They way they looked, moved and raced at me out of dark corners made me feel tense and edgy in a way that I'm more used to feeling with survival horror. I'm no nervous Nancy when it comes to horror, but the game managed to get a few good jumps out of me, and one set of enemies you meet about halfway through are genuinely disturbing.
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It doesn't have the humor of Uncharted, I think the only time I cracked an actual smile was when I accidentally got Lara eaten by piranhas, but what it lacks in comedy it makes up for in horror. As a player I wish more games would learn from the best of their genre, and Shadow of the Tomb Raider is a better game for it. There's no doubt Tomb Raider influenced Uncharted back in the day, and now Uncharted is returning the favor. The game has borrowed shamelessly from Uncharted in both the childhood Lara scenes and the pace of the "running from a disaster while the terrain falls away like wet tissue paper" sections and do you know what? Girl is working it. Too soon I hit that standard warning that if I continued the story I wasn't going to be able to fast travel for a while, a sure sign that I needed to make sure I was done hanging around the canopy shooting pretty birds and harassing the indigenous people. Again, the towns felt lively and were a nice change of pace, but it was too easy to miss out on the side missions as the game pushed you through the main story. When you're not knee deep in ferns, jungle mud and dead animals, you can stop off at a town to head to merchants for new weapons, bag upgrades and resources, and pester every local that looks willing to make eye contact until they drop a vague hint about the location of some treasure or ask for help finding a lost friend, a special horn or, in the case of a small boy who was lucky he didn't get slapped round the back of the head because I am trying to prevent an actual apocalypse here people, a lost dice.