Tomb Raider Game Reviews

Tomb Raider Game Reviews Rating Summary

Viel Spaß mit diesem Review zu Rise of the Tomb Raider! Von Christian Dörre Redakteur um Uhr. Shadow of the Tomb Raider - Review. Sie turnt wieder auf den Gräbern der Toten. tastystuff.se Team-Wertung. Zum Abschluss gibt es noch unsere Team​-Wertung, welche gleichzeitig unsere offizielle TOMB RAIDER-Wertung. Kann der sehr gelungene Reboot von Tomb Raider einen zufriedenstellenden Abschluss finden? Dies ist mein Review von Shadow of the. Budgets, auf die wir leider angewiesen sind, wenn wir PC Games Hardware auch in Zukunft in gewohnter Form kostenlos anbieten wollen. Aus.

Tomb Raider Game Reviews

Kann der sehr gelungene Reboot von Tomb Raider einen zufriedenstellenden Abschluss finden? Dies ist mein Review von Shadow of the. Get and download Shadow of the Tomb Raider Video Game HD Wallpapers free stock images. Browse all our HD Images & Wallpapers and download for. Shadow of the Tomb Raider - Review. Sie turnt wieder auf den Gräbern der Toten.

The ancient structures of Yamatai now coexist alongside bunkers built during World War II, the wreckage of planes brought down by the storms that surround the island, and the shantytowns and makeshift machinery of the island's current inhabitants.

It's a fascinating hodgepodge of the beautiful and the utilitarian; the buildings are believably nestled in their rough natural surroundings, and appear appropriately weathered, damaged, and rusty.

The island really feels like a place where people have lived and where great and terrible things have happened. It's a place with many facets; it has claustrophobic caverns and breathtaking vistas, and phenomena like gentle snowfalls, torrential downpours, and fierce, howling winds make it alternately seem like a tranquil place, and a brutal one.

It's immediately clear that one thing the island is not is safe, so it's a good thing that Lara soon gets her hands on a bow.

You acquaint yourself with using it by hunting animals; Lara doesn't have hunger levels you need to manage or any such thing, but the deer, rabbits, crabs and other creatures that call the island home make it feel much more alive.

For reasons of their own, the cult that currently occupies the island doesn't exactly welcome you with open arms, so it's not long before you need to turn that bow and, soon, a pistol, rifle, and shotgun on humans.

Combat is varied and suspenseful; some situations give you the opportunity to take a stealthy approach, sneaking up behind enemies to perform silent kills, or firing arrows into walls to distract them and picking them off from a distance with well-aimed arrows while their comrades aren't looking.

During one particularly tense battle in a fog-shrouded forest, patrolling foes hunt you with flashlights; if you can manage to stay unseen, you can shift from prey to predator, using their cones of light to pinpoint their positions and eliminating them one by one.

Then, there are the all-out firefights. When your presence is known, enemies are smart and aggressive about flushing you out from cover with grenades and Molotovs, which forces you to keep moving and act boldly.

Many enemies attack from a distance while others get in close, so you need to be constantly on your toes, switching between your weapons on the fly and evading foes who attack with melee weapons.

Dodging and countering melee attacks is easy, but the savage animations of Lara's counters make eliminating those foes who make the mistake of getting too close to you consistently satisfying.

Lara eventually finds powerful new tools like a grenade launcher and fire arrows, and uses the salvage she constantly collects to improve her weapons, so combat offers more flexibility and becomes more intense as you progress through the game.

Throughout it all, great sound design drives home the impact of your actions; delivering a shotgun blast into the face of a nearby enemy is made all the more powerful by the resounding report the gun lets loose, and the conversations you overhear between cultists create a feeling that they're not just enemies who spawn into the environment to hinder you, but are people with histories on the island and tasks to accomplish.

As great as the combat is, it's the quieter moments in Tomb Raider that are most affecting. The simple act of moving, of shimmying along ridges and climbing up craggy rock walls, is a pleasure, thanks to the excellent controls and the fantastic environments.

Once in a while, Lara appears to get a bit of divine assistance and float through the air to successfully land a jump you botched the timing on, but with these rare exceptions aside, the controls let you experience a wonderfully physical and agile relationship with your surroundings.

Lara's been making desperate leaps and grabbing on to faraway ledges since her earliest game, but it's never felt quite as good as it does here.

And just as Lara acquires new weapons over the course of the game, she also gets her hands on gear that makes her more a more versatile adventurer.

Particularly nifty are the rope arrows and rope ascender, the former of which enables you to create rope bridges to certain areas among other things , and the latter of which lets you rapidly zip up ropes from a lower position.

This gear gives you more freedom, and makes Lara seem like a progressively more capable and confident explorer. Naturally, the PC version lets you guide Lara around using either an Xbox controller or the mouse and keyboard.

Whether you prefer the more immediate sense of connection to Lara's leaping and climbing afforded by the controller or the more precise aiming the mouse provides, you can't go wrong with either option.

The game is at its best when you're fully in control, when you feel directly connected to Lara as she runs and leaps and clambers.

But when the game does take some of that control away from you, it usually does so with skill and assurance. A number of semi-interactive scripted moments require less from you as a player, moments when the building Lara is standing on starts to crumble in spectacular fashion, or when she's being swept down a perilous river.

What these sequences lack in interactivity, they make up for in spectacle. There are a few missteps; the quick-time-event-focused final confrontation ends the game on a slightly underwhelming note, for instance.

But for the most part, these moments bring Tomb Raider a lot of cinematic thrills. When it comes to jaw-dropping setpieces, Lara's adventure rivals those of Indiana Jones and Nathan Drake.

Lara is still an explorer at heart, and although there aren't vast open spaces to frolic in on the island, there are plenty of reasons to look around and venture off the beaten path.

There are relics to find that offer clues to the island's history and journals that lend some insight into the experiences of the island's residents, past and present.

Best of all are the numerous optional tombs you might happen upon during your journey. These chambers always consist of an environmental puzzle that you must solve, and these are generally just challenging enough to make you stop and think for a moment, but never drag down the pace of your adventure.

Completing tombs earns you experience and sometimes parts you can use to improve your weapons, as well as maps that reveal the locations of the collectibles scattered around that part of the island.

These tombs also function as character building through gameplay; as you guide Lara through these challenges to the rewards that await, it's easy to understand how she develops a taste for the tomb raiding and treasure hunting that will shape her future.

In addition to the excellent campaign, there's an enjoyable but unremarkable competitive multiplayer component.

There are four modes, all of which are pretty typical: a team deathmatch and a free for all, as well as two modes in which teams score points by completing basic objectives.

It feels great to land a headshot on another player with a bow from across a map, or to activate a snare trap and then see another player heedlessly walk into it.

But for the most part, it's standard fare, with the sorts of unlockable weapon upgrades and perks that are now par for the course. But no matter; the single-player campaign here is the main attraction, and it is excellent.

It doesn't try to rewrite the book on third-person action adventure games. But with its excellent controls, engaging heroine, thrilling combat, and fascinating setting, it doesn't need to.

Lara may be covering some previously charted territory here, but Tomb Raider is so well-crafted, you won't mind at all.

Give it a few months and I suspect these opening hours will be what people will be talking about when they talk about Crystal Dynamics' reboot.

It's certainly what they've been talking about until now. Play on for another few hours, however, and you'll find yourself in a hybrid of third-person shooter and linear platformer, Lara trading the bleak little lethalities of life as a shipwreck survivor for a parade of regulation set-pieces: an escape from a burning building, a helicopter crash, a section where your guns are taken away, a climactic assault on an enemy stronghold.

Moment by moment, the game evolves into something more familiar. During a battle with Yamatai's savage Solarii brotherhood high up in the mountains, the camera crash-zooms onto a set of blast doors which burst open to reveal an armoured islander holding a riot shield.

Stop me if you've heard this one before: you beat him by dodging his machete blows and shooting him in the back when he stumbles.

Shortly afterwards, Lara hops onto the bottom rung of a ladder leading up a rickety radar tower whose topmost transmitter is her crew's best hope for rescue.

Once you're on that bottom rung, the game will only accept one input: forwards. Press forward and Lara climbs: press anything else and Lara stops.

There's no way to fail, though a few pre-canned moments will have a rusty rung give way and leave her hanging.

There's a point where the game slips into a cutscene but pretends that it hasn't: nothing changes, with the exception that it's no longer accepting your input.

Let go and Lara will keep climbing without you. Adventure game sleight-of-hand, as taught at Uncharted's School of Seven Bells - what is being pickpocketed, in this case, is your right as a player to have your agency reflected in the events taking place on-screen.

Then, after another calamitous mountainside descent, Lara emerges out onto a familiar landscape - a hub area - from a new vantage point.

Your options for traversal have been expanded by the acquisition of rope arrows that allow you to pull down certain doors and affix zip-lines to particular posts.

There are letters and relics to find, and secret tombs to plunder for bonus skill points. Tomb Raider becomes about gentle exploration for a while, and there's nothing particularly traumatic about it.

It's very, very pretty. You forget about the multiple times you watched Lara's throat be ripped out by a wolf because you kept fumbling a quicktime event.

You stop wondering if pressing the buttons to make Lara go through this carnival of horrors is not an act of cruelty in and of itself.

The memory of that first traumatic kill fades as you kneel behind another piece of waist-high cover to ping arrows into the cranii of obliging brotherhood warrior after obliging brotherhood warrior.

When the game gives up on being a story about a young woman having an absolutely terrible time, it improves. It relaxes back into the series' matinee adventure comfort zone, and some of its later set-pieces are genuinely spectacular as a result.

The quality of the writing varies. Conversations between Lara's fellow survivors are believable despite their rote characterisation: nerdy twenty-something male, tough black woman, untrustworthy TV personality, spiritual Maori, and so on.

Lara herself is the game's standout success, particularly when she stops running and decides to take direct action: the perceptible change she undergoes is a good example of writing, performance, and animation working together to create a sympathetic and admirable person in place of a fantasy.

The game spits out some real eye-rollers, though - it's honestly a miracle that Lara can find anything to fall off given the amount of scenery the villain manages to chew through in his relatively brief screen-time.

Enemy chatter doesn't fare much better. I can think of a number of things I might say if I suddenly found myself with an arrow in my sternum, and "damn, she's a good shot!

The real weakness of Tomb Raider's storytelling, though, is its failure to express its big ideas in the way it plays. Lara receives two pieces of advice repeatedly during the game: 'trust your instincts' and 'keep moving forward'.

Both jar with the reality of what Tomb Raider actually wants you to do. Trust that this type of craggy rock will always be climbable, that these barricades will always yield to your rope arrows, that this particular type of scenery will always be flammable - and that you should always do all of these things because that's why they're there.

Trust your own instincts and you risk throwing the game off its rhythm. In Tomb Raider, acting with initiative carries a payload of risk akin to heckling at a comedy show.

You'll either be punished, or - worse - you'll puncture some meticulously preconceived bit and cause the whole thing to deflate. There's a combat section midway through where you can either fight through a narrow canyon or sneak past on an elevated route.

While shimmying across a beam above a pair of Solarii cultists I made the choice to jump off and attack them, figuring that I had the advantage and that the salvage I would gain from killing them was worth it.

I pressed the button to drop and Lara fell stiffly to the ground. The camera moved into the canyon at an angle it wasn't designed for, and, trapped in Lara's picking-herself-up animation, I couldn't respond fast enough to attack before I was gunned down.

If I'd stuck to the stealth route the game would have continued to animate beautifully: if I'd opted for a gunfight the camera would have known where to be.

I made a choice that the designers didn't anticipate and the game could not adapt to support it.

Tomb Raider Game Reviews Video

The Tomb Raider Series (PS1) Part 1 - Darkness Reviews Review. Lara Croft ist zurück, aber das neue «Tomb Raider»-Game hat ein Problem. Frau Croft ist zurück und zeigt sich in «Shadow of the. Lara Croft proves once again that she's a real badass and even after years on a gaming market she has still plenty to say. Rise of the Tomb Raider is a beautiful. Alle Shadow of the Tomb Raider Tests und Reviews mit Wertung im Überblick. Die ganze Liste mit allen Games und Spielen der Meinungen. Get and download Shadow of the Tomb Raider Video Game HD Wallpapers free stock images. Browse all our HD Images & Wallpapers and download for. Das Temple Run Online man sich selber zusammenstellen. Eine Perle die man gespielt haben muss. Was wir beim Testen auch etwas blöd fanden: Lara ist anfangs nur mit ihrem Red Drafon unterwegs, kann die Waffen der erledigten Gegner jedoch nicht Slt X Pro Jackson Drop Shot und muss warten, bis das Spiel sie einen Revolver finden lässt. Read full review. Egal, es kommt zu einem Tsunami, der für viele Leichen sorgt. Shadow of the Tomb Raider. Dabei wurden einige Wünsche Lernspiele Deutsch Online Anmerkungen der Fans berücksichtigt und implementiert. Dann haben wir hier 23 Naturbilder ….

But when the game does take some of that control away from you, it usually does so with skill and assurance.

A number of semi-interactive scripted moments require less from you as a player, moments when the building Lara is standing on starts to crumble in spectacular fashion, or when she's being swept down a perilous river.

What these sequences lack in interactivity, they make up for in spectacle. There are a few missteps; the quick-time-event-focused final confrontation ends the game on a slightly underwhelming note, for instance.

But for the most part, these moments bring Tomb Raider a lot of cinematic thrills. When it comes to jaw-dropping setpieces, Lara's adventure rivals those of Indiana Jones and Nathan Drake.

Lara is still an explorer at heart, and although there aren't vast open spaces to frolic in on the island, there are plenty of reasons to look around and venture off the beaten path.

There are relics to find that offer clues to the island's history and journals that lend some insight into the experiences of the island's residents, past and present.

Best of all are the numerous optional tombs you might happen upon during your journey. These chambers always consist of an environmental puzzle that you must solve, and these are generally just challenging enough to make you stop and think for a moment, but never drag down the pace of your adventure.

Completing tombs earns you experience and sometimes parts you can use to improve your weapons, as well as maps that reveal the locations of the collectibles scattered around that part of the island.

These tombs also function as character building through gameplay; as you guide Lara through these challenges to the rewards that await, it's easy to understand how she develops a taste for the tomb raiding and treasure hunting that will shape her future.

In addition to the excellent campaign, there's an enjoyable but unremarkable competitive multiplayer component. There are four modes, all of which are pretty typical: a team deathmatch and a free for all, as well as two modes in which teams score points by completing basic objectives.

It feels great to land a headshot on another player with a bow from across a map, or to activate a snare trap and then see another player heedlessly walk into it.

But for the most part, it's standard fare, with the sorts of unlockable weapon upgrades and perks that are now par for the course.

But no matter; the single-player campaign here is the main attraction, and it is excellent. It doesn't try to rewrite the book on third-person action adventure games.

But with its excellent controls, engaging heroine, thrilling combat, and fascinating setting, it doesn't need to. Lara may be covering some previously charted territory here, but Tomb Raider is so well-crafted, you won't mind at all.

Tomb Raider lets players experience an intense and gritty story of the origins of Lara Croft and her ascent from frightened young woman to hardened survivor.

You need a javascript enabled browser to watch videos. Click To Unmute. Start at: End at: Autoplay Loop.

Want us to remember this setting for all your devices? Sign up or Sign in now! Please use a html5 video capable browser to watch videos.

This video has an invalid file format. Auto HD High Low. Report a problem. Sorry, but you can't access this content! Please enter your date of birth to view this video January February March April May June July August September October November December 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 Year Upvote 43 Leave Blank.

The Good Story believably builds Lara up from unsure academic to confident adventurer Fascinating setting with a rich sense of history Intense combat that offers a good deal of flexibility Controls make physically overcoming the island's terrain a pleasure Good assortment of tombs to raid, relics to collect, and puzzles to solve The Bad Forgettable multiplayer component Outside of Lara's character arc, story is predictable.

Tomb Raider Follow. Get the latest news and videos for this game daily, no spam, no fuss. More Platform Reviews 8. About the Author.

Carolyn Petit. More GameSpot Reviews. Load Comments Tomb Raider First Released Mar 4, released. Average Rating Rating s 8. Sign In to rate Tomb Raider.

Published by: Square Enix Feral Interactive. Lara sobs and trembles, and evident effort has been made to slow down and focus on the details of her experience.

Hunger necessitates finding a bow and hunting deer. Her elbows shake believably when she mantles up onto a ledge. Her first human kill leaves her blood-soaked and distraught.

Give it a few months and I suspect these opening hours will be what people will be talking about when they talk about Crystal Dynamics' reboot. It's certainly what they've been talking about until now.

Play on for another few hours, however, and you'll find yourself in a hybrid of third-person shooter and linear platformer, Lara trading the bleak little lethalities of life as a shipwreck survivor for a parade of regulation set-pieces: an escape from a burning building, a helicopter crash, a section where your guns are taken away, a climactic assault on an enemy stronghold.

Moment by moment, the game evolves into something more familiar. During a battle with Yamatai's savage Solarii brotherhood high up in the mountains, the camera crash-zooms onto a set of blast doors which burst open to reveal an armoured islander holding a riot shield.

Stop me if you've heard this one before: you beat him by dodging his machete blows and shooting him in the back when he stumbles. Shortly afterwards, Lara hops onto the bottom rung of a ladder leading up a rickety radar tower whose topmost transmitter is her crew's best hope for rescue.

Once you're on that bottom rung, the game will only accept one input: forwards. Press forward and Lara climbs: press anything else and Lara stops.

There's no way to fail, though a few pre-canned moments will have a rusty rung give way and leave her hanging. There's a point where the game slips into a cutscene but pretends that it hasn't: nothing changes, with the exception that it's no longer accepting your input.

Let go and Lara will keep climbing without you. Adventure game sleight-of-hand, as taught at Uncharted's School of Seven Bells - what is being pickpocketed, in this case, is your right as a player to have your agency reflected in the events taking place on-screen.

Then, after another calamitous mountainside descent, Lara emerges out onto a familiar landscape - a hub area - from a new vantage point. Your options for traversal have been expanded by the acquisition of rope arrows that allow you to pull down certain doors and affix zip-lines to particular posts.

There are letters and relics to find, and secret tombs to plunder for bonus skill points. Tomb Raider becomes about gentle exploration for a while, and there's nothing particularly traumatic about it.

It's very, very pretty. You forget about the multiple times you watched Lara's throat be ripped out by a wolf because you kept fumbling a quicktime event.

You stop wondering if pressing the buttons to make Lara go through this carnival of horrors is not an act of cruelty in and of itself.

The memory of that first traumatic kill fades as you kneel behind another piece of waist-high cover to ping arrows into the cranii of obliging brotherhood warrior after obliging brotherhood warrior.

When the game gives up on being a story about a young woman having an absolutely terrible time, it improves. It relaxes back into the series' matinee adventure comfort zone, and some of its later set-pieces are genuinely spectacular as a result.

The quality of the writing varies. Conversations between Lara's fellow survivors are believable despite their rote characterisation: nerdy twenty-something male, tough black woman, untrustworthy TV personality, spiritual Maori, and so on.

Lara herself is the game's standout success, particularly when she stops running and decides to take direct action: the perceptible change she undergoes is a good example of writing, performance, and animation working together to create a sympathetic and admirable person in place of a fantasy.

The game spits out some real eye-rollers, though - it's honestly a miracle that Lara can find anything to fall off given the amount of scenery the villain manages to chew through in his relatively brief screen-time.

Enemy chatter doesn't fare much better. I can think of a number of things I might say if I suddenly found myself with an arrow in my sternum, and "damn, she's a good shot!

The real weakness of Tomb Raider's storytelling, though, is its failure to express its big ideas in the way it plays. Lara receives two pieces of advice repeatedly during the game: 'trust your instincts' and 'keep moving forward'.

Both jar with the reality of what Tomb Raider actually wants you to do. Trust that this type of craggy rock will always be climbable, that these barricades will always yield to your rope arrows, that this particular type of scenery will always be flammable - and that you should always do all of these things because that's why they're there.

Trust your own instincts and you risk throwing the game off its rhythm. In Tomb Raider, acting with initiative carries a payload of risk akin to heckling at a comedy show.

You'll either be punished, or - worse - you'll puncture some meticulously preconceived bit and cause the whole thing to deflate. There's a combat section midway through where you can either fight through a narrow canyon or sneak past on an elevated route.

While shimmying across a beam above a pair of Solarii cultists I made the choice to jump off and attack them, figuring that I had the advantage and that the salvage I would gain from killing them was worth it.

Tomb Raider Game Reviews - Suchformular

Zudem werden die Dialoge gerade zum Ende des Spiels ein wenig schwülstig und peinlich. Auch Bezahlschranken wird es bei uns keine geben. Werdet ihr Shadow of the Tomb Raider spielen? So kauert sie sich denn an Mauern und an mit Pflanzen übersäten Wänden, um auf eine Gelegenheit zu warten ein paar Kehlen aufzuschlitzen. Hier hätten wir uns beim Testen mehr Auswahlmöglichkeiten gewünscht. Next Post. Tomb Raider Game Reviews If I'd stuck to the stealth Portal Free Play the game would have continued to Mac Spiele Online beautifully: if I'd opted for a gunfight the camera would have known where to be. The story is very good, too. The only knock I have against this game is the use of quick time events. You'll either be punished, or - worse - you'll puncture some meticulously preconceived bit and cause the whole thing to deflate. Worth to play though. Tomb Raider Game Reviews Die Entwickler haben die Chance verpasst, mich als Spieler in den Gesprächen "meine persönliche Lara" prägen zu lassen. Dieser hat eigentlich nicht so richtig Lust Sunmaker Video möchte lieber den Überlebenden helfen. Weller Andreas of the Tomb Raider. Bitte prüfe ggf. It is graphically beautiful and cleverly written to make players feel like they are watching a movie. Tomb Raider. There are letters and relics to find, and secret tombs to plunder for bonus skill points. This origin story is a terrific adventure that balances moments of quiet Paysafecard Buy Online with plenty of rip-roaring action to keep you enthralled from start to finish. There are a few missteps; Alchemist quick-time-event-focused final confrontation ends the game on a slightly underwhelming note, for instance. The story is very good, too. What these sequences Essen Baden Ag in interactivity, they make up for in spectacle. The Good Story believably builds Lara up from unsure academic to confident adventurer Fascinating Who Are The Mau Mau with a rich sense of history 1000spiele De combat that offers a good deal of flexibility Controls make physically overcoming the island's terrain a pleasure Good assortment of tombs to raid, Spiele Info to collect, and puzzles to solve Everest Poker Bad Forgettable multiplayer component Outside of Lara's character arc, story is predictable. Tomb Raider becomes about gentle exploration for a while, and there's Affiliate.Bet3000.Com particularly traumatic about Casino Bad Pyrmont. But for the most part, it's standard fare, with the sorts of unlockable weapon upgrades and perks that are now par for the course.

Tomb Raider Game Reviews Video

Shadow of the Tomb Raider Review Jonah ist stets unterstützend an Laras Seite. Weil sie böse sind. Somit lohnen sich Unterhaltungen mit den meist eher [email protected] Sportwetten NPCs zumindest für die Entdecker und Komplettisten unter uns. Somit ergibt sich eine perfekte Symbiose zwischen Story-Missionen, Gräbererkundung und Nebenaktivitäten, Casino Test so viele gewünschte Fähigkeiten wie möglich freizuschalten. Login Register. Die Lösung hat mich danach in eine alte Ruine geführt, in der ich am Ende einen neuen Ich Brauche Schnell Viel Geld für Spiel Puh ergattern konnte. Die sind zwar nicht nötig, um das Abenteuer durchzuspielen, erweitern aber das Repertoire um neue Möglichkeiten. Um den Gegnern, die übrigens meistens Insider Wetten eine sehr schwache KI verfügen, Everest Poker auszuwischen, darf sich die Archäologin jetzt auch mit Dreck bemalen und sich so quasi unsichtbar machen. Auch wenn ich mir gewünscht hätte, dass diese Freundschaft den Hauptfokus der Geschichte William Hill Casino Club Velemenyek hätte, wird sie Open Beta Black Ops 3 genug behandelt, um Platz für das Wesentliche zu lassen: Die Entwicklung von Lara Croft. Doch der Reihe nach. Über Uns Impressum Datenschutzerklärung. Falls du uns dennoch mit einem kleinen Betrag unterstützen willst, dann tu das doch hier.

0 comments

Hinterlasse eine Antwort

Deine E-Mail-Adresse wird nicht veröffentlicht. Erforderliche Felder sind markiert *