There will always be one TV channel that remains in my heart. It does not matter how they go, what series they have and whether they stop existing. They had one thing right, the one thing above it all was their slogan ‘the story is everything‘, it still reverberates in my heart, and for years (when I had cable) they proved that they understood their own premise. The story was indeed everything and they stood by it. It should be the cornerstone in entertainment, but it is not (for some). Some have a setting that is nowhere near there. It does not matter how they go that journey, how they pass the time in their product, they forgot that one truth that makes all the difference.
This takes us to Eidos. I had a good connection there for the longest time, so when I got an early copy in the summer of 1996 to take a look at some game called Tomb Raider I had no idea what I was in for. I loved it, apart from the part that the hero was a woman, the game was new, it was different and we all wanted more, that would be delivered a little over a year alter and for the most we were all hooked, not merely because of Lara, little Lara, but the setting from the first to the second became a much larger leap. Even as the story for both was not the greatest, the levels, the design and the challenges made up for that. Over time we saw that the story become much more important and as we went through the stages, on PlayStation, PC, PlayStation 2, Dreamcast, PlayStation 3, PlayStation 4 and Xbox One the story evolved and it became to some degree a real story. In all this there was an evolution (to some degree). Now we are confronted with ‘Tomb Raider – makes Lara Croft look boring‘. The Guardian gives us (at https://www.theguardian.com/games/2018/sep/10/shadow-of-the-tomb-raider-review-lara-croft) “This game revels in its own beauty, but the plot collapses under the slightest scrutiny“, now first the important part. I did not play it myself, but I saw a large amount of videos. First the bad part, a few games back. When the definitive version on PS4 was launched, I became very upset. Not only was the game shallow, too easy (on hard) and way too small. It became the first game I ever returned to the shop. I had finished the game in hard mode under 10 hours. It was perhaps one of the most upsetting acts I ever did, mainly because my gaming experience with Lara Croft over 4 systems had been so good. When we look deeper into that game we see something that was perfectly placed on an island, the setting could have propelled in many direction and the graphics were amazing, even now I look back (in my mind) to that level when you arrive near the ocean and you see that large tugboat in the sea, I need to acknowledge that graphically it was an amazing feat, so when we see the setting where we could have had at least 20 hours of additional play, but the makers overlooked or ignored that opportunity. In a gaming sidestep, I realised the same with Assassins Creed Rogue, the remastered edition. What could have been nice story to side missions ended up being merely the setting of running to a marker and press the dig button or simply violently resolve it. All opportunities missed (in that case) by Ubisoft. So back to Lara, after that disappointing episode, I decided to give the second game a miss, something I partially regret now, because the third game (for hat I saw was a pretty amazing result). The graphics were still really good, yet the story is, as I saw it better and they took effort with the stealth part. A much better game overall (comparing to the first relaunched PS4 game). I liked Lucy O’Brien’s review in IGN giving us the parts that count (at https://www.youtube.com/watch?v=tdEfROL2Wx8). If there is one part that I personally do not like is the use of ‘scripted moments‘. I get it that it essentially needs to be there (especially in the introduction), but in the end, the best game does not require scripted events, or requires them to be minimised to the biggest possible degree. Even as the stories are better, we need to address the Guardian verdict. We see the first quote “Shadow of the Tomb Raider nails the former, with sumptuous South American locations to climb, dive and rappel around, ranging from ancient Inca cities and missionary crypts to modern-day Peruvian jungles and towns. But it does Lara a disservice, turning her into a deadly mud-camouflaged jungle warrior without much interesting to say, pushed along by a plot that’s more concerned with prophecies and supernatural artefacts than with its main character“, so was that not always the case? I personally like the entire stealth upgrade, but is that just me? It might be, I was merely in that setting of trying to figure parts out. Yet I saw too many references towards Uncharted and Far Cry 5, which makes sense and it is not a bad thing, yet when we look back at what was and what should be, going through the other titles is not what I hoped for. Still Tomb Raider for all I saw remains Tomb Raider, so why did the Guardian give me that jump?
There were two parts in that. The first was: “Shadow of the Tomb Raider’s series of amazing places is held together by a plot that collapses under the slightest scrutiny. The narrative is an incoherent mess that goes well beyond the usual action movie/video game suspension of disbelief” and “when Lara shows up in an undisturbed native settlement filled with people who have somehow avoided the outside world for hundreds of years, is she instantly welcomed into their midst and put to work resolving their disputes? How does she communicate fluently with them? At first, Shadow of the Tomb Raider’s narrative inconsistencies are ignorable, but with every new convenient riddle or magical artefact, pointless revelation or paper-thin character, my tolerance for nonsense wore thinner“. Now, I need to tell you that I do not always agree with the assessment of the reviewer Keza MacDonald, yet that level of disagreement is more about our preference for gaming. Keza is a good reviewer, hence her view matters to me, and I have absolutely no issue accepting her view on the Tomb Raider game. I like her two issues as I saw a similar setting as an optional solution towards Watch Dogs 3. Just like I designed what might optionally become Elder Scrolls VII (6 is being made now). My setting for my version of a new Elder scrolls would have been three times the size of Skyrim with optional story lines worth 150-200 hours of gameplay. In addition, if possible I could pull it off with Watch Dogs 3 as well. This is where the FX part comes in, the story is indeed everything!
So if I can add 100% to the first PS4 Tomb Raider, which merely took me an hour or so to come up with, why can some designers not do a much better job? In case of the new Tomb Raider, we see the optional shortage, but we also see that all the Far Cry games (3 and later) gave us similar parts and so did Far Cry Primal, and the less said on the story failings of Assassins Creed (except for Origin and optionally Odyssee) the better.
The setting is extremely important, as the current Shadow of the Tomb Raider could have been 90% instead of the 81% that Metacritic gives it now, and if we translate that to the three stars Keza rating, it would translate to an optional 70% at best. This gets us back to the story is everything, when we see that this translates to an optional 15%-25% more, ignoring that element is just too weird. It is to some extent the one element that Games and movies have in common. So if we translate that to the now, we see that the right story makes the larger impact. Merely see Dev Patel in Hotel Mumbai, rated by IMDB at 93% to see how the right story makes for the impact. This translates to games as well, the better the story, the better the game. It is visible on nearly every level. Yet, that is not the only part in Tomb Raider and We see the goods on the negative side of the game as Keza gives it to us with: “Salvaged outfits for Lara offer meaningless bonuses (“gain more experience for assault kills”), crafting materials are so plentiful that they are not an exciting reward, and new skills or weapons are seldom used. Oddly, items such as lockpicks that open up new treasure-hunting possibilities are sold by merchants, not earned through exploration. It is very weird that so much of this optional content is incorporated so badly“, as well as “The places Lara visits and the things that she does, especially when she doesn’t have a gun in her hands, are beautiful and entertaining. But it lacks a coherent plot or creative vision to hold it all together, and the opportunity to make an interesting character out of Lara Croft is squandered“, that does grasp the heart in a not so good way and it matters a parts could have been dealt with in a better story setting and parts would never have been better. That negative part is exactly the impact that Ubisoft missed with AC Rogue. There we run for Viking swords, crosses on the map, opening bars with thugs, merely points to run to, yet the ‘rescuing’ of a bar from thugs could have been the start of a side quest line and in all this, much more could have been reached, when one leads to the other, instead of running over the island, from chest to chest, glitch to glitch and sometimes doing a Prince of Persia for some pirate shanty, meaningless actions that could have been a dimension all by itself in the game, all options lost and even as both franchises have amazing graphics, we see that this alone does not hold a game. I wonder how many developers are revisiting the current setting of their game that is in development, because if they are not then it does not matter to anyone how many games are being released between now and December 2019. If they do not up the ante for their own game, they will merely release something that is good, not great and it sits on the shelf until the game retail store has a large sale and the game is up for grabs at 50% or less, or people merely wait for one of the producers to add it to the ‘for free’ subscription monthly download bonus, what a waste! Merely because the simplest of all lessons was ignored by too many; It all starts with a good story, not with ‘Lara needs to look cool (or different) in the jungle, how can we do that?‘, or ‘Where is the next Assassins Creed story? When have we not yet been?‘
That is the part given to us in complete contrast when we realise that with the end of God of War we were treated to: [CENSORED TEXT REDACTING SPOILERS]. When I saw that unfold on my screen, my jaw dropped on the floor. It was not merely some twist, it was the setting for at least two more games in a way I never saw coming and I do remember my Nordic mythology. It was brilliant, indeed the story was everything and Santa Monica Studio’s treated us to the perfect meal (listening to Bear McCreary was an added desert that is just too surreal).
In the end, I know that I am a goof, I am creative and I can weave a tale like no one in my mind at the speed of the Deep Blue Super Mainframe, but overall, I cannot fathom why the game makers are not better at this, I never got that, because until lately I never thought I was on their level, yet recently I was shown (confirmed by a few sources) that I am on their level and even higher, but I am not a programmer. So when I see the lack of a storyline, I merely get sad, when opportunities are missed I get frustrated and when too much scripted issues show up, I tend to get angry. I do get the fact that some part requires scripted events. A certain boss fight, the introduction to one is the setting that cannot remains unscripted, yet at times it is too scripted deflating the tense moments it had been built to and the first PS4 Lara Croft had that flaw too much (as well as the shortness of the game).
So how can they do it better? Well this is seen in several clips in Shadow of the Tomb Raider and you might have missed them. Consider an optional reality, a reality we missed in the Far Cry, Assassins Creed and other games. You pick them off one at a time, I get that part. What I do not get is that when you are on a patrol and You are in a team, when one falls away their nerves are up (like in the Arkham games), yet in the earlier games, often enough they relax and go to their old ‘relaxed’ setting. In reality, my nerves would be in the stratosphere, so there will be no lapse and even as you can get the drop on others, only the first one is ‘free’, the others need to be close to perfect or all hell breaks loose. That part was never learned correctly, not in one decade of stealth gaming, weird is it not? OK, Far Cry did get that part right (to some degree). And even as the setting evolves over an act, a larger level or a chapter in the storyline, we see that some opponents are harder, yet the overall setting no longer gets to be more complex, which is also weird. It seems to me that only Far Cry 3 got that part better the most other games and here too Lara had her lesson to learn, or better stated her opponents. So even as we see her take out the enemy, in most cases when other vanished nerves did not get that much bothered, a missed opportunity.
Even if this is the optional end of Lara Croft, we see that there was a lot more to be had and it was missed. Will that lesson not be learned? The story is everything, but how to set the story properly in the frame of it all. That part will remain a challenge and solving it, or finding some level of a better solution will aid the game makers as well as the player, a win-win for all. In this, the loss is already there, but not setting the in-game bar higher, we see what looks really well is merely a 70% game, yet with the insight that should have been there, it could have been a 90% game which makes me sad. Yet I do acknowledge is that this game is a good game, everything shows that there is positive growth in several places and in many ways (especially the underwater parts, they were awesome), yet I feel that it is steps short of being a great game, whilst it could have been a great game. It is hard to put my finger on it without playing the game through until the end, but all reviews do support my view, the story could have been better making it overall better, and this game is not the only one that had that ‘flaw’.
So, as we agree that the past is a good tutor we see that partially the past is used to make this game better, that is good, some of the levels and the natural view that these levels seem to give is always good and this game got to be better at it and that matters too. In the end, on everything I faced, I regard this to be a 80%-85% game, whilst I feel that the setting and upgrade of the game would have made it a 90% game at least, and they should have done better than I would have been able to be and that makes me sad, especially as it might be the end of the Tomb Raider games for now. It will not ever be the death of the Franchise; it is in comparison very much a better game than that first relaunched game and several other Lara titles, which is a good thing. In my personal views, after seeing the play parts, seeing the reviews and watching the cut scenes, I get to the end conclusion that this is not the game to buy on day one, especially with Spiderman PS4 available, yet on special, Christmas sales and at discount sales? Yes! At that point it will definitely be my game of choice.
What a difference a stronger story makes.
I wonder if the makers will catch up to that part down the line, because higher ratings turns that, down the track to buy outright and in the end, that is still the name of the game in gaming, and not merely gaming. There is in my view every indication that the entire Chris Pine mess (OK, mess is a perhaps too strong a word), is not entirely about the money (what some sources indicated), I believe that the story is part of that too. Do you think that some starts would have given any ‘eff’ (censored) on money if they had the chance of becoming a main player in The Usual Suspects, or Silence of the Lambs? You have got to be kidding!
Yes, you want some decent remuneration. When you are a lead player in MI-Fallout, costing $178M to make, whilst the return at present is $726,386,554, one would hope that their income is slightly better than $73,559 for their part. If you are an extra, then you need to shut up, when you carry the family name Cruise, Cavill, or Pegg the amount should be larger (I have no idea what they are making, and I personally do not care either). Yet if the story would have been a legendary one, would you care? That is the part that matters in the long run, because over time, we will forget the MI titles, however we will forever remember titles like Ghandi and The Usual Suspects and that can drive a career (especially in the beginning as well). Star Trek showed in the Movie Star Trek Beyond that it did not consider that part too strong (even as I enjoyed watching it, and it had fresh looks), it did fall short of Star Trek Into Darkness and that was a shame. I have no illusions, getting to the Wrath of Khan levels is not to be expected, yet the relaunch in 2009 did pull it off (based on Rotten Tomatoes), so in that it had options and started to fall flat after that, I believe that this is also part of the decision for some actors to feel worried, Star Trek (2009) opened door, yet I personally believe that Beyond started to close doors, even with Idris Elba upping the ante by a decent amount, also in my personal view largely the reason it got an 85% rating and not an 80% rating. So when the actor is the pillar and not the story, we see a much larger flaw in all this and even as I do have idea’s to fix it, they will need a specific person to fix that for them over two movies (as I see it) and get the rating back to 94%, the number that the 2009 movie pulled off. The question is can they afford him and more important, are they willing to stick their necks out? In my personal view they have the option of doubling the 2009 box office revenue twice over and with two movies the overall cost goes down as well making it even more appealing, but in the end, their saviour will not be special effects or merely a good cast, it will be the story, it will be everything. Are people like JJ Abrams and Damon Lindelof willing to make that $250M splurge? In the end it remains an actual risk whether that $250M becomes $1.3B (hopefully better), and it the one factor is the one writer who can pull it off. It has never been done in any Sci-Fi ever, making it not merely novel, if it does work, will it be the game changer that brings 1,635% of cost (Jurassic Park), or an Iron Man 2 giving a mere 312%? Yet, what if we consider that it is like Gravity, ‘only’ 716%, yet regarded as the 4# best Science fiction movies of all time, would you still not do it?
How strong is the story in all that? I personally remain with the faith that the story will forever be everything, yet when it is all about the box office and $1 billion versus $600 million, what path would you take? In this games and movies are more alike than not; making it a fascinating setting, but also a very personal, and set on one’s own perspective. It is the ultimate objective versus subjective view and I am not sure what the best path is for either game or movie, making the setting for a movie of gaming score harder, not correct or incorrect, merely harder.