Anything Drake can do Lara can do better!
By and large I loved all three of the Uncharted games, but there I’d be remiss to say that they were completely spectacular in execution. One of the greatest stumbling blocks I felt were the larger scale firefights. The times when Nathan Drake was pinned down in a defensive position and had to fight off wave after wave of enemies made two principle faults
First these scenes seem out of character. I can believe that Drake is handy with a sidearm, or even more complex firearms, but I find it difficult to swallow that he was as ruthless and unflinching as a marine from Call of Duty. Indian Jones, for whom Drake was mainly inspired from, did far more running than gunning and it made him more human for it. Drake is less relatable when he’s mowing down dozens of enemies at a time.
Second, they broke immersion. Uncharted hardly had the best shooting mechanics and when you have entire sections of the game centered around said mechanics, well, things can get more than a little frustrating to say the least. Dying over and over again breaks the flow of the game and doesn’t play to the title’s strengths.
Tomb Raider bypasses this issue for the most part by setting up smaller encounters that allow the player to handle the situation as they see fit. You can pick enemies off one by one, you can set up an ambush or you can run in guns a-blazin’ if you want. The key here is choice, and by keeping encounters on the small side the game doesn’t risk breaking flow or immersion as readily as Uncharted.
In fact, the only real times I thought Tomb Raider suffered is when it succumbed to Uncharted’s trope of wave based combat. Thankfully these sections are few in number and don’t really appear until the end. If both franchises stick closer to small, open-ended combat situations in the way that Tomb Rider does for the most part, we’d all be better for it.
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