One more thing about Tomb Raider.

(Originally posted on my personal blog)

Just to extend the metaphor even further, I went back to Tomb Raider: Legend right after the last post.  It’s kind of similar to when I got back together with my ex-girlfriend Carrie after she cheated on me to end our first time together.  Except with less Pachouli and more hanging from wall cracks.

Anyway, I downloaded a trainer to give myself infinite health packs and continued on my journey into Lara Croft’s past — I’ll be damned if I was going to let anonymous biker thugs derail me from a game with an 80-plus score on GameRankings.

Sure enough, the game got pretty awesome again soon after the Kazakhstan Experiment.  After finishing that level, I proceeded to a level set in England, complete with a brilliant Max Payne 2-style level-within-a-level.

And then… crates.

Now, before I go any further, let me say that I loved Portal.  I don’t think it was the greatest game ever, or even the greatest game of 2007, but it was an extremely well-designed game.  I don’t think that it ushered in a new era of storytelling, even though GLaDOS’s dialogue was brilliant.

But I did like the Companion Cube sequences.  I don’t really “get” the cult that’s sprung up around it, but it’s not because I think I’m above that kind of iconography worship.  After all, I’m the guy who wore ankh necklaces for years because I loved the Ultima series so much.

No, the Cube was a cool concept, and made for a fun twist on the latter levels.

What does this have to do with Tomb Raider: Legend, you ask?

Not quite as marketable, I admit.

Not quite as marketable, I admit.

BEHOLD!

The light yet surprisingly durable twin crates!

Seriously.  You use this guy and his buddy, like, ten times as long as you use the Weighted Companion Cube.  And the puzzles are just as interesting as the ones in Portal.

This leads me to wonder a lot of things.  Like, did the Portal team play the England sequence in Tomb Raider: Legend before designing the Companion Cube levels?  Yes, they have a plausible story for where the Cube idea came from, but jeez.  The level designer at Crystal Dynamics who worked on the England level must die a little inside every time someone orders a pair of the Weighted Companion Cube fuzzy dice online.

So, yeah.  That’s probably all I’ll have to say about Tomb Raider for quite a while, seeing as how it’s now the only game I’ve ever blogged about twice.  How weird is that.  But in conclusion, yay, Tomb Raider: Legend.  And while we’re at it, yay, Portal.

Leave a Reply

 

 

 

You can use these HTML tags

<a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>