16. Prey (2017) (PC) [May 10th, 2024] - 8.0/10
It's prey-tee good. Prey-tee prey-tee prey-tee good.
17. Tomb Raider (1996) (Remastered) (PC) [May 17th, 2024] - 5.5/10:
I'll start off by saying that i'm not sure I gave this game the best playthrough it could have had. Somewhere from around the third level to the last third the game progressively went from "fun but mildly dull" to "extremely boring and repetitive", and this made me want to just beat the game. Once the last third of the game started and the game got more interesting though, this mode never really went away and it possibly contributed to the game dragging on for me more than it would have otherwise. This game is long, a lot longer than I was expecting, my final playtime only showed 10 hours but I think with reloads it was actually more like 15-16 hours, which makes it longer than any Uncharted game except maybe 2 and 4.
The biggest problem with this game is that for the length it has it doesn't really have enough ideas. It's game design on a broader scale stays relatively fine from beginning to end, but it still gets kind of boring once you realize that you're doing a lot of the same stuff over and over again. The game has surprisingly little in its toolbox, and the Egypt/Desert stretch in particular is really bad about feeling repetitive and bland. One thing that I never thought I'd say about a game is that Tomb Raider is almost too atmospheric, a lot of its soundscape is ambient sounds and while this is ok for a lot of the levels the ambient tracks for the desert levels are so boring that they kind of add onto the games repetition. I think that for how excellent the soundtrack is having music in more of the game would have done a good job of making the weaker parts less of an issue, even if the music was mostly just composed of some short melodies.
The level design here is a bit of a mixed bag, I've seen a lot of people since the remasters saying that the level design is excellent, but honestly it often felt like a good example of how level design being complex and intricate isn't always a good thing. For how much time it takes to complete levels and how vast they can be, you don't really gain much in the way of notable upgrades or rewards. A common theme in this game was that levels that were sprawling and had a lot of different directions for you to go to were some of my least favorite levels (with the notable exception of The Cistern, which seems rather divisive, it's me loving The Water Temple all over again!) while the more linear levels were often some of my favorites. Again, there's nothing wrong with complex level design and a lot of Tomb Raider's more exploration based levels actually have great level design, but when you're getting nothing but hour long huge levels back to back, it can feel very monotonous, it didn't really feel like what the game needed.
I'll also say that while Tomb Raider's tank controls are definitely pretty good, I'm a bit mixed on the actual platforming. The common defense of the platforming in Tomb Raider is that people "just don't understand the tile system" and while this is probably true, I actually think the fact that Tomb Raider's platforming is so consistent can be somewhat of a problem in and of itself. Every long jump in this game is solved using the same technique of going to an edge, pressing back once, and then doing a running jump, and almost every small jump is formulaic as well. This is basically how the game operates with less of a focus on being precise with your jumps and more of a focus on being precise in doing the exact same thing over and over again. I realize that Core Design couldn't do much because they were working with the Dualshock d-pad, but I'm reminded of something a certain Youtuber said about Mario Sunshine and how in the process of accounting for the player both having longer jumps and having the hover nozzle Nintendo had to make a lot of jumps ridiculously big just to have any semblance of difficulty, and that there probably could have been a more elegant solution. I never really had that issue with Sunshine, but I do think Tomb Raider probably could have toned down the amount of jumps that push your jumping distance as far as possible to allow for players to play in less set, rigid ways.
Despite my complaints, the core gameplay here was really strong when I wasn't bored, especially for the levels I liked which were mostly in the beginning and ending parts of the game. I especially liked how creative the game got with its setting right towards the end, it felt like the creativity had finally caught up with the ingenuity of the game design. I think for the next Tomb Raider games I tackle, I'm going to be treating them as side games rather than main games, because trying to put all my focus into this one might have inadvertently made me enjoy it less.