Let me start by saying that I was actually thinking about talking up another game this week, but initial reviews on Tomb Raider Reloaded grabbed my attention because it was being compared to Vampire Survivors, which I very much liked. I liked it enough that I got the DLC just to send more money to the developers, so having another game with the same flavor sounds really good. As an added bonus, Netflix has the game available with some of the live service bits neutered, and I’m a Netflix junkie, so I already have access to this library of games.
I wish I could share some of the enthusiasm for the game’s take on the newly emerging reverse bullet hell genre, but the problem is, no amount of neutering can change the inherently grindy nature of this beast. With Vampire Survivors, it’s okay to keep going back to the first level, because each run is with a new unlocked character, or a new weapon, or even with a new build in mind. With Tomb Raider Reloaded, the first level is a mandatory grind to collect enough resources to level up Lara Croft’s weapons, outfit, accessories, and ammunition. All of these have to be ground for a couple of days just to make it to the end of the third level. I cannot stress how dull the process became even after just a few hours, let alone days.
Let’s start with the gameplay when it still feels good. Lara is controlled with a single virtual direction pad. When she moves, she can’t shoot, and when she’s stationary, she decides what to target. Killing enemies gives her XP, and with each level up, Lara is given a choice of three power upgrades. A lot of these options are really nice, like bouncing bullets that bound off walls or other enemies, one power that makes defeated enemies explode in a shower of bullets, or just pure damage and attack speed boosts. In the first two levels you might be forgiven for thinking, “Hey, this is kinda fun,” because it really is scratching that same power creep itch that makes Vampire Survivors so satisfying. Continue reading