Chills, Thrills, and Frills
By Jacob Ward
Originally published in Wired
6.02, February 1998
I spent many hours in the company of Lara Croft, the treasure-hunting
heroine of Tomb Raider, when the game was released,
and now its sequel is wreaking havoc on my social life.
The opening scenes depict villagers defending the Great Wall
against evil Mongols and a fire-breathing dragon; when a helicopter
drops Lara at the battle scene centuries later, the game takes
on a foreboding sense of history and danger. On her quest
for the Xian dagger, Lara travels to a variety of exotic locations
- the alleys of Venice and the overturned hull of a sunken
ship. In her path stands an evil cult and its insane leader,
plus half of Tibet.
The perspective in this game follows Lara like a camera,
and the effect is nerve-racking. When she rounds a corner
and brandishes her guns, you can't see what's coming until
she charges into the face of danger. The effect is that of
being a weak-kneed documentarian; you follow her blindly -
as the soundtrack swells and your friends leave.
Tomb Raider II: US$44. Eidos Interactive: +1 (415) 547 1200.
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