The polygon-deficient Tomb Raider definitely needs a reboot. Fortunately, that's exactly what's happening. The direction that developers Crystal Dynamics and publisher Square Enix have sent our heroine Lara Croft on, however, might take some time for fans to adjust to.
At E3 I got a personal run-through of the opening sequences with Brian Horton, the Senior Art Director, to learn more about Lara's next adventure - including an unexpected New Zealand connection.
This Tomb Raider is a prequel that is set to re-establish Lara Croft's character in the new age. From the opening cinematic, Lara is grounded in reality. She feels more 'human', and the game seems determined to connect with you on some sort of emotional level. Gone are the days where Lara ploughs through dozens of enemies before somersaulting over a pit of spikes without breaking a sweat. Here she is literally fighting for her own survival. The new Lara is vulnerable and afraid.
Her trials begin when she is shipwrecked in the Philippine Sea. Stranded on a tropical island, she is alone, wounded, and terrified. She has to put her fears aside, however, and track down other survivors from the wreck who are somewhere on the island with her. Completely unarmed, you'll lead Lara to explore her hostile territory, set up base-camp, build or salvage basic weapons, gather food, and ultimately try not to get killed.
Lara's acrobatic prowess is dramatically reduced this time around. Instead of flipping and cartwheeling like a nubile gymnast, Lara now moves around with an almost awkward demeanour. In a similar way to Nathan Drake from Uncharted, Lara now stumbles and even fails to latch onto surfaces when performing death defying leaps. Often she'll fall or slip and injure herself.