Lara Croft and the Guardian of Light (2010)
Lara Croft and the Guardian of Light (2010)
Developed by: Crystal Dynamics / Nixxes Software
Length: ~6.1 hours
The Tomb Raider series has always been terrible plotwise. It started off as a female Indiana Jones then veered off into Lara Croft following in the footsteps of her father, who disappeared trying to find her mother, who disappeared into some portal created by a magical sword in the mountains that they found after a plane crash. That may not be exactly right, but it’s long been about Lara’s own quest to find her mother. Tomb Raider: Underworld should have ended that plot line (hopefully), and it seems Eidos is trying to do something different with Lara here in The Guardian of Light.
Well, the plot is still awful. You would think at this point Lara would be a little more careful about making sure people aren’t following her. Everytime she finds some ancient relic, dudes show up and cause problems. In this case, Xolotl gets released, and you spend the whole game chasing after him to stop him from spreading darkness. The game relies entirely on the gameplay, because there’s no depth to this plot at all.
They’ve completely done away with the old third-person action/adventure style gameplay from the Tomb Raider series. It’s been replaced with fixed camera isometric style, somewhat similar to the Diablo games. Combat is done in a dual stick shooter style; the left stick handles movement and the right stick handles aim. You can quick switch between three different weapons, although you could go into the menus and swap out weapons at any time. There’s a surprisingly large number of weapons, although most are variations on pistols, shotgun, rocket launcher, and Uzis. Aside from the weapons, Lara has the ability to throw spears, drop bombs, and her stand roll dodge ability. There’s also additional relics/artifacts that you’ll find and earn that will increase/decrease these abilities.
The combat system works well enough, although sometimes getting the right aim angle using the stick can be slightly annoying. Maybe having a line along the ground to show exactly the angle you’re currently aiming at would have helped, but it’s not a big deal. There’s a group of skeleton monsters you start running into midway through the game that come back to life after you’ve killed them. You can kill them off eventually, but they made certain sections of the game drag on as I always feel the need to kill everything. They’re harder to kill than some of the much larger monsters and they start showing up everywhere. I’d have preferred less combat and more of the puzzles. The optional puzzle temples that give out relics/artifacts had some fun/clever puzzles. I didn’t try out the co-op mode, but it seems like a slightly modified version of the single player (so puzzles require the two players to work together to solve them).
It’s nice to see Eidos do something with Lara Croft that deviates away from the standard Tomb Raider format. As a smaller, indie style game, it’s pretty good. There are a few things I didn’t like, but nothing that really broke the game for me. However, I don’t think I’d want to see another one of these. If I had someone else to play it with, the co-op would probably be a ton of fun, but the story just isn’t there to make this really enjoyable as a single player experience for me.


