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Play Underworld review by Luke Guttridge :

 

 

"Next-generation pony-tail", chuckles my community manager guide as I control Lara, leaping through Hindu-inspired ruins in western Thailand. "I've been there, I think!" I exclaim as Eidos' representative laments his lack of holidaying, before explaining that developers Crystal Dynamics actually toured Cambodia as part of their research into the game's lush locales. I haven't been, there, sadly...

 

Tomb Raider: Underworld will be out on November 21st, I'm told with confidence, Eidos talking up the fact that this is Lara's first full next-generation outing; the game using a stunnlingly updated and enhanced version of the last iteration's game engine. "You could probably call the technology something new, in fact" I'm assured, and sure enough, Underworld is looking fabulous.

 

My hands-on time with the game's level two (I explored the Mediterranean level one at E3 in July) begins in the water, where I float beside soaring, over-grown cliffs, which soar above me from the waves, every bit as exotic as the nice-scenery bits from the otherwise pants 'The Beach'. I'm told by my host that the water is one of the visual elements of the game Crystal Dynamics are most proud. I can see why. The transparecency is spot-on, as are the water textures, sea-life just visible below the surface as Lara rises and falls with the current.

 

This is in fact part of the gameplay, I discover, as I must use the gently rocking Andaman tide to reach a ledge only occasionally accessible. Out of the water (well hello Lara, you are looking well) and its up the sheer rock face using a combination of leaps, stretches and the new "free wall" movement (which sees Lara using crevice-riddled rock formations to move in true rock-climber fashion). The camera needs some tweaking, my guide admits, but then this is pre-beta code, and "my god the game is looking good!" I gasp as I climb further, uncovering more and more lush foliage, which moves realistically as Lara brushes past. Reaching the summit that marks the first part of my climb, I'm taken by the impressive diversity of the plant-life, the amount of time that must have been lavished on every aspect of the environment.

 

This is just the Thai part of the game, but visually Tomb Raider has never looked better, and in terms of pure escapism, these aesthetics are going to be hard to beat, especially when you factor in portions of the adventure set in Mexico, the Mediterranean, the Polar regions and - we assume, the Underworld itself - this looks like a Lara Croft escapade to really sink into, leaving behind everyday cares in favour of somewhere more... interesting. Snapping back out of my daydream (another Pina Colada would be lovely, thank you), my guide points out to me the new 3D sonar function. This gradually builds a 3D map of the landscape as you explore, helping you find where to go next as well as pointing out items to bag, parts of the world important to the gameplay, et al. The designers are apparently aware that maps, especially 3D ones, don't usually work very well in videogames; but are hopeful their new sonar-based approach can help buck the trend.

 

Lara has come to Thailand as part of a quest prompted by her father, her aim being to uncover the truth behind the legendary artifact Thor's Hammer. This Norse element is new to me, the previous Mexican demonstration (level four, apparently) hinting at a game focusing on Mayan mythologies, and concepts of the 'Underworld'. I press my guide on the plot (he teases me over having completed the game), but all I'm told is that all will become clear when I play the game, while various mythologies and Underworld concepts will apparently be explored in the new game.

 

Lara moves like a veritable ferret through the landscape in Underworld, her motion's apparently captured from a real-life gymnast, who has helped Crystal Dynamics create a Lara who moves as any real-life athlete might, while the transitions between movements are now smoother than a cashmere codpiece. The story will wrap-up a few loose-ends, Eidos keen to please long time fans of the series, while more intuitive and naturalistic controls will mean that newcomers should feel right at home pretty quickly. Prompts will also help beginners, while there's also a new hint option, which should see younger players (and your humble reporter) through more complicated puzzles - of which there are "many", I'm assured.

 

As I move through the Thai jungle, melee-battling (dig the new high-kick, Lara, lovely) and shooting some vicious spiders, we pause to take some snapshots of the gradually unfolding landscape before us. Hills, trees, ruins, abundant plant-life; the level of detail is extraordinary - and you can share it all via Xbox Live or the PlayStation Network thanks to the new photo mode. A timer will also allow you to place Lara in shots, mid-action, should you wish; although we fear certain members of the teenage gaming community might find this slight dabble with user-generated content rather too much to handle.

 

Tigers! Holy crap! They leapt at me quickly. I quickly leap aside, drawing my twin guns, but the beasts are very fast indeed. Luckily, I'm beginning to get the hang of the controls, and while my spiteful kicking keeps the orange demons at bay (nice textures, once again), I fire-away with my weapons, targeting both foes simultaneously. Yes, Lara's hands now work independently of one-another, meaning she can shoot two enemies at once, if she likes, or even hang-on for dear life while shooting with the free hand on a rock face. This comes in handy later when I'm attacked by some particularly spiteful bats mid-climb, I discover. In the age of ecology, some gamers may not wish to desemate wildlife in some of the world's most important environmental heritage sites, so Crystal Dynamics are busy introducing a tranquiliser dart option, for knocking-out those pesky tigers. The option wasn't present in the preview build I played, however.

 

The developers have clearly been working hard to flesh-out the combat side of Tomb Raider, and while exploration and puzzle solving still makes up the bulk of the gameplay, fighting has been made more engaging through the addition of "Rage". As Lara fights she accrues Rage, allowing her to slow-down onslaughts for some Max Payne style "Bullet Time" action. Lara can also pull-off some killer finishing moves during combat, my guide showing me a back-flip, double-kill move which really did look rather cool. If I do say so myself.

 

Pressing on, I find myself leaping between ancient crumbling columns (accruing dirt which can be cleverly washed-off in the water later), before the jungle gives way to a giant statue of Shiva and his lover. Cue a Keeley Hawes (Spooks) voiced cut-sequence, offering a few plot clues, while we take in the lavishly detailed vista before us. We need to get down to the base of the statue, but the ancient lift mechanism is broken. This seems to officially mark the beginning of one of the game's innumerable multi-layered puzzles; and the community manager informs me that there are a multitude of paths through the environment, the player simply left to try what works. I, inevitably, leap to my death at the first opportunity - before I'm told that Lara will helpfully hang her free arm lose during ledge sequences, to de-mark a jump she's capable of making. A nice touch.

 

As I progress through the level, trying to find my way through the labyrinthine complex, I'm told that the full singleplayer campaign will take 10 to 12 hours to complete - Crystal Dynamics working hard to deliver a narrative that will live-up to Eidos' reinvigorated Tomb Raider ambitions. As my guide puts it, Core Design must get the credit for founding the franchise, and for putting in years of work, but in Crystal Dynamics the IP is in more than safe hands. Reaching a specific ledge, I use the new grapple system to pull-out part of the ancient mechanism, and I note how the wire now bends around scenery in a realistic manner. I'm told this will have cunning gameplay applications later in the game. Nudge nudge, wink wink.

 

Later on in the same section I stumble across a pole which Lara carries in one hand; this is slotted onto the side of a piece of old structure, and Lara uses it to swing to a higher ledge. Being able to carry items promises to add much to the gameplay, and she will be able to throw and even fight with the items she carries. Once again, in the grandiose scheme of TR's multi-layered puzzles, this holds no end of promise when it comes to a more inventive and realistic experience.

 

Having worked my way through this frankly stunning environment, and having shaken lose the mechanism preventing me from riding the ancient lift to the base of the Shiva statue, I nimbly clamber back to the platform itself - yanking the lever down to begin my descent. Just as the lift begins to grind downward, something gives, time slows down as the lift structure crumbles, Lara seemingly in grave danger just as my preview session fades to black.

 

Underworld is looking every bit the next-generation adventure Tomb Raider fans have been clamouring for. We'll have a demo to test as before the November debut nears, and with the focus back on exploration; plot; adventure, we can't wait to see where Lara's going to take us on her latest globe-trotting caper.

 

http://play.tm/story/20887

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