Review: Rise of the Tomb Raider (PC)

Despite Microsoft’s 2015 exclusivity with Rise of the Tomb Raider, it didn’t take long for the action adventure game to hit other platforms. While PlayStation 4 users will have to wait until the end of the year to be wowed by the fantastic visuals and greatly enhanced exploration elements, PC owners only had two months of sitting idly by before getting their hands on Lara Croft’s next big adventure. Where there are some western publishers as of late who have been neglecting the PC space, there are a number of Japanese-oriented companies who have been embracing it and Square Enix is one of them. They have once again passed the torch to Nixxes to do the port job and what the Dutch studio has been able to accomplish ensures for potentially the best version of Rise of the Tomb Raider.

After the events in the Pacific Ocean, Lara Croft has been coping with her actions with more adventure. Having seen such supernatural elements that could transcend time, the young lady becomes determined to clear her father’s name who was denounced by the historian community when she was young. He became obsessed with the idea of immortality, specifically the Divine Source that’s said to be located in the lost city of Kitezh in Siberia, and like father like daughter, Lara risks everything by going after this power. She isn’t alone, though, as there’s a rival organization under the name Trinity that’s also looking for the same source of power, hoping to use it for their own good. The antagonists of the plot have far more depth than originally thought. They come off as power hungry individuals, but it’s revealed slowly that they do have more genuine reasoning for tracking this artifact down. It’s nice to see a plot where the enemies aren’t entirely evil, especially if you listen to some of their journal entries, but at the same time, they are slaughtering hundreds of natives of the area and constantly trying to kill Lara. Most of the plot isn’t even told through the cutscenes, though, as the logs left behind by Trinity, old Soviet workers, Greek philosophers and even Mongolian adventurers paint a better picture of what is and has happened in this ruined part of the world. They even go as far to identify the benefactor behind Trinity, which potentially opens up additional religious-tied adventures for Ms. Croft.

The story itself is formulaic for an Indiana Jones-inspired adventure: protagonist goes after artifact, continuously crosses paths with an opposing faction, stumbles upon an ancient race, uncovers hidden secrets and so forth. It has been done over and over again, but what shines here is the protagonist. Lara Croft is very much coming into her own. In the previous installment, while a strong individual, she didn’t really know how to deal with such dire situations and took a beating along the way. Here, she is much more capable in what she can do and how it’s accomplished. She can handle any situations without having to coach herself or stabilize her mental status. Even when she comes face to face with a giant grizzly bear she’s, while I won’t say she’s completely composed, more agile and quick thinking about how to get around the obstacle.

Mechanically speaking, those who have played the reboot will feel right at home with Rise. This isn’t the overhaul the Tomb Raider series saw in 2013, but it’d be too much to expect Crystal Dynamics to experiment too heavily with an already proven formula. The Developers have laid the groundwork for the series moving forward in order to adjust and add to their work, and it comes out well. The platforming mechanics can be a bit finicky at times, leading to more deaths than in combat, but it’s quite satisfying when a series of acrobatic moves are strung together, making you feel even grander than a female Indiana Jones. Lara doesn’t have more tools at her disposal because she basically gets the same arsenal as before, but at least the upgrade paths are more diverse. There are pistols, assault rifles, shotguns and of course bows to equip to Lara with, along with her trusty ice axe that can be quite deadly in certain situations. We are now treated to a tiered upgrade path, requiring our heroine to obtain a certain equipment in order to enhance her weapons to the max. It’s not just weaponry, though, as Lara Croft herself, as per usual, has a leveling system, allowing our ferocious heroine to be even more effective in combat and in her adventures. There are even multiple outfits to fit Lara with, not only allowing players to choose her fashion choice, but also adding boost in aspects such as health regeneration.

There’s a stronger emphasis on stealth this time around, using the environment around Lara to get the edge on her opponents. So for example, in most encounters, at least outside of the guided and highly entertaining cinematic set pieces, enemies won’t know they’re being hunted unless the player makes themselves known. There are trees to climb to avoid detection, shrubs to move through to silently incapacitate foes and various distractions to use to your advantage. Instead of knowing where you are immediately when engaging in combat, it’s all determined from an enemy’s perspective. If an arrow hits the head of one of their comrades they’re speaking to, they will see the direction in which it came from, whereas if his back is turned, he will only begin to investigate, maybe alert those around his immediate vicinity. There’s even a minimal detection meter that will pop up over enemy heads, but this feels a bit underutilized as it’s just a two state alert (curious and found) and rarely came into play. It’s too bad there aren’t more chances to hide during combat, though, because most situations don’t have an exit plan once you’re spotted.

The biggest enhancement to the formula, though, is the sheer scope of the world. This is something the 2013 reboot implemented and changed how we looked at the Tomb Raider franchise moving forward. It wasn’t this linear, straightforward shooter, but a colossal game with a true emphasis on exploration, something that’s needed in an Indiana Jones-esque adventure. In Rise of the Tomb Raider, the Siberian wilderness is far grander, having multiple layers to each environment and a vast collection of goodies to find. There are essentially three hub areas in the game, containing an overwhelming amount of extras to delve into, with the remaining sections of the map being more set pieces to the high octane combat scenarios. This opens up a lot of variety and flexibility for combat, now with the ability to craft items such as Molotovs, smoke bombs and grenades, not to mention potentially rigging enemy bodies with poison gas. There’s so much to do in Rise of the Tomb Raider, and while it only took us twenty hours to basically one-hundred percent the game (at least on the Normal “Tomb Raider” difficulty), it was well worth the effort.

One of the biggest complaints with the last Tomb Raider was that it somewhat strayed away from what the series was known for: tomb raiding. That has been fixed with Rise of the Tomb Raider to a vast degree. There are far more tombs to raid this time around, usually visually drastic from one another and tie together various mechanics in a thought provoking manner. You will obtain not only a vast amount of gold, but various new abilities and enhancements to Lara. While a number of them can be a bit challenging, it would have been nice if there were multi-tiered tombs. All of them essentially take place in a single area, and after two or three puzzle solving actions, the tomb can be cleared. A number of them can be completed in under two minutes if you’re smart enough, so lengthier and multi-layered tombs to explore would have been preferable. There are also crypts to raid, but they are straightforward underground graves that don’t really offer up much of a challenge.

While Crystal Dynamics worked on the core aspect of the reboot, Eidos Montreal created a multiplayer component that, while had its charm, was somewhat of a throwaway experience. For better or for worse, there is no multiplayer experience in Rise of the Tomb Raider. Instead, what has replaced this component is an Expenditures mode in which players are given various objectives to complete in the course of a tomb or mission, allowing them to post a higher score. These are mainly used to compete on the leaderboards, although it does unlock an in-game currency that’s used to buy packs of cards that will have various effects in the mode itself. It’s very similar to Halo 5’s Requisition system, boosting gold acquisition or having the reverse effect but giving Lara more powerful weapons. There are even more comical cards to find, such as your bow shoots chickens instead of arrows, or big head mode. This in itself is not the core experience for what players will come to Rise of the Tomb Raider for. It offers up a decent challenge to compete against friends or people around the world, but it’s not something that will have a lasting effect. At least it sets up potential downloadable content in the form of new tombs.

While Rise of the Tomb Raider looked visually impressive on Xbox One, the PC version is expectedly better. Nixxes handled the port, best known for their work on other Square Enix properties such as Hitman Absolution and Deus Ex: Human Revolution, and they brought their A-game with Rise of the Tomb Raider. There’s a bevy different visual options to crank up, ranging from your typical texture and anisotropic filtering qualities, to somewhat more complex sun soft shadow and dynamic foliage values. There’s even tessellation that give environments a slightly better look, along with screen space reflections and a new feature called PureHair which acts as the next step for TressFX and hair technology. All of this requires a decent computer to completely max out, though, especially if you’re looking to take use of the anti-aliasing solutions. The FXAA is the default anti-aliasing solution and works fine, although there’s SSAA which will drag the frame rate down significantly. We did run into some inconsistencies in the world, going from 40-60fps to 20-30fps in the semi-open world, but these mainly only occurred when there’s an excess amount of lighting effects. Overall, Rise of the Tomb Raider looks magical on PC. While it was no slouch on Xbox One, there’s just so much more done. Improved lighting, the HBAO+ ambient occlusion (giving everything far more depth), the texture quality and level of detail enhances the experience substantially.

Closing Comments:

The PC version of Rise of the Tomb Raider is a step above its 2015 release. It retains everything that made the game great two months ago, but added visual improvements along with solid keyboard and mouse controls. Moving outside of the PC enhancements, there are a ton of tombs to raid, not to mention an open world filled with challenges, artifacts, documents and expansive story elements. Speaking of the story, while it’s not particularly deep, it does contain a strong antagonist duo and an even more compelling heroine. While Lara’s drive becomes a bit obsessive at first, she has grown up to be a capable woman, looking death in the face rather than fearing it. She is slowly becoming the leading lady we’ve come to experience back in the 90s, but with far more depth than ever before. The platforming elements can be a bit finicky at times, leading to various deaths, but when it works, stringing together the acrobatic moves just makes the experience all the more exciting. Rise of the Tomb Raider’s PC debut is nothing short of phenomenal, and provided you have the PC to back it up, it can look and run substantially better than its Xbox One counterpart.