When Tomb Raider was first released to the video gaming public at large, the game
simply had no peer. This strange action/adventure game with the
over-the-shoulder view had created a world so large and intriguing that gamers
flocked to the stores and to bring home a copy for their Sony or Sega. And then,
of course, there was this girl.
In a way that no poster child had done for any cause since National Geographic
plastered a young, thin, excited woman named Jane Goodall on the front of their
time-honoured magazine, Lara Croft breathed a breath into gaming. Whether or not
this icon actually caused more girls to play games" is a bit debatable, but she
sure as heck got Tomb Raider on the front of many more magazines than Dr. Goodall
graced in her heyday. And now CORE can add one more cover to their list, that of
MacWorld.
Say what? That's right folks. Lara's on the Mac, and Steve Jobs has made her the
new poster child of Mac gaming. Tomb Raider II and III have been featured on the
entry page at www.apple.com to help prove that the Mac gaming platform is a
serious one. Now there is just one question: How good is the game?
Gameplay
The gameplay, quite simply, is like nothing the Mac has ever seen. Assuming we
have not had the benefit of playing the first, Mac gamers are in for a real
treat. There is a training ground for the new user that teaches the basics of
getting Lara to run, jump, swing, climb, twirl, and swim. The first few levels
do not waste any time introducing a new vehicle, a boat in which Lara races
through the water-filled streets. The eye candy is something to behold. Lara's
pony-tail sways with each jump and floats when she is in the water, the first
level suggests space like a well-engineered Japanese garden, and overall the
game moves smoothly and impressively even on a 603e.
There are three things that have contributed to Tomb Raider's success, and this
formula went completely untouched in Tomb Raider II:
1.) Incredibly smooth gameplay. Look at Lara walk. Need I say more? The
rolls, the swimming, the shooting sideways while running and jumping in another
direction, everything is so well done it does not take any attention away
from the game. Think about this. Never once will a gamer see Lara twitch or
move in some way that is distracting. Well, not distracting in the sense of poor
programming (look at Lara walk again). Gameplay comes through unimpeded.
2.) Fantastically large levels. Jumping from a three story building into
Venetian canals, scaling the Great Wall of China, jumping over railings onto the
floors before... just the fact that Lara's going from China to Italy to Tibet
creates a world so expansive Tomb Raider is like no other game. Like Indiana
Jones, Lara is not just a tourist, she is seeing the mythical, esoteric dream
locations that are the stuff of legend. It is not a challenge to keep Lara
alive; there are plenty of health packs and ammo to supply a battalion. But, oh,
the places you'll go.
3.) Did I ask if you had watched Lara walk? CORE has created a character with
sex appeal and made a game that could keep up. Beautifully rendered with 3-D
acceleration, Lara really is something to watch. People want Tomb Raider.
Again, most importantly, the game lives up to its hype. Smooth gameplay,
fantastic levels, and sex appeal. That Tomb Raider was a first from perspective
(first person over-the-shoulder) was hardly all that separated it from the
competition. That was the "in", the trait that immediately makes the gamer look
twice. The second look showed one heck of a game.
Is there anything wrong with this game?
There are some parts of the game that could stand some improvement. We are
inundated with 6 foot high switches that open doors and three foot square
keyholes as if Lara's world had never heard of door knobs or dead bolts. Some
levels, after the fun-filled beginning at the Wall of China, do not show careful planning.
The feeling is more along the lines of walls and canals slapped together like a 5
year old making a castle out of legos for the first time. And what about these
randomly placed dragon statues stuck in out of the way places? Though I do not
find it troubling that Quake does not really have a plot and that these strange
monsters have come through some slipgate deal, it simply eats me up figuring out
where in the heck these statues orignated. Was the dragon fairy trying her
darnest to stay one step ahead of Miss Croft, planting these wonderful Easter
eggs for her to find? Perhaps if you finish the levels in record time, you find
Lara's butler hiding these dragon dolls that Lara used to "just love" hunting when she
was a kid. And who paced off each and every level to make sure each square in
the walkway was exactly a square cubit to which Lara's jumps would uniformly
match?
What Tomb Raider becomes is an interesting puzzle with tons of eye candy. How
many steps back do I take before running and jumping to the ledge precisely one
cubit higher? In what order do I use these magical keys to Wizard of Oz-sized
doors so that I can finish the level? Do I ever really need to use guns other
than these pistols? And where did Yves hide those danged statues this time?
This simple formula works because it is well-delivered. What keeps you coming
back is the chance to make three quick jumps from platform to platform followed
by a forwards dive into a somersault and coming up guns a'blazin'. The game just
looks cool. Lara's movements are smooth and well done. Jumping in a powerboat,
hitting the throttle, and crashing full-speed through glass windows over a jump
through the canals of Venice is just awesome fun. Every "i" is dotted and every "t"
crossed. Individual level designs vary, but the concept is sound and the world
created is, again, extravagant. This is a female Indiana Jones that looks so good
on your 3-D accelerated Mac you cannot help but be impressed.
Final Words
After much deliberation, two admonitions and one complaint must be registered.
First, make sure you have a gamepad. You can get by with a Gravis 4-button
gamepad, but you will want the Playstation-style controller with eight buttons.
It is certainly worth the purchase, and you were buying it for
Connectix's Virtual Game Station anyway, right?
Second, make sure you get some
sort of 3-D acceleration card. This game did not look bad on a 603e 180 MHz, but
there were some white specks created by software rendering and WOW! things look
sharp on my iMac. Voodoo 1 cards are so inexpensive now (almost the same price
as a game!) that you really are well-served by picking one up.
Finally, the complaint: Even after having months to perfect the port, why did
not Westlake Interactive add an extra Mac-only level? Tomb Raider Gold did just
this, making the re-release of Tomb Raider I on the PC something distinct from
the Playstation and Saturn versions. The Apple on the laptop at the end of the
first level is a nice touch, but to really make this version special, an
extra level or two would have done just the trick.
The final word, though, is that this game is wonderful. With 3-D acceleration,
it is fun just to watch someone play. The game runs smoothly with no
distractions. The levels, though not too difficult, are expansive and thoroughly
enjoyable. And the Croft-appeal is impossible to replicate. Finally, Tomb
Raider II was the first game from the "real" gaming world to make it to the Mac,
and heralded much anticipated games to come (in my mind, at least) like
Quake 3's concurrent release. Nor does it look like the Mac gaming ball is going to stop
rolling.
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Minimum Requirements:
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80 MHz PowerPC, 4x CD-ROM, 16 MB RAM, OS 7.5.3
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Final Grade:
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94/A
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