous journals that youāll find lying around, where Laraās friends articulate their innermost desires and then⦠leave them on a table somewhere.
Patricia: Yeahāsome of them, I was willing to believe. Like okay, MAYBE this historical figure just happened to leave this here and I found it, okay, whatever. But my friends sure left their musings in the most random places. Why is Reyesā letter to her daughter found by a mountain of body parts deep inside a cave?
Really though, both games arenāt actually about treasure hunting, eh? It sets the stage and some of the conflicts, but most of what we spend time doing is either shooting people or climbing stuff.
Kirk: Thatās true. Both games go to great lengths to show their characters doing research or relying on book-learning, but the actual game parts are less āDr. Jonesā and more āIndiana Jones.ā
Patricia: The feel with the action is different, too. Most of the time gunfights/action in Uncharted felt like they were happening on a playgroundāI was excited to have them happen, they were usually crazy and cinematic.
Tomb Raider isnāt like thatāor at least I didnāt get pumped when enemies appeared. I dread other people. Which probably has to do with why the game feels better when there arenāt other people around, as Evan mentioned. Also, I donāt feel like Tomb Raider quite has the hang of the cinematic approach like Uncharted does, even though it has plenty of ārun/barely escape explosionsā sequences.
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On to the platforming and traversal. How do you think it stacks up?
Patricia:Tomb Raider and Uncharted also feel different there. Uncharted makes a point to make you feel like youāre on an epic adventure; you climb crazy, larger than life stuff. With Tomb Raider, itās more of, I need to get here, so I need to traverse this area. Necessity. Thatās a whole lot of Tomb Raider, really. You kill people out of necessity, too.
I think itās interesting that when climbing, Lara relies on her axe. Drake climbs with his bare hands most of the time. Then again, Lara relies heavily on tools in general: you can see the radio, the axe, the torch and whatever else sheās carrying on her body. It sets Lara up as a survivor that makes the most out of her situation even if sheās not originally cut out for it. By comparison, Drake is already the hero who does rad stuff on his own.
Kirk: Thatās a good observation. I prefer Tomb Raiderās platforming to Unchartedās, when it comes down to it. I love what Iām getting to do in Uncharted gamesāyou know, āOh my god, Iām climbing along a series of crates as they tumble out of a crashing airplane!ā But really, Unchartedās platforming is way too linear. Drake canāt just climb up onto anything, he can only climb up onto certain, approved ledges. Lara, meanwhile, can go pretty much anywhere in the environment. Combine that with her tool-set, and youāve got something thatās much more like Arkham Asylumās environmental navigation, rather than Unchartedās thin, almost faux-traversal.
Patricia: Ha, I wonder if itās the gamer mentality of looking for the most efficient routes that made it difficult for me to realize just how open Tomb Raiderās environment is. Itās like I can only see one path.
Kirk: And then thereās the way it feels, which is a word Iāve noticed you keep using. Weāre talking about a lot of granular differences between the two games, but I think the biggest one comes down to that word. Tomb Raider feels different to me, and thatās largely because I can really feel for Lara, I get a sense that this world has a real impact on her.
When she jumps, she lands hard. When she falls, she lands harder. When sheās injured, she limps. When she tumbles, sheās out of control. I think that one of the great successes of Tomb Raider is how thoroughly theyāve allowed their protagonist to inhabit the world theyāve created. And again, this is something theyāve taken from Uncharted and improved upon: I still remember when Nathan Drake first walked past that burning train car at the start of Uncharted 2 and held his hands up to shield his face from the heat. Tomb Raider takes that moment and multiplies it.
Youāve mentioned to me how you think Laraās vulnerability makes this game feel different from Uncharted, and Iām curious to hear a little more about that. How do you think Lara herself feels different from Nathan Drake?
Patricia: Youāve definitely hit on something in regards to Lara: I actually care about her, and thatās helped by the design of the game. Man, she looks terrified sometimes, you can tell stuff hurtsāand thatās great. Not that she feels that way, of course, but that the game manages to make you empathize so much.
I donāt really care about Nathan by comparison. I mean, itās interesting, and Uncharted has the better cast/is more charming, but Iām not like, agonizing over the trials that Nathan faces.
Iām glad you brought up that scene in Uncharted 2, because thatās probably the best part to compare to Tomb Raiderāwe see Nathan at his worst. Heās hurt. Heās vulnerable. Thatās all of what Tomb Raider is about. But it doesnāt feel believable in Uncharted, Iām not wincing when Nathan is like that.
And that vulnerability is at the heart of Tomb Raider, itās coded into even the smallest things. One of the strongest enemies holds a shield up in Tomb Raider, for example, and you have to let him get close and take a swing before you can shoot himāyou have to let yourself be vulnerable, in other words.
But you know what they say, vulnerability is actually strength. I mention that since I donāt want to make it sound like Lara is helpless or whatever. Sheās a badass through and through, but you watch her grow into it. So then after youāor should I say Iāspend the entire game dreading encounters, and you get to the part with the grenade launcher and sheās screaming back at her enemies, telling them sheās going to get themā¦man, what a major, major moment of triumph. Iāve never felt that way while playing Uncharted. Lara feels like a person Iāve watched grow. Nathanā¦.might be heading in the same way eventually, judging by the end of Uncharted 3, but itās nowhere near Laraās growth.
Kirk: Itās remarkable, isnāt it? How good it feels to play a game where the main character has a real, definable arc? Sure, other games make you start with nothing and eventually get more powerful. But itās executed so confidently here, and taken to such extremes. Itās effective. And without spoiling anything, Iāll say that they donāt mess up the pacing from start to finishāthere are peaks and valleys, but as I made my way to the final encounter, I couldnāt help but think back to the girl at the beginning, whimpering as she pulled a piece of rebar out of her side. I really did feel as though Iād watched her come a long way, and few games do such a good job of blending mechanical game progression with story progression. I think that might be the thing Tomb Raider does best, actually. And, interestingly enough, I thought that Uncharted 3ās attempts to do something similar with Drake were a big part of why the game fell flat.
Patricia: Maybe itās just that I felt that Uncharted 3 was an absolute mess, but it feels like Tomb Raider has taken the torch back. I think itās the superior game. But! So, Iām not finished yet, and that moment I spoke of earlierāwhen Lara gets the grenade launcher? It made me feel like it was Tomb Raiderās transition into the type of game Uncharted is.
Kirk: āIām coming for you all!ā Kind of self-indulgent, but enjoyably so.
Iād kind of rather she wasnāt the same type of hero Drake is, if only because thereās less complexity in that setup. Also, eff guns. The bow is where itās at.
Patricia: Like it was becoming more about confidence, about mowing enemies down, about being the undeniable hero of the adventure. I know they canāt keep harping on vulnerability foreverālike, eventually she has to grow, right? But I canāt help but wonder where Tomb Raider goes from here. Iād kind of rather she wasnāt the same type of hero Drake is, if only because thereās less complexity in that setup. Also, eff guns. The bow is where itās at. Iād say I look forward to Tomb Raider getting a hold of Unchartedās cinematic angle, but I kind of feel tired of that sort of game.
But youāre the one thatās actually finished the game: what do you think, are you hopeful of where Tomb Raider can go? Heck, which game do you like better? Weāve spent this entire time comparing the games, after all. Iām sure people are curious.
Kirk: I guess that, given our headline, we do have to declare a preference here. Though I really do like both games, I think that Tomb Raider beats out Uncharted (even my beloved Uncharted 2) in enough areas that I do prefer it. Which isnāt entirely fair, given that Tomb Raider lifted so many tricks from the Uncharted playbook in the first place. Really, both series are awfully good, and seem to exist in symbiosis with one another. With Naughty Dog wrapping up the (decidedly not Tomb Raider-y) Last of Us, Iāll be interested to see what they do with Nathan Drake on the PS4.
As for Tomb Raider, I do feel a bit curious about where the series can go from here. Weāve had our origin story, and itās overāand as the ending punctuates, this story really was about the ābirth of a legend.ā But now that the legend has been born, are we really going to immediately make Lara more of a confidentāand less interestingāNathan Drake-type? I actually doubt thatāll happen. Lara may be more confident than she was at the beginning of the game, and may have taken some significant steps towards weapon-wielding badassery, but sheās not quite Rambo yet. She can handle some armed goons coming at her, but all the way to the end, she fights in a hardscrabble, improvisational way that should scale up really well for sequels. I doubt weāll start the next game with her hanging tied up, upside-down in a cave, but I also doubt that the inevitable sequel will have her immediately swinging in, dual-pistols blazing. The folks at Crystal Dynamics are smartāthey know theyāve hit on a formula that works, and that that formula relies on a more human, more relatable Lara Croft.
That said, believe it or not, Tomb Raider has got me wanting to replay Uncharted 2 again. So maybe Iāll do that and get back to you.
Any final thoughts on the comparison? Why do you think bows and arrows are so awesome? Do you think weāre beginning to see the āBowificationā of the modern action game?
Patricia Ha, the ābowificationā of gamesā¦well, bows are awesome because we like to glorify anything that doesnāt scream technology, since we have such a thing about how tech is making us lose our way (or something). I can go on for ages about this but Iāll finish with saying that anything that is one shot, one kill tends to be awesome by default.
I hope youāre right about Lara. I donāt want to see Lara as Rambo (ā¦Lambo?) I am fascinated by the idea of there being an active back and forth between Tomb Raider and Uncharted, and Iām definitely kind of sitting here going FIGHT, FIGHT, FIGHT. But only because theyāre both excellent games that will only get better because both Crystal Dynamics and Naughty Dog canāt rest on their laurels; they canāt risk the games becoming stagnant. And to be honest, thatās sort of how I felt about Uncharted by the end of 3āit felt like more of 2, only not as well-made. Competition can only be a good thing.
Kirk: I hear you thereāitās worthwhile to compare the games, but in the end, itās just nice to see Crystal Dynamics come back into this thing swinging. And if Naughty Dog can return the favor, then heyāmore good games for us. For Tomb Raider, I do hope we get to see some better puzzles, both in the sequel and in the inevitable DLC. And I hope that the next Uncharted game takes some notes from Tomb Raider on characterization and focus, and can manage to open the game up somewhat, too. And maybe add a bow and arrow. I could see Nathan Drake doing some serious damage with a bow and arrow.