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Review: Tomb Raider
II
By: Kirk Hiner
I once read a review of a Jackie Chan movie--I believe it
was for "Rumble in the Bronx"--in which the reviewer stated
something to the effect of "The thing about Jackie Chan is
that, after seeing one of his movies, you want to be him."
After marvelling at the pool hall scene in the
aforementioned movie, that comment certainly held true for
me.
Until now. Now I want to be Lara Croft.
I don't need to tell you who she is. I don't need to tell
you from what game she comes. If you haven't heard of the
Tomb Raider series by now, then you should just log off and
crawl back to that rock under which you've been hiding. Lara
has become such an icon that she's even been a question on
"Jeopardy." In fact, the only place Lara hadn't been seen
was on the Macintosh. But thanks to Aspyr Media, that no
longer holds true. And believe me, dear reader, it was worth
the wait. Pound for pound, "Tomb Raider II" is easily the
most entertaining game of 1998...in any category.
As Lara Croft, your mission is to recover the Dagger of
Xian, which legend states has the power to literally turn
into a dragon those who are willing to thrust it into their
heart. To retrieve the dagger before other interested
parties do, Lara must travel to far away locales ranging
from the beautiful Venice to the creepy wreck of the Maria
Dora, to the fabled Floating Islands. Each area contains a
multitude of mazes to navigate, traps to elude, and--of
course--nasties to kill. You're provided with a slew of guns
and plenty of health power-ups, but your most powerful
weapon is Lara herself.
This woman's atheletic abilities are astounding, and her
stamina would put George Foreman to shame. Executing jumps,
flips and slides is half the fun of "Tomb Raider II," the
other half is figuring out exactly where to jump, flip or
slide. This is what sets "Tomb Raider II" apart from most
other games in the action genre; it's less fighting and more
thinking.
But this doesn't mean that "Tomb Raider II" is lacking in
action. Heavens, no. There are more than enough deadly
mercenaries and wild animals to kill, but there are also
crumbling walkways, rolling boulders, sheer cliffs and
spiked walls with which to contend. Quite often, you escape
one trap only to find yourself stuck in a more difficult
one.
Although the graphics in "Tomb Raider II" aren't up to
"Unreal" standards (mercenaries have a habit of disappearing
into walls or sloped floors when killed, and Lara herself
looks somewhat disjointed, kind of like a digitized
Pinnochio--minus the nose, plus the...well, you've seen the
pictures), they're still better than 90% of what's currently
on the market. With a 3Dfx accelerator, the water and
lighting effects are top notch. Without, they're par.
The sound is exceptional. Everything from the rush of a
waterfall to the distant--or perhaps not so distant patter
of scampering spiders greatly enhances the game's general
ambiance. The sound also provides clues as to what you
should do next. The music swells when the action is about to
heat up, and you sometimes hear a faint jangling when you're
near an object of importance.
A special note should also be made of the "Tomb Raider
II" controls. Unlike with "Unreal," they're very easy to use
right away. The game even presents you with an obstacle
course on Lara's estate to help you master her moves before
you start the expedition. Lara runs by default, but holding
the shift key slows her to a safe (and somewhat sexy...I'll
admit it) walk. Shift walking will also automatically stop
Lara from accidentally stepping off any ledges.
And this may be common knowledge, but I'll mention it
nonetheless as it's the first Easter Egg I've found on my
own since the Quark XPress alien. When pulling Lara up a
ledge, hold the shift key along with whatever you use for
the action key. This causes Lara to pull up into a hand
stand before gracefully arching backwards to land on her
feet. Seems that Tara Lapinksi has some competion, and you
just know that she's not as good with a harpoon gun.
Another benefit to the "Tomb Raider II" controls is the
fact that you don't always have to see what you're shooting.
If something is attacking from off screen, Lara will find it
and raise her weapons. She also keeps the target in sight
even while running, so you can concentrate on other things.
However, if being attacked by two or more nasties, be sure
to lower your weapons after killing one. If not, Lara will
continue to pump bullets into the dead body even while being
attacked by someone...or something else.
So what's my nitpicking problem with this game? There's
always one, after all, and in "Tomb Raider II" it's the save
game function. Hitting escape pulls up the menu ring, from
which you can hit the down arrow to open the game functions.
You must then hit return to open the passport which brings
up the "Load Game" feature. Now I'm not a moron--no matter
what my grade school teachers so often wrote on my report
cards--but all too often I accidentally loaded a saved game
rather than save the spot I'd currently reached. That extra
step to move from the load menu to the save menu, especially
when the saved games retain the same titles, is one too many
to make when I'm thinking about those sharks that are
currently circling Lara. Also, "Tomb Raider II" keeps track
of how many times you've saved the game. When that number
gets above four hundred, it pretty much drives home the fact
that you would've gotten your butt kicked at MacSoft's
National Macintosh Gaming Championship in San Francisco.
But anyway, I now understand the gaming market's love for
"Tomb Raider II," as well as its infatuation with Lara
Croft. I mean, from a female's stand point, it must be cool
to finally have a powerful and intelligent female character
to control. From a male's standpoint, it's hard to look at a
woman's backside for hours at a time without developing
somewhat of an attachment to it's owner, even if that owner
is computer generated. And now we've got "Tomb Raider Gold"
on the way, and I doubt that "Tomb Raider III" will be far
off. There's even talk of a Tomb Raider movie in the making.
You can bet that if it costars Jackie Chan and has, of
course, one or two good swordfighting skeleton scenes, this
reviewer will have found his nirvana.
Genre: Action
Platform: MacOS
Format: CD ROM
Developer: Core Design, Westlake Interactive,
Eidos Design and Aspyr Media
Publisher: Aspyr Media
Requirements: 80MHz PowerPC, 16MB RAM, MacOS
7.5.3, hard drive, color monitor, 4X CD ROM, QuickTime 3.0
(included).
Network feature: Yes
Retail price: $49.99
Availability: Out now
Applelinks Rating
Raised on Intellivision and "Tron,"
Kirk
Hiner has been an avid gamer ever
since he was tall enough to look through the viewfinder on
the Battlezone upright. Although he makes a living using a
PC (not by choice) to design websites for Dynamics
Online, Inc., Kirk never strays
from his 9600/200 or 3400c for computer gaming. When he's
not playing the latest Logicware release, he can either be
found working on his next "never to be published" novel,
rereading anything by Kurt Vonnegut or watching RAW is
WAR.
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