A very happy Labour/Labor Day long weekend fellow Canadians and Americans! I've got three days with not a whole lot to do, so I intend to game my heart out. I'm still working through Far Cry 4, but haven't made much progress in the story line since my last post. The allure of gathering treasure chests and attacking outposts is too great and it looks like Kyrat's freedom will have to wait just a bit longer. Unfortunately that means I don't have much interesting to say about the game as of yet. Luckily, my phone delivered big time this week and I've been transfixed by Lara Croft GO.
Why did it have to be snakes?!
First of all, a little background. Growing up I was firmly a Nintendo kid. This was not a problem in the NES and SNES eras as those consoles were basically where the gaming zeitgeist was centered. Enter the Nintendo 64, a console that is looked at fondly in retrospect but at the time was considered a bit of a disappointment. As much as I loved the Big N, even I could see that my PlayStation owning friends were getting more games by a large margin. What was worse is that while Nintendo largely played it safe with their output, PlayStation developers were actively pushing what gaming could do with titles like Parappa the Rapper, Metal Gear Solid, and Tony Hawk Pro Skater. Being an insecure 10 year old I did the immature thing and vehemently defended my precious N64, citing the high quality and "fun factor" of games like Ocarina of Time and Goldeneye. Above all those games, the crown jewel of Nintendo's lineup at the time was Super Mario 64.

I (and many others) will confidently state that Super Mario 64 is one of the greatest games ever as it successfully laid out the blueprint of 3D game design that is still followed to this day. The revolutionary camera control, the simplicity of movement and the wonderfully intricate levels continue to be breathtaking nearly 20 years later. I used this greatness to bludgeon my friends with the fact that Nintendo does platformers "the right way", focusing on playability and joy to craft incredible experiences. Tomb Raider was the antithesis of this philosophy in my mind and I despised the series because of it. Terrible (dpad!) controls, muddy presentation and the gross marketing of Lara Croft as a sex object made it a clear pretender to Mario's throne. While I like to think I've matured a bit since then, and I've enjoyed the later Tomb Raider games (such as the good-for-its-time Legend and the excellent 2013 reboot), the original PlayStation games were still seen as relic of a lamer time.
So what does this admittedly narcissistic digression have to do with Lara Croft GO? Well, unlike the most recent console/PC foray with the English adventurer, this game has Lara back in her iconic turquoise tank-top and actually raiding tombs. It is clearly intended as a throwback to those PlayStation games of yore and I'll be damned if after playing it that I've gained a new appreciation for those old pixelized titles. Lara Croft GO diverges from its pedigree and instead hews closer to the puzzle format introduced by Hitman GO. However, unlike that previous Eidos portable title, which took on a board game aesthetic and played with the stealth, guns and disguises in Agent 47's toolbox, Lara Croft GO is very much informed by its platforming roots.

Lara's latest adventure is a turn-based affair with traps and enemies only ever reacting to her movements. You can take a long as you like considering your options, but the second you swipe to the next node you are putting yourself in danger. Snakes will pounce on you, basilisks will stalk you, and buzz saws will carve you up if you don't carefully ponder every move. Luckily you are equipped with a pair of handguns that will dispatch enemies in a stylish manner, provided you plan your approach properly. You can also use spears and torches strewn about the environment to even the odds further, but oftentimes restraint is rewarded, as you can manipulate the various creatures to trip switches for you or step on a trap with clever maneuvering. This may all seem overwhelming the way I've laid it out, but the game smartly layers these mechanics in such a way that when you've mastered one aspect a new one is introduced. The cycle is game design 101, but the formula works well here. It helps that the puzzles are expertly designed, at first stumping you but encouraging experimentation as a means of progression. The game has a quick restart function and a solid checkpoint system so that you're never set too far back from when you die or get stuck in a puzzle.

The excellent gameplay is also complimented by a slick presentation. The game uses a gorgeous cel-shaded visual style that evokes the old Tomb Raider games while still impressing modern eyes. Lara Croft GO looks sharp and runs well on my quickly aging iPhone 5C, and I'd imagine that those with bigger devices will be in for a treat visually. Creatures look colorful and beautifully textured, the environments are intricate yet easily understood, and Lara herself moves fantastically. Our protagonist's body is a highlight here, but not in the ogling adolescent context of old. Lara moves smoothly in her actions, looking like a tough and capable adventurer, and the transitions between her animations are seamless. When she occasionally adds a flourish to her moves, like an aerial flip while gunning down a spider or cartwheeling up a ledge, you can tell the developers are just showing off what they can do on your phone or tablet. I spent a not insignificant amount of time just moving Lara back and forth to see all the cool animations she possessed.
Through all this, Lara Croft GO manages to capture the joy of exploring dangerous old tombs and coming out with mythical treasures. Minus the direct control, the elements that made the old PlayStation games special are captured here. I don't think I'll be going back to play the original Tomb Raider anytime soon, but I have new-found respect for Ms. Croft's unique contribution to the video game cannon.
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