Non-Video Game Music That Has Joined The Pantheon of Video Game Music

I love video game music.  For many years of my life, video game music was my primary musical interest.  I would listen almost exclusively to...

Showing posts with label Shooter. Show all posts
Showing posts with label Shooter. Show all posts

Sunday, May 31, 2026

Tomb Raider II: Starring Lara Croft - A Gaming Diary

I cannot describe to you how amusing it is that Tomb Raider II's subtitle is actually "Starring Lara Croft".  It's no secret that Lara Croft the character is much larger than Tomb Raider the franchise, there are numerous people who are very familiar with Lara who likely have not and will not ever pick-up a Tomb Raider game.  Which is a shame because there are not one, but two Tomb Raiders on the horizon currently.  And also the survivor trilogy is incredibly easy to get ahold of on modern platforms.  And also the first six games have all gotten remasters, with 7-9 looking like a remaster is probably incoming, play Tomb Raider.  I digress.  But I always figured this was something that came about over time.  That after the original trilogy at least and the quality of the games going downhill, you saw a separation of Lara Croft, the beloved adventure heroine, from Tomb Raider, the now failing action-adventure series.  But no, as soon as the second title in the series, the Tomb Raider franchise was starting to sell itself on the name recognition of its protagonist.  Lara Croft had already eclipsed the franchise she was a part of.

Anyways, so excited to be returning to Tomb Raider.  I very rarely think of myself as a fan of any series, I've famously stated previously that fandom is a poison.  The people who claim to love something the most are almost always, without fail, the people who limit that thing because they don't really like the thing, they like what that thing was to them at a pivotal moment of their lives.  They don't want art, they want comfort.  But maybe it's just that I didn't enter my Tomb Raider era until I was already an adult and had a more healthy relationship with the art I engage with, but Tomb Raider.  I am proud to say "I am a fan of Tomb Raider".  This series rules.  I own basically every Tomb Raider game, I've mentioned that previous, so there's going to be a lot of Tomb Raider on this blog longterm.  I hope y'all are ready for me to be annoying about Lara again, she's my hero.

Review:

If you were to look at the first two Tomb Raider games side-by-side, you may not see much of a difference.  Tomb Raider was a franchise that came out very close together, the first five games in the series ultimately releasing one a year every year for 5 straight years, and so it seems like Tomb Raider is a franchise whose improvements, if any, would be very small and very nuanced.  However, it is my opinion that Tomb Raider II is a far more significant upgrade upon the first game than it can seem just watching the two side by side.  Although Tomb Raider II definitely seems identical to its predecessor, having near identical gameplay and visuals, the game is so much better in so many ways.  Its greater focus on combat, more intense platforming, greater focus on collectibles, and more interesting level theming and design make Tomb Raider II a massive leap from the franchise's first entry.  That being said, its actual plot is much much worse, with it going a bit too silly a bit too quickly, and its an incredibly difficult game, starting you off at around the 3/4 point of the original game in terms of difficulty.  However, it's an action filled romp that takes more everything else about the original game and kicks it up to an eleven.  It's not my favorite Tomb Raider, but it may shape up to be my favorite of the classic series and a top 3 contender overall.  8.9/10

Diary:

4/26/26

We're SO back. Just want to start by giving a big shoutout to Stellalune and her lovingly crafted Tomb Raider website for providing really comprehensive walkthroughs.  If you read my diary on the first Tomb Raider from last year, you'll know her website was a big help there too and given how Tomb Raider II is already shaping up, I think she'll be even more of a help on this project.  But also she's been keeping up this Tomb Raider website since 1998!!!  You reading this, yes you, there's a very good chance that you are younger than this Tomb Raider website.  It's insane.  If you need some Tomb Raider stuff, please use her resources.  Especially with new games on the horizon, man, it's a good time to be getting into Tomb Raider.

It feels so good to be back.  Tomb Raider is something that, I'm sure, can seem archaic to modern gamers.  It's a tank control game, which I know is like shorthand for "a 3D game which existed before we had proper 3D movement and thus is bad" to most people, it has this very slow, methodical gameplay, it's pretty difficult.  Tomb Raider is something that, if I'm speaking objectively, probably needs a remake.  And of more than just the first game, which has now been remade twice.  But I love how Tomb Raider plays.  I think because everything you do in Tomb Raider is so deliberate, it makes it age extremely well overall?  Like this isn't just a hardware limitation but rather a deliberate gameplay choice.  I love this whole "platforming as puzzle" feel, having to line-up your jumps and take in the environment to figure out where to go next.  I'm bad at it, there was a certain platforming challenge in the first level of Tomb Raider II where I just totally missed what the game wanted me to do and went "we ball" through a room of traps.  I shockingly made it almost all the way through without damage.  But like, Tomb Raider, in my opinion, has aged extremely well.

Tomb Raider II also throws you right into the action.  Tomb Raider 1 definitely did have a bit of a buildup, you started out not having to do a lot of platforming and fighting and then it slowly built up over the course of the first couple areas.  But Tomb Raider II just starts you in a big platforming puzzle being chased by a tiger.  It advertises that this game isn't going to hold your hand, it expects you to understand Tomb Raider going into it.  Probably a good assumption given how much of a smash hit the first game was.  Part of me does want to criticize this game for doing it this way, I do genuinely believe that each work should approach its audience as if it's their first time in the world, which I understand is a little restrictive to some but I think is beneficial on the whole.  But Tomb Raider II does do a good job of onboarding people onto Tomb Raider, it has a famously good tutorial, the Croft manor.  It opens up with an obstacle course that teaches you basically every mechanic you need to know to play the game in a really fun way.  It even gives you a timer to see how quickly you can beat the obstacle course (I am bad at it so I didn't get a good time).  And then you get to explore Croft manor too, and like actually explore it unlike the first game's tutorial where certain parts where locked off.  So good.  I need to go back and do the Croft manor DLC for Rise.

This game is also so much harder right out the gate.  A big part of that is that Tomb Raider II kind of starts you out with a big Indiana Jones-esque temple run where Lara has to quickly make her way through a bunch of booby traps in a lost section of the Great Wall of China.  But also just in general, the game kind of starts you out at the difficulty level of about the halfway point of Tomb Raider 1.  There are way more gunfights in this game, way more tricky platforming sequences, way more interesting puzzles.  It takes a second to get the flow of Tomb Raider II down as such, again it doesn't ease you in at all.  But I do really like that the game also trusts the player can handle this out the gate, especially since it does give you a much better tutorial section compared to the first one.  It makes the game immediately more fun and exciting, as you're having to do more complex and interesting parkour out the gate.  Lara has always been cool but she feels so much cooler in Tomb Raider II because of this.  Also this game starts Lara with all the required equipment from the first game, which I just think is a neat touch.  It both is like "yeah, Lara did Tomb Raider 1 and still has all her gear" but also is kind of a sign to the player to be like "yeah, we trust you've done Tomb Raider 1".

I'm also very impressed by how much grander the scope to this game is already?  Like, Tomb Raider II, and by extension the classic Tomb Raider series, was often criticized for how little changes game to game.  It was an annual series back in the day and a lot of reviewers saw the series as consistent but entirely iterational, we would probably see the games as little more than DLC/expansions nowadays.  I mean, that's absolutely what we would see them as given how people reacted and still react to Tears of the Kingdom.  But I think Tomb Raider II is such a big leap from the first game in terms of scope.  First off, it includes more elements of contemporary shooters, given it includes more shootouts.  While there remain environmental drops and, by extension, environmental storytelling related to those drops, the vast majority of the ammo and health packs you get come from combat now.  This adds to kind of the new feel of combat, whereas Tomb Raider 1 was more about "being mindful with your resources and using them smartly", Tomb Raider II wants to be more of an action game it feels like.  It doesn't lose any of the things that make it Tomb Raider but it definitely is signaling "use your resources" more than the first game.  Though admittedly, I do miss the first game's design ideology of "solving optional puzzles to get rewards early", in II it's more like "beat optional enemies to get items early".

But also, the level design is just way more ambitious.  Like, level 1 was a huge temple run with loads of traps and enemies to deal with, something that would take almost an entire area of the first game to really conceptualize.  And then the second level is parkouring through the canals of Venice, but also you have this long section where you take a motorboat around a very open area of Venice.  The whole thing is like one massive puzzle, with you having to find the multitude of switches to reach the objective, said switches being hidden behind locked doors that require you to find the keys to open them.  It speaks to the increasing complexity of the game over the first one, having this large open ended puzzle box you need to solve.  Also it ends with you driving a boat over a ramp and launching it out of a covered bridge, which is super cool.  As well, the game has a lot of dark areas now where you have to use flares to see where you're going/find secrets, which gives the game more of an exploration feel to it.  This would become a series staple after this point, afaik, with the modern games giving Lara a near infinite number of flares with which to explore dark areas.

The plot is way sillier though.  Like, supernatural elements in Tomb Raider are very common and, especially in the earlier games in the franchise, they go way over the top.  Their template was Indiana Jones, a franchise which features, amongst other things, indisputable proof of the Abrahamic god's existence.  But whereas the first game sort of eased you into it, starting as just a more generalized archaeological exploration before slowly introducing the Atlantean element to the story, Tomb Raider II opens with an FMV of a Chinese emperor getting stabbed with a magical dagger and turning into a literal dragon.  And from there it evolves into "fighting through the canals of Venice to uncover a cult of clown monks armed with guns who are seeking entrance to the chamber where that dagger is buried.  It's a lot dumber than the first game, I almost admire how bold of a swing it is but like.  It's the only part of this game where it just going "you've played the first one, you know what you're getting into" doesn't really work for me.

All this being said this game is clearly the worst Tomb Raider just by how many good boys Lara has to kill.  I think I'm up to 11 dogs killed so far, it's so sad.  Lara often being forced to mass murder animals is always the saddest part of these games but all these dobermans especially are just upsetting me.  They deserved better.  RIP to all the good puppies, they make this really upsetting crying noise and everything.

4/28/26

Y'all, I think I'm bad at the video game.  So like, I had a lot of trouble with Tomb Raider 1 too, especially as I got into the late game.  There were entire play sessions that constituted one single level in that game due to both how difficult the game gets and how precise the platforming needs to be.  And also my stubborn refusal to just save scum and create a new save after every obstacle until I've given enough attempts at a section to where I feel like I've "earned" the save.  Tomb Raider II essentially starts at the difficulty level of late game Tomb Raider 1, roughly the late Greek/early Egypt stages, so I've been having a time!  I played for four hours last night and I accomplished in total about a single level, as I played half of one level and half of another.  To be clear, I'm not getting discouraged like I did with say Fire Emblem when I was just making no progress, it's very quick to get back to where I was usually once I know what to do.  But I am a bit like "welp, guess we're strapping in for the long haul, huh?"

That being said, man, the level design in this game is good.  So the first thing I got stuck on in this session was a large ballroom.  Level 3 is the hideout of the main antagonist and leader of the cult Lara is fighting, Marco Bartoli, which takes place in an old, flooded mansion hidden deep within the Labyrinthian canals of Venice.  After weaving through the manor's various rooms and hidden corridors, filled with death traps, Lara finds her way into the abandoned ballroom.  The ballroom is home to a large puzzle where Lara must climb all the way up to the top, hitting the various switches along the way, until she ends up in the rafters.  At which point, she hits the final switch and must work her way back down safely to retrieve a key that was unlocked by hitting all the switches.  It's a very fun room.  It's also a room that really highlights the difficulty of this game as, again, this is level 3, and it's a room that has a large, complicated puzzle and a very difficult platforming section where any wrong move can instakill Lara as she just falls to her death.  But like, I really enjoyed doing it in spite of that fact and how many times I had to reload.

So remember what I said about how it can be disappointing that Tomb Raider II has fewer secrets like the first one?  Because now it's more of a shooter with a lot of combat being vs. people who drop items when they're dead?  Well in classic Ed commentating on a game fashion, the next session just proved me wrong.  Not only does Bartoli's hideout give you the possibility to get the Uzis very early on, as they are hidden in an alcove that requires the player to go "I bet I could get up there", a massive boon given how rough combat can be.  Especially for me, who is bad at combat in every game, I am burning through health packs as soon as I get them in this game, y'all.

But moreover, the ending sequence to Bartoli's hideout is entirely optional if you are clever.  The level ends with a sequence where you're intended to search through the library finding hidden passageways until you find the key to a detonator.  At which point you can blow up the manor and use it to find an entrance to Bartoli's true hideout, an old abandoned opera house that his father used to perform at.  However, if you're clever about observing and going around the environment, you can just completely skip having to find the detonator key and, moreover, you can avoid a number of tricky shootouts by taking a shortcut out of level 3.  This shortcut was pretty handy for me especially, as I forgot to save at the beginning of level 4 and accidentally kept reloading my save at the end of level 3 when I meant to restart level 4 upon death.

Speaking of level 4, the hardest enemy in the game so far is in level 4 and it's just one random goon.  You start level 4 high up above a canal and directly underneath you is a guy who just patrols back and forth, watching the canal for disturbances.  If you get in the water AT ALL, he's going to fire at you, and trying to confront him will eat most of your health as you are literally helpless in the water.  It's very much a "play smarter, not harder" situation, you can and probably should maneuver around this level to where he only gets a shot off on you here or there.  You should not do what I did, which was continuously jump down over and over, risking my life to climb up onto the ledge the enemy is at to take them down, wasting my precious healing items in the process, only to realize on the sixth run that I can simply snipe them from a vantage point but STILL lost most of my health trying do so.  My friend Thomas is probably reading this right now and going "hehehe", I've given him so much guff over the years for not using stealth in games and just trying to action movie his way through and now here I am doing the same thing.

The opera house is a very cool setting, by the way.  Something I really like about Tomb Raider II so far is how open ended they have made the level design in comparison to the first one.  I mentioned before about how there was this open ended Venetian canal section in level 2 and now in level 4 we have this really open opera house portion.  I haven't gotten into the meat of it yet, I did the break-in portion of the level in this play session but have not experienced the full opera house really.  But I do know it's this massive five story building that you get effectively free reign of and you must figure out how exactly to approach it to progress.  Tomb Raider II really feels like the franchise is actually hitting its stride and I can already see the bridges forming between this kind of level design and the modern Tomb Raiders I'm more familiar with.  It makes it kind of crazy to me how many long time fans of this series see the reboot Raiders as being "not real Tomb Raiders", maybe it's because I played them first so I'm seeing the DNA they share more than the DNA they don't but to me, it does tend to feel like the Survivor trilogy is more Tomb Raider than Uncharted.

5/2/26

Man.  The opera house level was SOMETHING.  So, I got through the Venice section of the game in tonight's section, which is good.  I'm glad the first "act" is kind of over and done with.  But also, doing half of the final level in said Venice section was like 3 hours of my play session tonight.  And looking ahead at the walkthrough I'm using, it seems like after this section, at least for the next several levels, we're going to be skewing shorter.  I loved the Venice levels, don't get me wrong, I loved how ambitious and grand they seemed, how open ended they were.  But also I will be happy to not spend an entire play session on essentially one singular level for a while.  Progress good.  Progress makes game clearing fun.

Granted, part of the reason why progress has been so slow going is on me.  Like I've said, I don't really enjoy the idea of save scumming, I like to complete a substantial portion of the game between saves.  I tend to only really adjust my save if I know I'm about to face a rather tricky obstacle, a rather tricky enemy, or have played through a bunch of level without a save.  So like, a lot of the reason my progress stalls so much in Tomb Raider is that I have to redo sometimes 10-15 minutes of gameplay over and over to get back to where I am.  I get very quick at doing that bit of gameplay over and over, mind, but still.  I would probably be getting through this game faster if I saved way more frequently.  I don't know if that would be a more "fun" experience, but it would be a faster one.

I did adore the opera house level, though.  Like for as much trouble as it gave me, I really enjoyed making my way around this flooded, abandoned opera house that has been co-opted as a hideout by the evil cult.  It starts you from the onset with your two key objectives: you're missing a circuit board for the switch in the sound booth, and a relay box for the elevator down to the lobby.  Your goal is to find both of these things.  And you basically have free reign from there.  There is a concrete order of operations that you must do, don't get me wrong, some things don't become open until you do other parts of the opera house.  But on the whole, you have free reign of the area.  It's not just a good showcase of one of the highlights of Tomb Raider II, it's more open ended level design, but it's also really fun and really clever.  It really tests on how well you know how to play Tomb Raider.  There are a lot of platforming challenges that require full understanding of the precision and movement, a lot of gun fights that reward you for playing smarter and not harder.  It's a really fun level, I adore it.

Speaking of gun fights that reward you for playing smarter and not harder, I got to the first boss of the game!  It's a gun toting muscle bound member of Bartoli's crew that wields twin revolvers, which is how you know he's serious business.  The way you are intended to fight him is to use the environment to your advantage, weaving in and out of the maze of shipping containers, trying to get the drop on him and take a few shots before retreating.  However, that also can leave Lara very vulnerable to him, as you can't always see what you're doing from inside the maze, and he's not alone.  He has two dobermans which Lara has to kill, I'm still mad about how many dogs die in this game.  However, you can also trigger the boss and then find a worthwhile vantage point to snipe him from, with him not being able to do much of anything but run around the maze aimlessly, trying desperately not to be a sitting duck.  It's difficult to even really know if these things are intended or if they are just cheese that players can easily find out, as Tomb Raider, even in this incarnation of being more of a shooter, still favors sniping enemies safely from above than facing them head on.

After that, we reach the game's second act, an abandoned offshore oil rig that Bartoli has been using to find his father's lost ship.  His father, Gianni, was the original leader of this cult, and he sailed off one day with an artifact called "the Seraph", which is something of a key needed to unlock the vault which contains the dragon dagger.  Lara kind of ends up being whisked away to this oil rig by accident, she snuck onto the plane to confront Bartoli, only to be taken out by one of his goons and imprisoned in the oil rig herself.  It ends up working out though, as she now has access to the shipwreck where Bartoli's father disappeared.  Meaning that she can get the Seraph before Bartoli can.  It also introduces one of my favorite gaming tropes that I think everyone else hates besides me: a section where you lose all your resources and have to sneak around a facility slowly regaining them bit by bit.  People often criticize these sections in games and act like "who likes this" it's me, I like this, I like when a game goes "how well do you understand our movement/design options instead of just using your tools to push through."

I think in my next play session I'm going to get to Lara's iconic wetsuit?  That's exciting.  They've introduced underwater combat with a harpoon gun, and obviously I'm about to enter a shipwreck, so it only makes sense.  Like I said at the beginning, now that we're out of Venice the levels seem to be getting considerably shorter.  I doubt it'll increase the pace of progress going forward, I am bad at games and stubborn at using the tool that would make these levels go a bit faster.  But I'm optimistic that the second and third "acts" of this game will have a bit more forward momentum.  That being said, despite my feelings like "oh I haven't been making like any progress" I do want to say that I'm still very into this game.  Currently I think my rankings of the Tomb Raider series have this behind Rise, and it's honestly a pretty close race.  Second games, man.  Sometimes the sequel is just better, who would've thought?

5/4/26

Tomb Raider II has its own Snake Eater moment.  Like, literally it is the Snake Eater moment, just without the song.  This is not a drill.  In the game's seventh level, you are attempting to make your way up to the oil rig's helipad, trying to find a way out of the facility so you can dive into the wreck where the Seraph is being held.  And the way they do this is by having Lara climb a giant maintenance ladder in the middle of the facility all the way up.  I have never played Snake Eater, for the record, it's going to be on the list eventually but I know this scene, obviously.  So the entire time I'm climbing I was singing Snake Eater.  I can't believe one of the most famous video games ever stole from Tomb Raider II and nobody knew about it.  For legal reasons, this is a joke, climbing a ladder isn't exactly a patent.

I was correct in that I was getting close to wetsuit Lara.  At the end of level 7 you find out that Bartoli is torturing a monk from the Tibetan monastery related to the dragon dagger he seeks.  After the monk reveals that his family bloodline is responsible for the protection of the Seraph, and that his father was the one to kill Bartoli's father and wreck his ship, Bartoli gets the jump on Lara and the monk.  The monk sadly loses his life, but Lara escapes, and follows Bartoli's men down to the shipwreck.  It's here that we get an extended underwater segment.  I am once again going to make people upset at me but I do not care: I kind of like underwater levels in video games.

I distinctly remember when DKC Returns was coming out, some people at Retro were talking about the lack of water levels in Nintendo Power and they literally said "well nobody likes a water level anyways" and I think for a long time I agreed with this.  Like I just did not like water levels because I always expected them to be the worst parts of the game.  But nah man, I love water levels, I love swimming in games, I love the atmosphere of being underwater, I feel like they're the unsung heroes of gaming and people just look down on them because they remember like the water levels of NES games, like Teenage Mutant Ninja Turtles.  Or getting lost in the water temple in Ocarina of Time.  But water levels rule.

And like, this one has you deep sea diving into a shipwreck!  It's so cool.  It's very tense because Lara has a limited oxygen meter so you have to move quickly when you're underwater and try and make your way to the next safe spot before you run out of air.  You're being chased by sharks and barracudas and you have to swim quickly.  You keep switching between the parts of the ship that have been insulated from the ocean where Lara can move normally and going underwater, even switching between inside and outside of a ship.  It's a very fun level, in my opinion, I really like level 8.  The only real problem, to me at least, is that underwater combat is very bad.  Unlike regular combat, where Lara will automatically aim at enemies, you have to actually aim underwater.  This ultimately just leads to a lot of wasted ammunition as you try and figure out how it works and honestly most players are likely to find a vantage point above water and pick off enemies like that.  Especially when you have an enemy as small as a barracuda.

It feels so nice to be able to do two levels in a session.  It feels like I'm making actual progress.  I probably would've even been able to do 3 if I weren't so stingy with saving!  But like, where's the fun in that.  I try not to save scum unless I'm playing like a famously difficult retro game where save stating after every jump is just the best idea.  I think genuinely having a section of like big, complicated levels followed by a section of smaller, more linear levels was actually so smart, like, I liked Venice but I was also like "maaaaaan, I'm kind of ready to be past this" and then it goes right into more breezier levels!!!  It's nice to feel like I'm making progress, y'know?  This game is just good, y'all.  It's already bumping up to my second favorite Tomb Raider game and I feel like, even as I play more of the series, it's going to stick in that spot?  I don't really know, obviously, there are still 8 more Tomb Raider games to play but I'm liking this one a lot.

5/6/26

This is going to be a short update because I literally did one level tonight.  This isn't because the level was hard or anything, I would probably say this is one of the easier levels thus far.  It was a lot of small, enclosed spaces and you may think that would make it harder but usually, when you're enclosed, the game is more reliant on traps to kill Lara.  Enemies are fairly sparse in these tighter levels.  Enemies are sparse in this section of the game in general, like, we are stuck underwater inside of a shipwreck and the game has been kind of light on enemies for that reason.  Bartoli could only safely get so many of his goons inside the ship after all.  But compound that with how many small, enclosed spaces there are?  It's been a breeze.  The only hard part in this level was when you had to retrieve a key which had been thrown overboard and were pursued by sharks and barracudas.

The eighth level of the game, the Wreck of the Maria Doria, takes us further into the wrecked ship that serves as the Seraph's final resting place.  In particular, it takes us through the parts of the ship that any patrons that were on its doomed voyage would've been using for recreation.  The ballroom, the swimming pool, the rest room, not to be confused with the restroom.  This "rest room" is like a big parlor where people could play cards.  Something I don't think I've mentioned as of yet is that the Maria Doria is upside down.  Like when it sank, it sank upside down, and I noticed this before but when you're going through maintenance corridors it's like "what does it matter that the ship is upside down".  Vs. now that you're going through a bunch of the ship's more noteworthy locations, you really start to appreciate the ship being upside down.  Something I really enjoy about this level is how many of the hazards are clearly just broken lights from when the ship was operational.  Like, when it was rightside up, these were just normal lighting fixtures but now that it's upside down and time has taken its toll, they're horrible death traps of glass.  That being said, I don't know how Bartoli's father could afford this ship.  I know he ran a cult but like, bro was a stage magician.

We finally have the full suite of weapons in Lara's arsenal.  Something I find very funny about the walkthrough I'm using, shoutout to Stellalune once again, she's the GOAT, is how much Tomb Raider II clearly wants you to pick up the weapons in the game.  Besides the grenade launcher, that is, which is the final weapon I got my hands on even though I technically could've grabbed it as a reward in the first level for finding all the secrets.  In the first game, there were like two weapons that were required, and honestly I forget if the shotgun was even actually required, and then one that was pretty easy to get ahold of but technically missable.  In this game, though, it feels like every level I read the line "if you didn't get the Uzis in one of the previous levels, this goon will drop them".

In particular the Uzis are the weapon that the game seems to want you to have, which is very funny when the Uzis were the hardest to obtain weapon in the original game, being part of a tricky platforming challenge that left Lara a sitting duck near the endgame.  It's nice because, especially now that we're in way more gun fights, having access to the better weapons is pretty paramount.  I have been burning through ammo really quickly and I do not care.  But also I can imagine it makes doing a minimum weapons run pretty frustrating.  Real quick, I do want to correct something about the harpoon gun from my previous mention of it.  It does auto aim, it is just that it's so easy for Lara to get just a bit off kilter and then your aim is useless.  It's just super finnicky, I admire the effort to make underwater combat but it needed some fine-tuning.

5/10/26

Classic Tomb Raider fans will literally tell you like "oh the modern Tomb Raider games don't even feature any tomb raiding, they're just generic third-person shooters that occasionally have puzzles to them" and then the second game in the franchise, one of its high points, mostly takes place on a boat.  I get that, as someone who initially got into the franchise with the Survivor titles, I'm biased towards defending them with regards to how they carry on the torch for Tomb Raider.  I see the things which are similar more than the things which are different, yadda yadda.  But like.  Y'all at a certain point you do gotta just look at the franchise and go "huh, maybe there isn't that much Tomb Raiding in the classic Raiders either".

I am still on the boat, if you couldn't tell.  I don't mind it, this is a great location, I love this sunken ship.  Though I will say I'm starting to question the geography on display here.  I've been kind of suspending my disbelief for the last couple levels, like, you swim into a ship who has already been half buried in the ocean's sand and rocks and slowly make your way through the ship's middle decks, right?  But then, at the start of level 9, you leave the first part of the ship and swim over to a second part of the ship which is primarily comprised of the ship's cabins, its engine room, and the ship's theater.  Bizarre the theater wouldn't be with the ballroom and the swimming pool as part of a recreational deck, but I digress.  It seems like the ship split it two, it's whatever.  And then you get to the 10th and final level of the Ship act and like, all sense is just thrown out the window.  This part takes place within a giant cavern that somehow the ship has found itself in and you you're just climbing about a series of disconnected parts of the ship.  It's not a problem that the ship doesn't make a lot of sense but like, it is kind of silly how they've just fully given up on making the ship seem real for the sake of platforming challenges.

Things got a little tense at the end of the 9th level, the Living Quarters.  I've mentioned before that med kits are a pretty tight resource in this game.  I am, as you all know by now, bad at video games and so I am usually using a med kit as soon as I receive it in a lot of cases.  And at the end of level 9, I had run out of med kits and had gotten myself in a tricky situation where Lara ended up at 1 HP, forcing me to run the final gambit of the level on hard mode.  It was VERY touch and go and I genuinely thought I was going to have to reload a previous save, which would've been from the previous level at that point because I make the fatal gaming mistake of not having multiple saves.  I have so many bad gaming habits, y'all.  I think the fact that I was a Pokemon child just ingrained in me like "you have one save file, and that's what you get".  But surprisingly it only took me like three tries to get through the rest of the level.  It's so weird because like, I don't enjoy when games are designed to put me in scenarios like this really.  I've always been critical of Soulslikes and I'm a well known Cuphead hater.  When a game's whole point is to get you into these tight scenarios I'm more bored than anything.  But when I do it to myself?  I'm all about that.  I'm all about the consequences of my actions bby!

5/16/26

I finished the last wetsuit Lara level in this section.  A sad day indeed.  I am actually a huge fan of how good the fits are in this game.  They're not particularly practical by any means, like.  It's pretty clear that each of Lara's fits is designed for visual appeal rather than function.  She wears her parka half zipped up so that you can still see her cleavage, in what has to be one of the most obvious decisions in gaming history.  No wonder Life with Derek did an entire episode like 8 years later on whether or not Tomb Raider was progressive.  There's your Life With Derek mention for your bingo cards.  But also Lara looks good in all of them.  It's the classical pulp hero/heroine idea of "not actually having to wear practical clothes because your iconic fits are just so cool why would you ever change into something more "practical".  Like, Lara is such a good pulp heroine, her being cool is always at the forefront.  I like Survivor Lara, obviously, I love those games a whole lot, but I'm glad a version of this Lara is coming back to the forefront moving forward.  Even if I'm scratching my head at the Herculean task they're undergoing of trying to make one singular Lara Croft timeline out of the three separate Laras.

I am so happy to be done with the sunken ship act.  The last level of this act is likely the worst level of this game, and is definitely the worst level of the game so far.  Like it's not necessarily a bad level or anything but the thing that I've liked about this section so far is that it's this super interesting underwater adventure; you're traversing through a sunken ship and making your way through a bunch of interesting locations on this lost luxury cruise liner.  And the final part is just a big cavern where a chunk of the exterior of the ship has found itself in.  Tomb Raider has a lot of levels which are just "a big cave" and this is certainly one of them.  It's also just a level that feels overcomplicated, like.  Tomb Raider level design is very centered around backtracking through levels after completing objectives but this one definitely felt a bit tedious.  It's probably the worst individual level I've played through so far in a Tomb Raider, frfr.

I'm finally getting into the habit of saving pretty frequently.  So, and this is a dumb thing to admit because usually I don't care, but there are achievements in the Remastered Collection for beating the game in under so many saves.  That's why I've been like "well, I need to be sparing with my saves, I don't want to miss out on the achievement!"  I'm not going to be achievement grinding in these games.  I only really achievement grind if, a, I like the game a ton and, b, getting all achievements isn't too crazy.  And while Tomb Raider II is definitely a game I like a lot, I expect it to make my best list this year, the achievements for this seem absurd.  The game is hard, I am not good at it, I will move on once I beat it.  So now, while I'm not aggressively saving, I'm still staggering my saves a bit, I'm more comfortable going "I've beaten a good chunk of this level, I can save".  It is not making my progress faster, mind, despite the game's eleventh level being kind of short all things considered I ended up spending like two hours on it.  But it's making it so I don't have to redo absurd amounts of level over when I die.

Luckily, once you get out of the final sunken ship level, you get into an absolute banger of a level.  After retrieving the Seraph, a statue of an angel, odd thing to be the key to a Chinese treasure but whatever, we make our way to Tibet.  This is where we get Lara's absurd and amazing parka fit, she's running around the Himalayas in a half zipped parka, it's so funny.  I only got around to one of the Tibet levels in last night's play session, I wish I had gotten to more but game is hard, y'know?  Tibet has kind of a weird juxtaposition of enemies too which can make it at times easier and at times very tricky.  It both has the return of wild animal enemies, which don't deal a lot of damage but are very mobile and can chip you to death if you're not careful; and also the strongest goons we've seen so far, equipped with machine guns which can just zero-to-death Lara like it's nothing.  You can tell that the stakes are kind of kicking up as we approach the end game, Bartoli has decided to invade the Tibetan monastery where the treasure is hidden away, lack of key be damned.  I say end game, I'm pretty confident I have like 6 more levels of this game left.

The big feature of the first Tibet level, though, is a snowmobile section.  PS1 games loved their snowmobile sections, I swear.  And you know what, fair, the snowmobile is a very cool vehicle.  You spend the majority of this level riding a snowmobile, it can be beaten without it (and an achievement is locked behind beating the snowmobile level sans snowmobile) but for a first time playthrough why would you ever do that?  Other than the snowmobile kind of being clunky to control, it is a vehicle section in a non-vehicle game and those are almost always a bit clunky in older games.  But it's just cool.  And do a surprising amount with the snowmobile, like, you have very interesting paths you can only take with a snowmobile that seem like they would be impossible, you have a number of big cinematic jumps. you instakill enemies while riding the snowmobile, later on you unlock a snowmobile with front mounted turrets for some vehicular combat.  It's such a cool level, Tomb Raider II seems way more focused on "Lara doing cool stuff" than the first game and I appreciate it.

In the next play session I will, finally, be diving into a tomb.  Again, I am shocked at how little tomb raiding is in the series' second and often considered best entry.  Like the modern Tomb Raider games are usually criticized for how little tomb raiding goes on in them and meanwhile over half of Tomb Raider II was in Italy and the middle of the ocean.  And it's such a wild swing, Tomb Raider was basically all tomb raiding, you moved through ruins and made your way deep underground into lost cities and stuff.  But in this game you spend half the game in the "modern day" and then finally, 12 (24) hours in you're entering ruins.  I'm stoked though, I think it plays better when Lara is allowed to have more of an adventure in the present that ends in ruins.  Gives the game more of a Indiana Jones-esque story structure, something that is kind of lost in the first game where you're just jumping from ruin to ruin.  Tomb Raider II is so good y'all, easily second favorite Tomb Raider game so far.  Of four, but still, I expect it to be top 3 when I finally get caught up on this series still.

5/19/26

I'll beat this game someday, y'all.  Someday.  Like, classic Tomb Raiders are hard, and from what I understand they will only get harder from here.  I looked up "what is the hardest Tomb Raider game" and Tomb Raider II only ranked as like the second or third hardest game in the series.  3 & 4 are apparently going to be a RIDE.  And I am famously bad at video games, if there is one thing you can take away from this blog it's that.  But man, spending an entire play session per level is getting to me.  This happened when I played Tomb Raider 1 too, it's why I've adopted a "play games on rotating days" for this game (and also because it's fun to alternate).  For those who are curious, right now I'm playing Strange Horticulture alongside this and loving it.  Such a good puzzle game.

Now that I'm slowly approaching the endgame of Tomb Raider II, I'm starting to realize that the game gives you just way too many resources.  I have over 1000 bullets in weapons I haven't even had to bust out yet because as I want to sort of use weapons in order of weakest to strongest.  I.e. I'm not using the Uzis until I run out of Automatic Pistol ammo, and then once I'm out of Uzi ammo I'll move onto the M16, etc.  It's funny because like, in Tomb Raider 1 it did feel like I was discouraged from using my resources, every weapon was kind of a late game weapon or, if it did need to be brought out in the early game, it was just an "in case of emergency, break glass" sort of deal.  But this game like really overcorrects, I know I've been having a hard time so it's ridiculous for me to say like "oh, I'm too strong in this game" but legitimately I feel like the only danger I'm ever in is platforming related.  Enemies can be a problem but more often than not, I struggle with enemies due to how few heals I have on me, and I mostly lack heals because I keep making critical errors when it comes to platforming.

The Monastery level was sick.  It's another one of those levels where the entire thing is built around one central puzzle.  In this case there is a door that requires you to find five keys around the Monastery to unlock it, each key being hidden behind its own series of puzzles.  And these puzzles are fun enough, as is normally the case Tomb Raider is at its strongest when you're placed in a central locale and you have to keep going through the various corridors and rooms to solve puzzles, ultimately ending up at the centerpiece of the level.  But the reason the Monastery in particular works is that Lara is placed in the midst of a war.  Bartoli's men have found their way into the hidden Monastery and are attempting to invade it, all the while the monks that call this area home are defending their sacred temple.

This level is designed in such a way where the player could approach it one of two ways.  The monks will defend their temple from ANY perceived threat, but, if you're not a threat to them, they will instead swarm enemies, providing Lara with a rare opportunity for backup.  You COULD go in guns blazing, killing every person monk or henchman, and that's certainly the "easier" way to do it.  The monks are numerous and can overwhelm you easily but they also only have close range weapons and can be manipulated.  But if you hold your fire, play smarter with your aim, you can gain a powerful allied force.  It also doesn't have to be exact, the monks seem to have a bit of leeway if you accidentally fire at them and then holster your weapon.  It's if you dedicate fire to them that they'll freak out.  It's a very neat level, a little bit of a headache to manage if you aren't on team "kill everyone" but worth it.  If nothing else, Bartoli's men will often be so distracted fighting the monks that you can easily loot their bodies while resupplying.  For the first time in the entire game, I have a reserve of healing items.

5/20/26

Y'all, I'm excited to say that we have Yetis.  I'm actually kind of surprised that "the yeti" wasn't, like, a boss fight that then became a regular enemy?  That feels very in line with the structure of a Tomb Raider, you know, you fight a more supernatural threat as a boss earlier on in the game and then it becomes a regular enemy.  But this game just has yetis as standard enemies out the gate.  I've already killed like 20 of them.  Lara has no regard for the fascinating life she finds, she only wants carnage.  Quick aside, I was happy to finally be out of the part of the game where you have to kill dogs en masse because that's, you know.  Sad.  But now she's just killing endangered Snow Leopards and that's worse.  That's so much worse.  Lara's complete disregard for animal life is why these games need remakes.  I digress.  Not only are there yetis but there is kind of a fun bit of environmental worldbuilding on why yetis, despite being a concrete species, are so rarely seen.  The monks actually keep them imprisoned within their sacred lands, having rounded them up in large cages that are all triggered to release when someone tries to make progress.  The yetis that hikers spot are simply those which avoided this fate or escaped it.

This section has one of my favorite things that the first Tomb Raider had: a pair of levels which take place in the same geography and you wrap around to setpieces you had seen but couldn't access in the first level.  The 13th and 14th levels are part of a paired set, throughout the 13th level you repeatedly see parts of the temple that you cannot access.  A frozen lake with a gong hammer underneath.  A bridge above you that leads to a locked door that you never open.  A large hanging fire on a statue that you can't interact with.  You see all these pieces but can't really do anything with them.  And then in level 14, you finally come back around to this area and do something with all these pieces you couldn't do anything with before.  It's very neat to have in what is usually a very linear adventure series, Lara tends to always be delving deeper so having areas that she returns to later in the same area is always just a really cool moment.  I imagine they intended this to be one big level but needed to separate it to let the game keep pace and not be stuck loading this huge level, but breaking it up like this also ends up working super well for the game's needs.

I also love that, in level 14, there are none of Bartoli's men left to fight.  In level 13 you encountered sparse numbers of them, the very few who had successfully made a push past the monks and pursued Lara into the depths of the temple.  I want to say that, in total, there are 7 gun toting enemies in the entirety of level 13.  By level 14 though, it's clear that Bartoli has ordered a retreat and so the gunmen have dissipated.  Lara is going to get whatever necessary treasure is hidden within the Tibetan monastery and it is in Bartoli's best interest to stage a tactical retreat and remove his dwindling numbers from Tibet to instead stage an ambush when Lara heads off to China to retrieve the dagger.  Something I think is just across the board better in Tomb Raider II when compared to the first game is how much more willing it is to tell the story between the story beats.  Like in the first game, Lara had to be present for every bit of storytelling it felt like, whereas in the second game, the game is more willing to explain what's happening through the gameplay and you can infer through it what is happening in the larger narrative without needing NPCs to show up and tell Lara what is going on.

There was a very cool secret in this section.  I have been trying to get most of the hidden collectibles, I haven't been getting all of them, mind, I missed some in the early game and I also definitely gave up a couple on certain levels where the reward wasn't worth it.  For context, if you find all three hidden collectibles in a level, you get a pretty substantial reward.  These collectibles replace the secrets from the first game where hidden throughout the level, there were optional puzzles/platforming challenges that would net you additional rewards like early weapons or additional ammo pickups, in this game you have to find the three collectibles and then once you've found the third one, you get a massive reward, usually 4-6 ammo pickups.  This might be why I'm not stressed about ammo.  I digress.  Anyways, one of the collectibles in level 14 is over a giant pit with seemingly no way to cross.  It's just a massive room with a collectible on a raised pedestal you can't get up to above a pit that has ladders to climb out of but I'm pretty sure you would die if you fell into it.  So how do you get this collectible?  Invisible bridge.  Just like Indiana Jones, you are required to take a leap of faith across this pit and, if you do it from the exact right spot, the spot directly across from the collectible, you will land on an invisible bridge that will take you safely across.  It's a classic adventure staple and I was so happy when I figured it out.

5/29/26

I promise you that I like this game.  I know updates on this blog entry in particular have taken so long and been very scattered, I've been super busy in May.  We've been throwing out a bunch of stuff in our basement it's been a lot, and I'm usually like "I want to sit down and commit a lot of time to Tomb Raider because I know that I might play for four hours and not even beat A level, let alone enough of the game to where it feels like I made substantial progress.  But I have a fire under me right now as I want to beat Tomb Raider before June starts.  I already know what diary game I am playing after Tomb Raider and it is a game that in a certain friend group, we traditionally play in June.  It's technically a game I meant to start already because the franchise's anniversary was this month, but since I missed I want to play it in June.  And to be honest I think I can handle it, at the time of writing I only have two and 1/3 levels of Tomb Raider left, so I feel like I can finish it either in the next play session or the next two play sessions.  Not that it really matters because I have a lot of June left and I'm not exactly going to be only playing that game in June but, you know.

So I finished Act III, the Tibet act.  I had basically been done with the level last time I played before I got ganged up on by Yetis and lost the level right before I had to call it a night.  Disappointing, to be honest, I could've probably powered through the remainder of the game in like one sitting if I hadn't died there.  I digress, the rest of the level was kind of bog standard Tomb Raider platforming with the exception of the boss of the level.  The boss of Act III, the Talion guardian, is a giant bird man monster that is super cool and feels very mystical.  Like something I do like about this game in comparison to the first is that they are letting things be more mystical, even if it's definitely not full-on magic.  In the first game they kind of explained the mysticism away as being scientific experiments from a long dead civilization but in this one they're just like "yeah, magic is in the world, but it's not like a massive driving force".  The only unfortunate thing is that the Talion Guardian is a very easy boss that has a very clear exploit, it can literally be taken down with your standard pistols no problem because the arena has a built in spot where Lara can just stand and shoot at the Guardian and it can't find her again.  But still a very cool creature, I hope that this game gets a remake/remaster after Legacy of Atlantis so we can see this thing in a more modern context, its design will probably be sick.

After that Lara steals a Jeep from Bartoli's men and drives off to where the Dragon dagger we've been hunting this entire game only to get immediately clowned on.  After all of this, after hunting down Bartoli and racing across the planet to try and stop him from getting the dagger, the dagger is surrounded by trapdoors that make it so nobody can get to it anyways and, should they try, they will get thrown down into the caverns below that are full of puzzles and death traps.  It's so funny, like, it kind of feels like Lara is the only thing that has actually caused Bartoli to progress.  I kind of feel like if she hadn't gotten involved, Bartoli would've never actually had a chance.  This isn't a problem I'm actually pointing out, for what it's worth, this isn't like how the Big Bang Theory really thought they were cooking by pointing out that Indiana Jones and the Raiders of the Lost Ark goes the exact same way whether Indy is there or not.  I just think it's a bit amusing that our main character is probably the only reason the villain has a chance of succeeding.

But also I'm glad the dagger was booby-trapped because man Level 15 rules.  The longest and most complicated level so far, the Temple of Xian is a massive fortress full of death traps and amazing iconography.  It's one of those areas that can only exist in fiction because it involves people building into a volcano and having structures exist within the lava.  Actually come to think of it, is the world in Tomb Raider hollow?  Is it a Hollow Earth?  There are many giant empty caverns under the surface where civilizations have built great structures that would be impractical to build under the surface if it weren't hollow.  Anyways, so far I've had multiple spike rooms, I've had to outrun like 8 boulders, I've had to dodge mechanical terra cotta warriors, it's been dope.  And I've yet to get in a gun fight, because at this point Lara is just fully ahead of Bartoli and his men.  I'm actually super glad that we aren't dealing with Bartoli's men in this level, there are too many death traps and required HP losses for there to also be gun fights.  Also, the entire thing is built around this super cool Dragon statue, love a dragon.

I think I can commit to beating the game next play session.  Now, I want to be clear, I am bad at the game.  I have take an additional 15 hours at this point over the project HLTB average just because I keep dying.  But I have about 1/3 of level, then a level that is very open but also doesn't seem that long all things considered, and then the final level which is just a build up and then the final boss from what I'm reading from the walkthrough.  I should be able to do that in one single 4-5 hour play session.  So, as is normal in the penultimate section, some "final thoughts".  Tomb Raider is a series that can seem to be very iterational, that especially in the classical days of the franchise it feels like a series that is largely the same but with minor iterations between the entries that make them better.

But I think Tomb Raider II is a lot better than 1 and I wouldn't be surprised if it remains my second favorite Tomb Raider game long term.  The actual plot and especially the way the plot is structured is better in Tomb Raider 1 but in every other way Tomb Raider II is just so much better.  The level design is better, it's a better shooter, a better platformer, it has some more interesting level ideas.  It's more difficult than the first game but in a way I find very compelling.  It's great.  Y'all should get on Tomb Raider, it's such a banger of a franchise and it feels like it has kind of fallen to the wayside.  Like it's crazy Tomb Raider is objectively one of the most iconic franchises in the medium and yet I've met so few people who have ever played one, and even fewer who have ever played a classic Raider.  Just a whole part of gaming history that most people have seemingly skipped.

5/30/26

Okay, so.  I didn't beat the game.  I always underestimate how bad I am at the platforming/how easy it is for things to go wrong in said platforming.  The number of times I line up a jump perfectly to then just hit run then jump instead of jump then run, I swear y'all.  You'd think after sixty hours of playing these games (yes it's that much, I'm embarrassed too), I'd finally have a grasp on the nuances of the controls and not be making these errors but you know.  Never underestimate my ability to screw up.  At least I am finally just saying "screw it" and saving incredibly frequently.  I spent 18 or 19 saves on the Temple of Xian level alone.  I swallowed my pride, choked on the lies, but the lack thereof left me empty inside.  And it still took me an additional like two hours to complete in this play session.  RIP me.  I'm very bad at games.

Again, if Lara had, instead of rushing to the dagger, taken the single key to the vault where the dagger had been held and thrown it to the bottom of the ocean, Bartoli would be completely out of luck.  So, Lara climbs her way out of the Temple of Xian only to find that Bartoli and his men are at the dagger, conducting the ritual that will allow Bartoli to become a dragon.  Something that they only are able to do because Lara already set off the booby trap guarding the dagger at the beginning of the level.  It's just so funny how much of this was unlikely to play out like it has if Lara hadn't gotten involved as, at the very least, Bartoli would probably have gotten to the booby traps at the Temple of Xian and then fell to his death.  Like obviously this isn't a problem, we wouldn't have a game if any of this didn't happen, it's just so funny how Bartoli is always this many steps behind Lara and because of that, he reaps the benefits of her getting places first.

The inner chambers of the Temple of Xian were sick.  Like, I'm a big fan of this level in general, it's a very fun "booby trapped temple" level with new traps and obstacles around every turn.  And I really like the fact that the only enemies down this deep are animals who have made this place home.  Even if it means, yet again, Lara is killing endangered wildlife.  I killed A LOT of Siberian Tigers in this level, y'all.  But the level ends with this incredible set piece of Lara having to make her way through a lava filled room with twin dragon statues on either side that she has to climb up.  This is something that the modern Tomb Raiders do miss from the classics, I feel, it's not that they lack in really iconic and interesting set-pieces but their focus on realism does mean that outside of the dedicated puzzle rooms, they tend to be set in very logical and standard locations.  Whereas the classic Raiders could go a little more classic pulp more often.  And also it's super fun how you climb up the dragon statues only to then slide all the way back down.

Speaking of really cool setpieces, level 16 owns.  It's really hard, mind, especially for a bad at platforming boy like myself, but it's also super cool.  So after Bartoli stabs himself with the dagger, his men carry him away in a portal that opened when the dagger was activated.  This portal leads Bartoli and, by extension, Lara into a kingdom in the Heavens, a fortress for the dagger's master where an army of stone soldiers awaits them.  This is the Floating Islands, a jade kingdom in the sky.  It's actually so cool, like, I'm bad at the platforming so this has been an uphill battle to get through it, hence the other reason I didn't beat the game this play session, but it's super cool having this area of just intense platforming where any misstep is just instant death.  You have to really be deliberate with your movements.  Or just screw up constantly and make sure you have a save that isn't too far back, that works too tbh.

That being said... the final enemies of this game are kind of pushovers?  Like I get why you wouldn't want to design enemies that are overly problematic given that this is a pretty harsh platforming challenge.  Having enemies that can be serious walls for Lara would only ensure that the end game is miserable.  But like, there are two kinds of enemies in this level: sword wielding soldiers who slowly fly towards Lara and spear wielding soldiers who attempt to rush her.  Both of these enemies are very intimidating if Lara allows them to get up close to her, however, the level design makes it so that you'd only end up in that situation if you were intentionally trying to die.  The sword guys move too slowly to be a threat unless you didn't see them approaching, and the spear guys can't handle Lara jumping off the platform they're already on.  Meaning both parties can easily be dispatched, even using Lara's standard pistols.  Although I have no reason to do that, because I am drowning in ammo, because I have been doing my best to find all the drops in a level, but still.

5/31/26

I should've just pushed through and beaten the game last play session.  I am not kidding when I say this that, even with how bad I am at this game, I had maybe an hour left of game time.  I cleared it during a meal.  It would've been so much more resonant if I had cleared it all in one sitting but I was like "well, it's after midnight, usually this is when I stop gaming and get some writing done, plus I'm kind of hungry, I should stop".  An incorrect assessment, I should've just simply beaten the game.  The final boss level took me less than 20 minutes, and that was just me being dumb and not playing my best.  I kept trying to make all my Grenades work when I just simply could've been mobile and played smarter.  The epilogue took five minutes.

It's actually kind of wild how short the final level is.  Like Tomb Raider 1's final boss level was a full proper level where you had to do the most difficult platforming in the game, make your way out of the currently sinking Atlantis, and then have a one-on-one duel with the main antagonist who mutates into a flying monster to dispatch you.  It feels so "final", like all your skills you've amassed across the entire game actually matter.  So in a game like Tomb Raider II, where the level design is, at least in my opinion, more interesting and more about testing the player's skill, you'd expect it to be an end game that absolutely test your merits.  Takes Lara to her most extreme yet.  Instead the final level is a single, small, very linear level where you fight four kind of strong enemies, 6 incredibly weak enemies, and then the final boss which if you've even been storing up some Uzi ammo, you're probably going to blast through.  Kind of a disappointing ending to what is otherwise a pretty banger game.

And yeah, the final boss is a joke.  I wish it was cooler, I really do, because the final boss is a DRAGON.  Who doesn't love dragons, dragons are inherently cool.  But like, the problem is that they made him too mobile.  The dragon, what remains of Bartoli after stabbing himself, walks around the arena with giant pounding steps as Lara tries to outmaneuver him, ducking under the arena into a pool of water underneath to swim away from him when he's caught up with her.  However, because of this the dragon is just so easy to work around as he just wanders the arena randomly until he gets a lock on Lara.  I think this boss fight would've just been better if it was more of a puzzle fight, like, the dragon is stationary in the center or has limited movement, but is able to follow Lara more effectively, and so what Lara must do is dive underneath it to maybe hit switches that will cause it to be knocked out, allowing Lara to go up and get the drop on it.  Tomb Raider is missing puzzle fights, that's the consistent problem with its boss design.

The epilogue is kind of cool though.  First of all, we get to see Lara in her satin blue robe.  Love that for her.  I try not to comment on Lara's attractiveness too too much when talking about her because it rarely matters but like, the girl is hot and she owns it and we love to see a queen dominate.  But also, she's cornered in her mansion, low on supplies, as the last remnants of Bartoli's cult crash through her gate and try to take revenge for her fallen boss.  Now, this isn't a full on stealth section like the stuff at the oil rig was, Lara quickly grabs her shotgun and way too much ammo for it to mow down the intruders (and their dogs, I'm still so sad about having to kill all these good boys and girls), but it's still a super neat segment.  Seeing the heroine cornered and having to fight her way out of her own home to finish the job.  And it also lets you see the Croft Manor at night, which is a rarity for this franchise as typically you only ever see it during the day.  It's a very easy section, however, most of the remaining men are very early game enemies and the shotgun, while not my favorite weapon due to how slow it is, is amongst the most powerful.  It dispatches any regular enemy in 1-2 shots.  But still, a fun little sequence to end off Tomb Raider II.  And also we get Lara teasing us about the camera almost following her into shower, clearly poking fun at all the rumors surrounding the Tomb Raider games which didn't make sense as if any one of them were true it would immediately cause Tomb Raider to receive an AO rating and be pulled from sale.

So that is Tomb Raider II.  I like this game a whole lot.  It's a lot harder than the first game, at some points to the point of being grueling.  But I think it demonstrably improves on every aspect of the first game outside of the story.  It has super engaging and fun platforming, a heavier focus on the gun gameplay, more interesting level concepts.  While the plot is just so much worse than the first game, I think it is structured better in this one, having Lara go to more real world locales before delving into the more mystical and abstract parts hidden in the world.  It's a game that is really hard to contextualize how much better it is than the first one, as comparing them side-by-side they do seem very equal, with maybe very slight improvements.  But in my mind, Tomb Raider II improves upon its predecessor significantly, creating a more challenging but more engaging game overall.  I fully expect Tomb Raider II to be on the year-end list this year, it's excellent.  8.9/10

Sunday, November 16, 2025

Tomb Raider - A Gaming Diary

Worth noting at the start, this is a review/diary of the 1996 Tomb Raider, not the 2013 Tomb Raider.  That will become obvious pretty quickly when you start reading this entry, but I've been asked about it so I figured I should make that clear.



Review:

One of the first adventures for one of gaming's most iconic character, Tomb Raider is a technological showcase that remains impressive to this day.  The 1996 Action-Adventure game puts you in the shoes of archaeologist, treasure hunter and millionaire Lara Croft for the very first time, as she travels the world on a job to seek these mysterious treasures of unknown origin.  In a post-Ocarina of Time world, I feel like it's easy to call Tomb Raider a bit outdated.  For a lot of people this game will have aged poorly, it has tank controls which most people would accredit to being a 3D game designed before analog sticks were commonplace.  It's slow, precise, and rather difficult.  I personally think, though, Tomb Raider holds up surprisingly well.  It's slow, methodical, precision based gameplay is so its own thing that, while I can definitely see more modern gamers bouncing off it pretty quickly, I think it kind of wraps around to aging beautifully.  Its story is a classic pulp adventure novel, Lara is just an amazing character, truly a tour de force in the scope of gaming women.  The puzzles are fun.  And it just feels so innovative, to this day it is impressive.  I didn't fully love it, while I appreciate and respect the choices in the game, I did tend to find it frustrating overall.  But I liked it, and I'd be excited to play more Tomb Raider going forward.  7.4/10

Diary:

10/5/25

Before I even actually begin the game, I am faced with a very difficult choice.  What control scheme do I use for Tomb Raider?  I am playing the Remastered trilogy version by Aspyr, which means that I now have access to "modern" controls.  The original Tomb Raider was, as many early 3D games on PS1 were, a tank control game, Lara's only movement option is to go forward and instead you turn her to change her movement.  I don't hate this, it's not my preferred way of playing a video game by any stretch, but I played RE1 earlier this year and while it's definitely a learning curve to understand tank controls, it's something I COULD get used to.  The problem is that the classical controls are also very complicated and nuanced.  There are so many different button combos to do so many different things, like "hold the walk button to make Lara walk up to a ledge, press back on the D-pad to get her to in position, get a running start, hold the jump button so that when she reaches the ledge she'll auto jump and then hold the action button while she's in the air so she'll automatically climb the ledge on the other side of the gap".  It's a control scheme that has such a sharp learning curve that I'm worried it'll negatively impact my experience.

That being said, the modern controls are objectively terrible.  Sure, Lara controls way more like a modern video game character, it is a more natural control scheme for the character.  But you lose ALL nuance with it.  Lara can no longer side flip, no longer back flip, no longer easily utilize most of her kit.  It's a really bad incorporation of a more modern control scheme and I don't know how it made it through testing!  I feel like I'm kind of screwed no matter what I choose, to be honest.  Like, I feel like the classic Tomb Raider controls are objectively better but progress is going to be much slower because of them as I try to learn this control scheme, but modern controls, while they might make it easier to play, also make the game worse!!!  I'm going to give it my best shot though because I really want to play this game, I'm entering my Tomb Raider era frfr.

I do have an idea, though.  I think I'm cooking.  So, I'm a big fan of the Super Nintendo controller.  I play more games with it than people probably imagine I could.  I have the NSO SNES controller that has the double triggers and it turns out this controller is great for so many applications.  I don't just play retro games with it, a vast majority of RPGs I've played I also use the SNES controller for.  And I've realized that the NSO SNES controller is, effectively, a PS1 controller.  It has a dpad, start and select, four face buttons, four shoulder buttons.  I'm thinking that if I eliminate the sticks entirely, that it'll really help me out with this control scheme.  I've been gaming for so long that I just instinctively go for sticks for movement and that is not how Tomb Raider works so I think if I just eliminate the impulse, I'll be able to adapt much better.  We'll see how it pans out!

One last thing I want to cover, yes I realize the "haven't even started playing" section is four paragraphs long: I can't think of the original Tomb Raider without thinking of Life With Derek.  If you've never seen or heard of Life With Derek congratulations on living a better life than I, Life With Derek was a early 2000s sitcom that originated in Canada and got syndicated on the Disney Channel for a very brief period.  It was an incredibly bad show whose entire identity was "what if the Brady Bunch but the kids had deep socio-political differences in their ideologies which cause them to fight constantly.  The eldest girl was a super leftist feminist type and the eldest boy, the titular "Derek" was a slob and a misogynist and a conservative, it was a choice.  Anyways, they did an entire episode on the Tomb Raider hype like 10 years after and the plot of the episode is that the eldest daughter finds out that her stepbrother and his friend/the eldest daughter's boyfriend are obsessed with a game called "Babe Raider", which sees a scantily clad Lara Croft type adventurer going through dungeons.  The girl is horrified at first before she decides to give it a go and finds herself really liking the game, thinking it's very empowering to women despite its surface level appearance of being objectifying.  And then she finds out there are nude codes and she's disgusted again and why are we having an episode about this debate and this rumor in 2005 a whole decade after Tomb Raider made its splash!

11/4/25

A whole month later.  Yeah, Tomb Raider ended up getting shelved because I was trying to get some drafts done and then also I did the Halloween-a-thon.  I got a draft done.  Embarrassing.  But now I'm here, I'm playing the Tomb Raider finally, probably one of my last games for the year given what I have on the docket.  For what it's worth, I was in fact cooking.  The Super Nintendo controller does wonderful things to this day, I swear.  I think it's because really most controllers since has been kind of built off the formula, but it still has so many use cases in the modern day.  Anyways, Tomb Raider feels pitch perfect on it, which it should.  The pre-Dualshock PS1 controller was literally a Super Nintendo controller.  The game itself still controls a bit awkwardly, I'm not exactly sure how to move fluidly yet so Lara keeps stopping and starting.  But like, it feels really good to play on a SNES controller.

I am terrible at the combat.  This isn't surprising, just like a Blue player in Magic, in most cases I'm awful at combat and will try to avoid it whenever necessary.  I think the biggest problem for me is that I'm not great at dodging.  Tomb Raider is so particular about its inputs that doing any of the inputs to dodge can go wrong pretty easily.  Hitting back and jump to do a backflip is almost always going to result in Lara just backstepping, you have to very specifically remember "hit jump and then hit back".  Which I know is how it works in theory, but when I'm in the midst of fighting a bunch of wolves, I am kind pf panicking.  I'm sure I'll get there, luckily, there isn't a ton of penalty for dying, at least not in the Remaster I'm playing.  You can save on the fly and just reload from that save, it makes it super convenient.  Or it would, if it didn't take me until level 3 to figure out that was a thing.  I replayed level 2 from the beginning so many times.

While the control scheme is a bit awkward for me, I also kind of love it.  Like it's so unique and such it's own thing, I find it super fascinating.  A lot of people would probably say it's aged a lot, and that's fair.  We do tend to look down upon tank controls quite a bit nowadays as some relic of an era when people were trying to make 3D games without analog control and I won't say it's entirely undeserved.  But I think for Tomb Raider the control scheme really works.  There is a modern control scheme in Tomb Raider Remastered and I debated doing that but I'm really glad I didn't, the precision in Lara's movements with the original control scheme, how methodical everything feels, there's so much purpose to every action you take.  It's so weird because you can kind of see how this would inevitably inspire/evolve into the Uncharted/modern Tomb Raider kind of gameplay.  Those games are obviously more accessible and more forgiving than this, but they are also very deliberate, very precise.  It's something that just feels right, even as awkward as the control scheme can be sometimes.

I am blown away by the level design for this game, though.  Like it feels so ahead of its time.  Every level is so fun to explore, there's lots of secrets hidden all over the place and little nooks and crannies to look in.  Part of me wants to really delve in deep to these levels and try and find everything they're hiding, because I personally feel like I've been doing a good job of combing the levels and keep finding only one of the secrets areas in them.  I assume you have to get very good at how Tomb Raider works and do some really advanced techniques to really find some of this stuff, which is an exciting prospect to me.  I almost certainly won't, because I want to play other games eventually, but like, it's so cool.  Even if most of the collectibles are just health packs, it always feels like I earned them, like I was rewarded for exploring the level in depth.  I even got a weapon earlier than I was supposed to because I explored so thoroughly, I love that.  At least I assume that's what happened, I got an achievement for it.

Lara is also such a cool character.  Like, getting the elephant out of the room, I am a person attracted to women so I have a lot of appreciation for how attractive Lara is.  This is obviously one of the most famous parts about Lara Croft, that she's such an iconic sex symbol for gaming history, and has made her legacy arguably much bigger than the franchise she's from.  As early as the second game in the franchise, Tomb Raider started inserting Lara Croft's name into the titles, the subtitle of Tomb Raider II is "Starring Lara Croft".  But also, she just rules.  Like, I'm a big fan of the modern incarnation of Lara, an excitable woman who loves her work dearly and who cares a lot about ethical boundaries.  She's very endearing to me.  But classic Lara just owns.  She is a classical pulp hero, a woman who storms ancient places for the thrill of exploration, armed with a pair of pistols and a pack to store other things.  She's not exactly a good archaeologist, she would probably be discredited in real life, but she's just so cool.  She doesn't care about anyone or anything but the spirit of adventure, and that's something I think has stayed consistent in the franchise even with the radical shift in her character.

I am really surprised how quickly this game gets into the extranatural stuff.  I'm used to the pacing of the games that would be inspired by/evolve from Tomb Raider, where things start off pretty grounded and then slowly get more and more supernatural until, by the end, you're just fighting some sort of magical being(s).  But Tomb Raider does not waste any time.  Level 3?  Dinosaurs are still alive.  This was not a surprise, I think the image that probably is conjured in your head of the first Tomb Raider is likely battling the T-Rex.  It's one of the most famous things about this game.  But I'm surprised it happened so quickly, I was sure it would be like "the final area has dinos" sort of thing.  Though I guess dinosaurs aren't alive anymore, I killed them.  Lara was killing animals en masse even back in 1996, who could've imagined!?

11/5/25

I lost basically all my progress tonight.  Hoo boy!  I'm going to guess the ability to save on the fly was, itself, a feature of the original game (which like, wow, that's incredibly ahead of its time), as the more I play Tomb Raider the more designed around saving any time it feels.  Or at the very least, was built around frequent saves, maybe save points.  Wish they were included in this game, to be honest, because then I might remember to save.  Anyways, I beat the final Peru level and did a good chunk of the first Greece level and then fell to my death and was forced to reload at the last time I saved, which was in the middle of the Peru level.  So I'm going to be redoing my progress again next time I play.  Annoying, but like, that's on me.

Something I do want to highlight that I love about the remaster of this game is that it's one of those remasters where you can change to the original version at any time.  One of the things I loved about the very excellent Wonder Boy in the Dragon's Castle remaster was that ability to change the versions on the fly.  It's such an obvious thing to include, especially in games with two distinctive visual styles between the remaster and the original.  In Tomb Raider's case, the later version is meant to be as in line with the PS2 games onward visually as they could possibly get without remaking the game.  This isn't just a nice visual thing either, there kind of is a gameplay reason for it.  The new version has more dynamic and arguably better lighting during gameplay, the shadows are very nice and the game surprisingly does look beautiful in some places despite being a likely cheaply made remaster of a PS1 game.  But, the game is designed around how bright the original looked.  So, when trying to search for secrets or health pickups, it's pretty convenient to make the game the PS1 version because a lot of the dark corners are no longer in shadow in that version.

I mentioned in my previous gaming diary on a Tomb Raider that Lara seems to get betrayed a lot.  And yeah, that happens once you finish the first set of levels too.  She was hired to dive into this temple in Peru to find its treasures by a billionaire and, after collecting said treasure, she is ambushed by a hitman.  After a brief fight with said hitman, they reveal that the billionaire, Jacqueline Natla, has hired another treasure hunter to find other treasures hidden across the world that connect to the one Lara found in Peru.  After breaking into Natla's office, Lara discovers a journal tells her that the other treasures, when combined with the treasure in Peru, will allow the wielder to find some sort of hidden treasure.  So Lara sets off to Greece to try and head off Natla's plans.  This story is about what I expected but I do like it, it's very pulpy which fits the vibe.  Also, if you're keeping track, you should add "Eurasian Lions" to the list of animals that Lara has caused to go extinct, because the last Eurasian Lions outside of India are in the Greek tombs she's raiding and she kills them outright.  Also Gorillas?  I don't know where the Gorillas came from.

I just want to take this moment to also shoutout Stellalune.  I tend to have a walkthrough up on either my PC or my phone when I game, even if I don't really use it, just to have a grounding point on where I am in the game and how much I have left.  I've consulted a lot of GameFAQs guides over the years (you know it's good when it has a killer ASCII art at the top) and, to my chagrin, a lot of IGN guides for more modern stuff.  But for Tomb Raider, I found Stellalune, a Tomb Raider fan who has been running a fansite for the series since 1998!!!  It's a wonderful resource that I'm excited to find still exists and is still being updated, Stella has included updated guides for the Remastered versions of the original Tomb Raiders and I hope, should Middle-Earth enterprises ever get that new Tomb Raider out, she returns to do a walkthrough for that too.  It warms my heart that someone so passionate about the franchise, despite its numerous ups and downs, is still committed to giving the most in-depth experiences possible for Tomb Raider fans and newcomers alike.  And if you want to see what the site used to look like, there are tons of screengrabs on the Wayback Machine, it's beautiful, just peak 00s fansite.

11/6/25

It feels a bit like progress is slowing down, like the levels keep getting longer and longer as the game goes on.  Like, it now regularly feels like I'm spending about an hour on each level.  I don't mind it of course, I really like the levels in this game and the fact that they do have so much running around, so many moving parts, is really cool to me.  It's just I'm rapidly realizing that this game is going to be taking longer than I thought it was going to.  Admittedly I am also both trying to explore these levels in-depth and also dying a bunch because I still am getting used to the combat, so I have to redo large chunks of levels.  I just get so into playing the game that I forget to save and also don't want to do a thing where like "I complete a single task, I save".  No disrespect to people who would do that, obviously, play a game however you want.  I just personally would feel bad about doing that.

I find it very interesting how, in the Greek stages, there's just this recurring boss fight now.  Every so often you'll run into the other treasure hunter Natla hired and have to get into a shootout with him.  It gives the Greek stages a nice tension, like this other treasure hunter can be around every corner, stalking Lara, waiting for her to drop her guard before he strikes.  Not only that, but he sometimes brings "friends", unleashing some of the animals that have been trapped down here for centuries on Lara as he attacks.  It's especially a problem for me, someone who is bad at the combat, to have this attacker showing up at potentially any time.  But I do enjoy this element, I think it really adds a lot of depth to this game.  Tomb Raider spends a lot of time between plot beats, essentially having plot in between each set of levels, so having this element really ties the story into the gameplay in a nice way.  Now if only I didn't lose like half my health each time I encounter him because I don't see him straight away.

I'm really starting to piece together what's possible with the platforming in Tomb Raider.  Part of the learning curve for finding secrets in these levels is looking at random geography and kind of piecing together a logic with it, a path the developers want you to follow.  For instance, in the first Greece level, there's a room that seemingly is just there for flavor.  It contains within it a series of seemingly randomly placed slopes that Lara can jump onto but, seemingly, can't do anything else with.  You can jump between them but it's not readily apparent what this accomplishes.  But, if you jump off one of the slops at the right angle, Lara will flip onto another slope, at which point, if she's facing the right way, Lara can grab onto a ledge above you.  I like this, Tomb Raider's platforming is so precise and clunky that I like that there is some neat movement tech to it, something more akin to a Mario game.  Something faster paced.  It's cool.

The Greek levels also have some killer setpieces so far.  Like, Peru was cool, don't get me wrong, I liked it a lot, but the only really notable setpiece in my opinion was the T-Rex fight.  The first level of the Greek section was built around this tower room.  The room is very tall, you start at the top of it (so any misplaced jump right away will cause you to fall to your death) and in the center of the room, there is a tower.  And around the outer walls, there are four doors to unlock by finding switches hidden throughout the room.  What you have to do is methodically climb your way down the tower, finding the four switches to unlock the four rooms, and then methodically climb all the way back up to hit up each room, which each have a puzzle related to some mythological figure, so that you may find the four keys.  Once you have the four keys, you have to climb all the way back down because, at the foot of the tower, is the locked door.  This seems very tedious describing it, but when you play it, it's like a perfect little encapsulation of everything great about Tomb Raider's platforming.  How precise it is, how methodical it is.  Having to work your way around this tower multiple times makes you feel like you really understand Tomb Raider, it's great.

The other level I got to before I had to stop for the night, like I said, these levels are like an hour long now, was a Colosseum level.  The Colosseum level, as you might imagine, has a lot of fighting in it.  It seems like I wouldn't like this as I'm bad at, you know.  Combat.  But I think a Colosseum setting actually does make the combat more manageable for me?  I think because the actual battlefield is such an open area, the Colosseum actually allowed me the space to learn the combat more, I don't know how to explain it.  Though I still mess up the flips a lot to dodge, it's a bit embarrassing.  I know that "jump THEN direction" is how it works in theory but I keep doing them the wrong way in practice.  I'm too trained on like more modern video games where do things at the same time.  Oh, also, randomly found out that the auto-targeting system will just keep firing on an enemy after they've died.  Which may be part of the reason why I've been so bad at combat, in hindsight.

11/8/25

It's so weird getting to a level in the original Tomb Raider that covers similar and/or the same themes as a Tomb in Rise of the Tomb Raider.  In this previous gameplay session, I encountered the Cistern level of Tomb Raider, a level taking place inside a giant ancient Cistern with puzzles built around raising and lowering the water levels.  Kind of like the Water Temple in Ocarina of Time but good.  Rise of the Tomb Raider also has a Tomb exactly like this, a large Cistern where you have to raise and lower the water to progress.  It's kind of this nice parallel between the two eras, I have to wonder if Rise was originally intended to have more direct references and/or be a reimagining of the events of the original Tomb Raider at some point but then got reworked.  It would make a lot of sense as Rise is the first game after the origin story and it covers a lot of ideas like searching for a lost city through clues hidden around the world and a heavy focus on Greek history.

I'm admittedly starting to get a bit exhausted by how long and complex each level is.  Like, in theory I like it.  I think it is an effective use of space, this was originally a Saturn PS1 game and while the PS1 did drastically increase the amount of space a game could have, it still wasn't a massive amount of space.  A lot of games had to be on multiple discs.  So essentially having every level in Tomb Raider be a full hour+ long dungeon is very effective.  In practice though, it's kind of becoming an endurance test, especially with how often I'm dying.  Granted, a lot of the deaths are my fault, I'm trying way too hard to be clever in a lot of instances.  But already these levels are taking me an hour and then probably another 20-30 minutes is replaying sections because I'm trying not to save scum.  Idk, I like this game still but it's testing my patience a little bit as I go on.  Can't imagine having to do this with limited saves, I'll tell you what.

The more I play this incarnation of Tomb Raider the more I wish this incarnation of Lara made it into the modern Crystal Dynamics one more.  I know that a goal for that version of Lara was to be more culturally aware, Lara had long been seen as a controversial figure in gaming due to how clearly sexualized she is.  I mean the woman does handstands when she climbs up on a ledge so the gamer can get a full view of her body.  But I think in a more modern reevaluation of Lara's character in these games, these things are actually very cool and very progressive.  I made fun of Life with Derek for having this debate in 2005 and now I'm having this debate in 2025.  Like, I just find Lara really cool, a woman who knows she's hot and owns it effortlessly, showing off for nobody but herself.  And while I really like the modern characterization of Lara, I wish some of this coolness had made it into her.  Also how does Lara not have her twin pistols in the modern games?  This is like literally one of the most iconic things about Lara Croft and it's crazy to me that Tomb Raider 2013 made such a big deal out of Lara getting a second pistol during the final boss only to have her go back to one in the following game.

I'm finally experimenting more with the other weapons because like, they just give you way more ammo than I thought they were going to.  Like, ammo is a collectible hidden throughout the levels and, much like something like a survival horror game, it's a pretty scarce resource.  And because you can't really replay levels, if you miss ammo, it's just missed.  But I finally got the third weapon, the Magnums, and actually the ammo is way more plentiful than I thought it was going to be.  Like I have hundreds of Magnum shots loaded up right now.  I'll probably still rely on my basic pistols for most encounters because I want to conserve my ammo for trickier encounters but like, I'm happy to know I don't have to be as restrictive as I have been.  The shotgun though does give you like nothing but I presume that the shotgun is very powerful to make up for it.  Anyways, the Magnums are real strong, I might be more likely to use them when I hit a tougher enemy going forward.

11/10/25

Every time I think I'm running out of patience for this game, something happens to pull me back in.  I reached the end of the Greek section, the final Greek level was super cool (which is good because it's the only full level I got done in this section, oops) and we get a really cool FMV filling in the backstory of the game.  Millennia ago, the Kingdom of Atlantis was ruled by a trio of kings, kings from which the great civilizations of the Inca, the Greeks, and the Egyptians descended from.  They ruled together in harmony, until one day the king who would later found Egypt began to corrupt the civilization of Atlantis, conducting terrible experiments to turn the people of their glorious city into nightmarish the monsters.  The other two kings, appalled by this practice, deposed their former comrade, buried him deep in the sands of Egypt, and sank the city of Atlantis, presumably destroying all his horrid experiments with it.  This is, bizarrely, still a parallel this game shares with Rise of the Tomb Raider, a game which sees Lara Croft finding a lost civilization of horrible mutants that was buried under a large iceberg.

Something I really appreciate about Tomb Raider's level design is how natural the flow of the levels feel.  Like, the idea is that Lara is delving into these hidden tombs and I really enjoy how each set of  levels starts with Lara entering in through a cave that maybe has some artifacts or some structure that indicates that these lost civilizations were around, before solving the necessary puzzle to find her way into the lost tombs.  Admittedly, this is one of the reasons why I feel like Peru failed to leave as much of an impression as Greece did, the first couple Peru levels were just cave levels with some ruins in them, but I enjoy the very natural flow the levels have as a result of this.  The third set of levels, Egypt, really highlighted this fact for me, as Lara literally does enter down into this unassuming cave where there's only an obelisk and, by finding a hidden lever, opens up the "puzzle" to allow her to go deeper into the cave, finding a whole entire lost tomb.  It's so cool, this is something I loved about the modern Tomb Raiders too, how even as the game gets more and more supernatural the actual design still feels very grounded.

We're now entering the point of this game where we're fighting literal nightmares.  So you get down to the final part of the Greek levels and there's a temple down there flanked by two statues of centaurs.  After solving a puzzle that I had an embarrassing amount of trouble with, you fight the area boss, which is one of the centaur statues come to life.  Except, it doesn't exactly look like any centaur you've probably seen before.  It's a horrible nightmare creature instead, a monstrous abomination that has a pale head with an elongated skull and a mouth full of sharp teeth.  And it throws fireballs!  I'm glad that they showed one of the horrible mutants BEFORE we got the reveal of what's going on, I think in the modern day this story might've gone differently where we are left in the dark about what the Atlantean Kings had done that caused the split and for them to be sealed away.  But I like that the game shows us the consequences before the actions, letting the player immediately go "oh, they were playing god and creating horrible nightmares".

With that knowledge, the game is then allowed to just go ham when you get to Egypt.  The mummy enemies in Egypt are just actively horrifying.  Potentially the scariest a mummy has ever actually been in fiction.  The mummies in this game are given the plausible deniability of having once been human, that maybe they've been warped through some sort of immortality.  But it becomes very clear very quickly that these things aren't human.  The launch themselves at you like the Fleamen from Castlevania.  They have sharp, sickle like arms to rip you apart with.  When they walk, they give the impression of being slow, their steps being deep and loud, but once they lock onto you they move like crazed animals.  They have rows of sharp, daggerlike teeth.  And they screech.  Just like actually the most terrifying a mummy has ever been.

I'm a bit embarrassed about last play session because like.  A lot of my progress was stalled by just me being very unobservant.  This happens a lot and I hate when it happens, I always feel so dumb looking up a walkthrough (shoutout to Stella once again, you've been a great help) and it's just like "you didn't look around this corner".  It happened twice to me, once in the final chamber of the last Greek level where it turned out that there was a passageway under the temple hidden between two rocks that I just missed while swimming around for like 15 minutes, and the second time when I had to go behind the Sphinx's head and just totally missed that as an option.  I don't know if this is like weird, but I blame myself more than I blame the game when I'm stuck on something because like, I don't know.  I guess I feel like with how many games I play, the onus should be on me to know how games work rather than blaming every inconvenience in my playthrough on the game in question like so many other people tend to do.

I am having to use my other weapons more.  As we get into the late game, it's no longer seeming like an option but rather a necessity.  Which I guess is the intentional design of the game.  It explains why they give us so many Magnum Rounds, at least.  The kind of basic enemies I was facing in the first 9 levels of the game are kind of gone as we enter Egypt.  Sure there are still some Crocodiles and Panthers, normal wild animals that I can unload my basic pistols onto.  But the most dangerous enemies, the Mummies, eat normal ammo like it's nothing and I'm finding it increasingly necessary to use not only the Magnums but also the Shotgun.  Thankfully they seem to go down a lot fast, the shotgun might kill them in two hits?  It's very difficult to tell because my combat capabilities aren't good.  I miss A LOT and obviously that's less than ideal for weapons with limited ammunition.  Hopefully I get the hang of this and I can survive encounters better as I near the ending.

I find myself alternating between long periods of doing the new graphics and then switching back to the old.  I can't decide which one I like more, to be honest.  The newer graphics are more accurate to what classic Tomb Raider would look like, they feel visually in line with later games in the series like Legend (I'm calling out Legend specifically because it's been on my mind lately as a later Tomb Raider which is apparently good).  And in many ways they look great, especially with how Lara looks and moves.  But then the classic graphics just have so much charm to them, the blocky pixelated Lara with her face that looks more like a 2D sprite.  And, in many ways, the classic graphics are better for gameplay in a lot of situations.  Especially with how much swimming I've had to do, I'm just going to say it, the water looks better in the classic version.  The newer version tries to look realistic by making the water look kind of dark and muggy, especially in the caves, but underwater in the classic is clear and atmospheric and very pleasant, I like it a whole lot.  

I am enjoying Tomb Raider, but I am also at the point where I'm looking forward to it ending.  I think I'm on the homestretch and like, I don't want to say the game is overstaying its welcome.  I appreciate much of what it's doing, especially with the limitations it has being the first of its kind.  But while I enjoy the story and enjoy the levels and all that, the fact that a level can regularly take an hour if I'm doing it perfectly and near two if I'm dying a lot is wearing me down.  I want to see it through to the end, I will see it through to the end, but I went into this wondering if Tomb Raider might be a top 20 contender and as I'm approaching the finale I'm like "this game might be a little lower on the list than I first intended".  Down there with games like Wild ARMs and LEGO Star Wars: The Complete Saga, the high 7s.

11/12/25

Progress has, effectively, slowed to a halt.  This is not necessarily the game's fault, this is a combination of my own lack of skill and my hubris.  I keep going for extended periods of time without saving thinking that I'm playing the game fine and I could probably go the entire level without saving.  And then I miss a jump or get corner trapped by a panther or just fight a mummy and am not quick enough on the draw to heal.  All these scenarios happened a lot in the previous levels (I only got a level and a half done, I know!)  It's not a problem that the game is getting more difficult, of course, I'm late in the game, it'd be ludicrous to expect it not to be harder.  But it does not change the fact that I'm beginning to feel like progress is either slow or nonexistent.  There were a few times in this last play session I got so frustrated about having to replay certain chunks that I thought of putting the game down indefinitely.  Like, it's not that I dislike the game, I still like most of it, it's just getting rough in a way that I'm finding unfun.

I do wonder if the Egypt level was one of the first conceptualized and, by extension, conceptualized before they knew how the space limitations of the PS1 disc were going to impact the project.  In my mind, the first two Egypt levels are the best thought out so far.  Despite the two levels being entirely separate, the ways in which they connect and fold back in and out with each other really make the player feel like it's one larger temple.  You open up into a large underground chamber that contains a Sphinx and you quickly see the end goal of this duo of levels, there's an obelisk with four switches and a door that will not open.  You have to delve deep into this tomb to find the four artifacts needed to activate the switches and then make your way back up through the tomb to find the obelisk.  While there is a level break about halfway through the tomb in question, this is done seamlessly, with you coming out at the opening area by the end in what seems to be a very logical way.  It genuinely makes me wonder if they originally intended for this game to have a number of interconnected tombs but found out having the level structure where things have an opportunity to unload and reload was better for the PS1, leading to this more "linear hallways and puzzle rooms" design.

This game is, unironically, getting kind of scary as we near the end.  Like, it's not only that the mummies are these horrible mutant that can just plow through Lara, but very often all you have to indicate that they're even around is the sound of their footsteps.  Because the camera is so locked on Lara the entire time, it's very easy for enemies to get the drop on her.  I have been jumpscared so many times by one of these horrifying monsters launching itself from out of frame, screaming at me.  This game is a scarier game than Resident Evil, I swear.  It's such a problem too because the mutants can just drain through your health like it's nothing and move so fast that by the time they've stopped attacking you, they're somewhere else and you can't reposition yourself fast enough to where you can blast through the enemy before they swing back around to tear down the rest of your health.

This also brings me to another criticism I have of this game.  So, I'm bad at the combat, that's no surprise, I've mentioned this a hundred times.  But now that we have so many incredibly fast, incredibly strong enemies, the combat has gotten such a different context.  Like it feels like what the game now actively wants you to do is be very methodical about it.  Trigger an enemy to appear and then find some sort of safe vantage point to fight from.  This explains the very sudden difficulty spike, i.e. having enemies that mow through health, and also how vertical the design is.  There are a lot of rooms now where you can position yourself above or below enemies to avoid them rather easily.  This totally makes sense for everything else about how Tomb Raider is designed, you're meant to really think about your movements, be very methodical, don't rush into things.  But then the game just puts you in a room with an mummy for fun that completely lacks a vantage point and goes "hope you can kill them before they get to you, idk".  I feel like the design is conflicting with itself a little bit.

I got to pet the cat in this section!!!  Literally an achievement in this game (though one that didn't register as me having got due to the way I end up playing these games), actually.  In the third Egypt level, you find a giant Sphinx buried underground, presumably with the face of the lost Atlantean King who was sealed down here for their transgressions millennia ago.  This Sphinx is huge and, eventually, you have to climb to the top of it to put in four artifacts to progress in the game.  But if you handstand at the top, you can pet the sphinx!  It's a very cute interaction, I love it a lot.  You're not literally petting the Sphinx, it's not a programmed thing, but it must've been one of those memes in the community because a lot of the achievements in this game are memes, I've found.  There's even one about using a glitch to get an unreachable item, which is also annoying because there are achievements to collect everything in the game, meaning you have to learn how to do this glitch.  Thankfully, like, the "corner bug" seems to be one of the most well documented tricks in Tomb Raider, the guide I keep referencing actually mentions how many things you can skip if you know how to do the corner bug a few times.

I just, no longer know how I feel about Tomb Raider.  I like it, don't get me wrong, I like this game.  It's just, it's seeming to me like one of those games that starts off really good and just gets worse over time.  And those games are very contentious.  I think people either approach them from the perspective of "this game started out really good and I already fell in love with it, so the later game is less of a problem for me" or "this game started out really good but it's kind of losing its luster as we go on".  Both equally valid viewpoints and both I've held over the years about various games.  Tomb Raider just seems like it's going to fall in the latter camp.  I want to finish it but I'll be glad to be done with the first game.  Hope the rest of the sequels are better when I get around to those.

11/14/25

I just spent like three hours on the same level.  And I'm not even done with it.  So, the first level of the final set, the Atlantean levels, is a type of level I really love in games.  It's a level where you're stripped of all your resources and you have to get crafty with how you progress in the level, solving puzzles and sneaking around until you can assemble your inventory again.  Any time a game has a level like this, I'm in, I love it when a game strips you down to only your base movement and goes "you know how to play the game now, earn it all back."  Small hiccup with how Tomb Raider handles it, however: almost all your inventory are optional pick-ups.  The only thing you have to reclaim is your basic pistols.  You could, theoretically, fail to pick up your additional weapons like your Magnums or your Shotgun.  Furthermore, the game does not do a good job of telegraphing how to reclaim your lost weapons, having them either be dropped by enemies (enemy drops are something that has never happened in this game previously) or even having them locked behind hidden passages.

As you could probably imagine reading that, this is not a hypothetical situation for me.  This just happened.  The enemy that holds your Magnums, the first boss of this level, exists above a massive lava river that serves as something of a point of no return.  If you decide to go down into the lava river and start your platforming there, you will not be able to climb back up and reclaim your magnums.  So, let's say hypothetically you are like me and are assuming that each weapon will be locked behind a puzzle and, even if they're not, you would not assume that the weapons would be dropped by an enemy because that's not a thing that has happened in this game before now.  And so you don't realize that the Magnums are just lying on the ground back where you fought the first boss, so you go down into the lava river and only realize that the magnums were dropped back in the first boss arena when you check your walkthrough for help on a platforming thing.  AND you had already saved over your file that would put you back before said boss.  So you have to restart the level over again to fix this error, losing about an hour of progress and probably resetting two hours of game time as I died a lot in that intervening time.

That being said, while it's been kind of a bummer playing through it, I do actually really enjoy this level.  My toxic gaming trait is that I actually adore limited resource stealth sections in games.  I think this might be why I enjoy survival horror so much too, I think a game gets a lot out of limiting what the player can do and forcing them to think more purposefully about how they play.  Which in a way is just what Tomb Raider 1 is about, it's a very methodical, very precise game.  It's a great way to reset the player before the finale, to make them hyper aware of their platforming and movement so that whatever happens next, they don't lose focus on playing well.  It just so happens that, you know, I'm bad at games and so this is going very wrong for me.  But I do enjoy it.

I found a very cool secret in the last level of the Egypt section.  So, the last level of Egypt is built around this giant buried sphinx, as I previously mentioned.  The whole structure of the level is climbing around the room where this sphinx is hidden to find passageways to get the twin artifacts that will open the door in the Sphinx's chest.  When you climb atop the Sphinx's head to place the Ankhs, though, you can look out and get a view of the entire level.  And just off to the side there's something floating in midair.  You may rightfully think to yourself "oh this is probably just a bug or something", lord knows PS1 games can be buggy.  But if you take the risk and jump for it, you can unlock Lara's final weapon like three stages earlier!  I didn't get an opportunity to use this weapon but I've been so conservative with my ammo so far that I'm thinking I'm okay to just go guns blazing in the final parts, to be honest.  It's super cool to be able to just grab all these weapons early if you're just observant and good at the platforming, it's genuinely one of my favorite parts about this game.

We got another FMV sequence in this section and like.  Man, the FMV sequences sure are something.  The FMV stuff didn't get a visual overhaul like the rest of the game did in the remaster, they literally just upped the resolution.  On the one hand, this is very charming.  I love these old PS1 cutscenes so much, they're so goofy looking but I can also imagine how revolutionary this must've looked.  Like having people who almost look like people was probably such a big deal in 1996.  But also like, man these cutscenes would not be done this same way today.  I've been generally pretty positive about Lara's depiction so far, I think that while she's very obviously designed first and foremost to be attractive, her character owns it well enough to where it comes off as cool and confident more than like "objectified", you know?  But in the cutscenes she's jiggling like a Dead or Alive character and if it wasn't so comical, I'd be more upset about it.  It's a lot.  It's the first time in this game that Lara has felt like she was specifically designed for the male gaze, y'know?

The fact that I'm taking so long on Tomb Raider is very disappointing to me.  Like, I understand it's my fault, trust me, I know that I'm the reason Tomb Raider is taking so long.  This is not the game's fault that I'm getting frustrated... mostly.  It does not change, however, how much I find my endurance running out for this game.  Like if I didn't know I was basically at the end, I would probably stop now, give Tomb Raider the 7/10 I'm probably going to give it and then move on to my next project.  Again, no matter what I say or how frustrated I'm getting with this game, I do like it.  I like Tomb Raider 1 and I'm glad to have played it.  It's just of the games I've played this year, Tomb Raider is the one that's taking the most out of me.  I rarely get this way about games too, like, I don't often get frustrated by having hit a wall in games.  A difficult game is meant to be difficult, it'd be weird to criticize said game for doing what it advertises.  But something about this game in particular has just been making me have way more moments of getting kind of frustrated and defeated.

11/15/25

That is a wrap on Tomb Raider.  Gotta say, actually delving into Atlantis was very cool.  I think it kind of redeemed the game near the end.  This series' incarnation of Atlantis is super unique, actually.  As I've previously stated, one of the Atlantean Kings from thousands of years ago was doing horrible genetic experiments, creating these absolute nightmare creatures.  But it was not just the creatures themselves that this Atlantean king was creating.  Our view of the lost civilization of Atlantis is through the pyramid of the sealed king, the place where they conducted their horrible genetic experiments.  And, in a disturbing turn, this high tech Atlantean stronghold is organic.  Most of the pyramid is made not of stone or metal, but of flesh, a giant interwoven network of musculature that pulses and writhes as you walk through.  It's not just gross and disturbing, but it's also very unique, like I said I've never seen Atlantis be depicted in anything like it is in the original Tomb Raider.  What a cool area.

I'm surprised this game had a twist I was not expecting.  I figured I had a pretty good sense of what the plot actually was up until now, a billionaire CEO discovers evidence of the lost city of Atlantis and sends treasure hunters out to find a way in by discovering the lost treasures of the civilization hidden across the world.  Not that they did a good job hiding said treasures, two of the three of them were apparently on the Mediterranean within sailing distance of the island where the lost king's pyramid was.  But when Lara finally touches the completed Scion, she gets a vision of the trial of the lost King, the point where the other two kings of Atlantis decided to seal away their comrade.  And the king who was sealed away was, in fact, billionaire CEO Jacqueline Natla, the person who originally hired Lara to go on this quest and the main antagonist of the game.

Jacqueline Natla, then only known as Natla, believed strongly that humanity was already tumbling towards their own extinction.  Even with the advanced technology of Atlantis at their disposal, Natla was convinced that humanity's extinction was looming, and so she took it upon herself to rectify this.  She built her pyramid on a volcanic island, conducting horrible genetic experiments in hopes that she could force humanity to evolve, become something that could survive in this world.  Every horrible monstrosity we've battled was Natla's attempt at perfection.  A goal she sincerely believed she is achieving.  The other two kings obviously would not stand for this abuse of their technology, and so sealed Natla away, cryogenically freezing her forever.  Or, at least, until someone or something woke her from her slumber.  Global warming awoke Natla, that's my headcanon.

I just want to once again establish how cool classic Lara Croft is.  Like, she's one of those smarmy British protags who always has a quip for everything and is totally unfazed by how insane the world around her is.  Natla is literally explaining this absolutely insane plan to her and Lara is just stone faced, making fun of Natla in real time for her insane plan, so cool.  Like, I love the character work done for Lara in the Survivor games, don't get me wrong, I know that's probably controversial among classic fans because I've come to realize that they really despise the Survivor trilogy.  Check a Reddit thread on Tomb Raider rankings and usually the opinion is "Tomb Raider 2013 was alright but every game after that is bottom of the list".  But I think that version of Lara is more well rounded overall, she's more passionate about her craft, more empathetic, more measured.  But I do think she could serve to have more of classic Lara's effortless cool in her as well.

I actually really loved the Atlantean stages.  I talked a lot about why I enjoyed the first stage, I love stages where your resources are taken from you and you have to earn them back bit by bit.  But even after that stage, the level design in the Atlantean stages is killer.  The second level of Atlantis takes you inside the pyramid, a massive fortress that goes up for several stories.  The level is built in a very satisfying way where there's this central structure, a giant towering room, that you keep revisiting across the level.  You basically get to the towering room and platform from where you are to where you're going, then go off on these side hallways to solve puzzles, fight enemies, and do platforming until you return to the central structure, now higher up.  Something I've generally really liked about Tomb Raider is how logical the level design is, how often it feed back into itself, so it's so perfect to have a final area really go all out on this.

This area is also a real showcase for the player.  Like, you really need to understand the platforming and combat to proceed through this area at a good pace.  It kind of says to the player "hey, you should know how this works by now, do it".  You have all your basic, methodical movement like how to position yourself for running jumps, when to stand jump vs. a running jump, which platforms you can vault on and which you have to jump up on.  But it also expects you to know stuff like how Lara interacts with slopes, how the dropping down mechanic actually works, the nuances of running jumps so you can keep moving while you're jumping.  And combat too, it expects you to know how not to die.  It puts you in tiny room after tiny room with some of the roughest enemies in the game, enemies that can easily chase you down and eviscerate your health.  You need to know how to move in combat, how to deal with enemies that are good in multiple ranges, enemies who are constantly changing ranges.  It's rough for me, a person who is always bad at combat, but it's real good to play still.  It also does help that I could go guns blazing in the finale because I had been so conservative on ammo usage before this.

The doppelganger room, however, is obviously the highlight of the area and, honestly, the entire game.  I'm surprised this doesn't get spoken of with the same fervor as the T-Rex, though I have to assume way more people got to the T-Rex than the doppelganger.  So, one of the final rooms of the game is a puzzle room where a fleshy, mutant version of Lara resides.  This Lara is not an enemy.  If you do not attack her, she will not attack you.  Moreover, she's nigh invincible, so if you do attack her, she will just destroy your health while taking no damage.  She is instead there to mirror you.  She copies your movements to a T.  And the room is a point reflection symmetry.  What you have to do is go hit the switch on one side of the room and then climb over to the other side to lead the doppelganger into a pit of lava, killing her and opening the door.  It's not the most complicated puzzle in the world, it's very intuitive, but it's so impressive.  I can't imagine getting this to work in 1996, basically one year into the PS1/Saturn/N64 era.  She moves completely in 3D, she copies Lara's movements perfectly.  Crazy.

The actual final level is also great.  It's kind of that classic Metroid set up of "getting the big thing at the end and having to run out of the area in a hurry", though thankfully Atlantis is in no danger of sinking again until Lara is done with her run.  It not only takes you back through many of the areas you've seen already, but it's also a very effective obstacle course.  I'm not sure how much sense it makes, mind, but as you escape from the pyramid, you will face a gauntlet of traps.  Spike pits, boulders, lava, booby trapped arrows, everything you've seen so far in the game, it's there.  On the one hand, I'm grateful that there's not really any time limit here but on the other hand, I kind of crave the stress.  I feel like it'd be fun to see how fast I could do the entire run in one go, really test to see how well I know the nuances of Tomb Raider's platforming.  I kind of wish I had setup a save right at the beginning of the run, tbh.  Alas, if I ever play through this again, I guess (I won't).

As mentioned before, I just went guns blazing.  I was overly cautious with ammo throughout the game, I realize that now.  I legitimately only had Uzis equipped the entire remainder of the game, once I got them back from a skateboarding henchman Natla hired who speaks in pop culture references.  What a wild character to just randomly drop on us in the final stretch.  I guess I just kind of assumed the Uzis would burn through ammo really quickly so I'd have to be kind of stingy and use them in the right circumstances.  From the moment I got the Uzis back to the end game, I had a net positive of over 2000 bullets.  They really wanted you to go hard in this last bit and honestly, fair.  The enemies are rough and you're kind of expected to do things at a nice clip.  It makes sense they'd just go all in for it.

I think the most disappointing thing about not only the final area but the game in general is that the bosses are just bad.  I think Tomb Raider would've benefitted from more puzzle designs for its bosses, things that require the player to dodge, wait for openings, complete puzzles, stuff like that.  I guess the template for 3D action-adventure boss design had not yet arose, Ocarina of Time was still in development when I think this entire trilogy.  But, it doesn't take long for you to realize that the game is designed in such a way where you can stand completely still in a big open part of the boss arena, hold down the fire button, heal when you need to and just cheese bosses like that.  Lord knows they give you enough healing items, I healed constantly because I'm bad at the game and I still had 11 full heals left in my pack.  I know I know, this is me optimizing the fun out of the game, it's not really the game's fault I solved the puzzle.  But still, boss design tends not to be very interesting, the most interesting one in the entire game that wasn't just a T-rex before the final level was Pierre DuPont, the boss of the Greek area, and he was mostly interesting because he kept showing up throughout the area.

The final boss though was actually pretty cool.  At least for the first phase, the second phase was just like every other boss in this game, just a person who follows Lara around and shoots her.  But the first part of the confrontation with Jacqueline Natla sees her in a mutated form, having grown a pair of bat wing like many of the mutants.  Natla will then fly around the area, shooting fireballs at Lara who must obviously dodge them.  It's not the most groundbreaking idea for a boss but it IS at least different.  But, what actually makes it kind of cool is the geography of the arena you fight Natla in.  The place is adorned with stone pillars in random placements, meaning you will likely struggle to get a clear line of sight on Natla as she flies around.  As well, she will swoop down on you randomly, throwing out triple fireballs that are much harder to dodge when she's on the ground.  This unique geography actually makes a boss fight that's compelling and makes the player think about things.  At least, while it lasts.  Unfortunately, her health gets drained pretty quickly and you get to the way less interesting second phase.

I enjoyed the first Tomb Raider quite a bit.  I think it's definitely stronger in the early game than it is later on, it feels like the early levels got a lot of care and attention and were designed to show off this massive technological leap better and then the middle game is just kind of whatever sometimes.  When this game is good, it's very good, it's a hard but fun very precise platformer.  And when it's not good, I felt kind of miserable about it.  I'll fully admit, as I have, a lot of the reasons why I didn't have as much fun as I probably could've were on me.  I should've saved more often so I didn't have to redo as many sections, I should've been more observant, clearly I should've used my ammo more, oops.  My score matters very little, personal enjoyment does weigh too much into it and as such, these scores are effectively useless.  Objectively, this is probably an 8-8.5/10.  I am giving it a 7.4/10.  A game I like, I want to play more Tomb Raiders, I love this franchise, but I didn't love it and am glad to be done with it.