Showing posts with label tomb raider. Show all posts
Showing posts with label tomb raider. Show all posts

Monday, 2 May 2022

Square Enix offload DEUS EX and TOMB RAIDER studios and IPs

Square Enix has announced an intent to sell several of its highest-profile studios and IPs to the Embracer Group. Under the mooted deal, Embracer would buy the studios Crystal Dynamics, Eidos Montreal and Square Enix Montreal (totalling 1,100 employees), along with IPs including Deus Ex, Tomb Raider, Thief and Legacy of Kain. Currently in-development projects, like a new Tomb Raider game, will continue under the new owners.


Japanese company Square Enix bought Eidos and Crystal Dynamics in 2009 to shore up their overseas development portfolio. Initially the deal seemed to go well, with Crystal Dynamics releasing a Tomb Raider reboot trilogy (Tomb Raider, Rise of the Tomb Raider and Shadow of the Tomb Raider) and Eidos Montreal releasing the well-received and high-selling Deus Ex: Human Revolution. However, subsequent releases seem to have underperformed, at least according to Square Enix's expectations. A Thief reboot in 2014 sold poorly and got mediocre reviews, whilst Deus Ex: Mankind Divided sold poorly in 2016, after a controversial attempt to leverage microtransactions in a single-player game. The Crystal Dynamics-developed Marvel's Avengers also underperformed in 2020, which seemed to impact on sales of Guardians of the Galaxy in 2021 (despite stronger reviews).

However, the long tail on these releases is often quite significant, with the Deus Ex and Tomb Raider games continuing to sell well long after their release. This has led to memes as fans criticise Square for cancelling projects too quickly and in a kneejerk fashion, despite them eventually working out.

The Embracer Group is a Swedish video game holding company and publishes games under the names Nordic Games and THQ Nordic. Embracer recently acquired Gearbox Entertainment, creators of the Borderlands franchise, and board game company Asmodee as a way into the physical gaming market.

What is remarkable is the price: Embracer will get their hands on some of the most popular and beloved IPs in gaming for $300 million, which seems very cheap, and may reflect Square Enix's decision to get out of the overseas market to refocus on their core Japanese brands.

If approved by all the relevant parties, the deal should complete in mid-2023. It's likely the first game released under the new deal will be a new Tomb Raider game, whilst Deus Ex fans will be crossing their fingers for a new game in that franchise.

Saturday, 9 May 2020

Square Eidos selling 53 great games (and DAIKATANA) for peanuts

In one of the best-value deals I've ever seen, Square are selling 54 games from their Eidos subsidiary at an unprecedented price (just £28 in the UK).


The list includes the following games:

  • Tomb Raider, Tomb Raider II, Tomb Raider III
  • Tomb Raider IV: The Last Revelation, Tomb Raider V: Chronicles
  • Tomb Raider VI: The Angel of Darkness, Tomb Raider Anniversary, Tomb Raider Underworld
  • Lara Croft and the Guardian of Light, Lara Croft and the Temple of Osiris, Lara Croft GO
  • Tomb Raider (2013), Rise of the Tomb Raider
  • Just Cause, Just Cause 2, Just Cause 3
  • Deus Ex, Deus Ex: Invisible War, Deus Ex: The Fall
  • Deus Ex: Human Revolution Director's Cut, Deux Ex: Mankind Divided
  • Thief, Thief II: The Metal Age, Thief: Deadly Shadows, Thief (2014)
  • Life is Strange: The Complete Season
  • Sleeping Dogs: The Definitive Edition
  • Kane and Lynch: Dead Men, Kane and Lynch 2: Dog Days
  • Battlestations: Pacific, Battlestations: Midway
  • Dungeon Siege, Dungeon Siege II, Dungeon Siege III
  • Conflict: Desert Storm, Conflict: Denied Ops
  • Legacy of Kain: Soul Reaver, Legacy of Kain: Soul Reaver 2
  • Legacy of Kain: Defiance, Blood Omen 2: Legacy of Kain
  • Anachronox
  • Omikron: The Nomad Soul
  • Daikatana
  • Supreme Commander 2
  • Project Snowblind, Mini Ninjas, Order of War, Flora's Fruit Farm, Pandemonium
  • Pandemonium, Deathtrap Dungeon, Goetia, Hitman Go, The Turing Test

This list includes the entire Tomb Raider franchise from the 1996 original through 2015's Rise of the Tomb Raider (excepting only the most recent game, Shadow of the Tomb Raider); the entire Just Cause series apart from the recent Just Cause 4; the entire Deus Ex and Thief series (arguably the two greatest action-stealth-RPG cross-genre series in gaming history); the first season of the critically-acclaimed Life is Strange series; both Kane and Lynch games; the entire Dungeon Siege trilogy; most of the Legacy of Kain series (excepting only the original Blood Omen, for legal reasons); the two Battlestations games; the two Conflict games; and Supreme Commander 2 (not the far superior first game, which was published elsewhere).

The list contains some splendid curiosities. Project Snowblind was supposed to be Deus Ex shooter spin-off, but became its own thing. Omikron: The Nomad Soul is a 1999 adventure game noteworthy for its soundtrack, composed specifically for the game by Literally David Bowie, who also appears in the game (as does his wife, Iman). It was also David Cage's first video game, paving the way for his later work at Quantic Dream.

The unsung jewel of the collection is the 2001 RPG Anachronox, an offbeat, humour-filled SF epic whose story structure seems to have rather heavily "inspired" BioWare in the later creation of Knights of the Old Republic and Mass Effect. Anachronox, comfortably one of the funniest video games of all time, also has some of the most quotable dialogue and probably the single greatest RPG companion character (sort of) of all time. Plus your mouse pointer is a sentient robot who is also a member of the party. Barking mad, hugely influential, ugly as hell these days but a classic game.

The collection also contains the fascinating Daikatana, widely-regarded as the single most overhyped video game of all time (possibly excepting only Duke Nuke'Em Forever). Definitely not a good game, but an interesting historical artifact.

Proceeds from the sale are going into coronavirus research.

Thursday, 16 May 2013

Tomb Raider (2013)

An archaeological expedition is searching for the legendary kingdom of Yamatai, believed to be located in a hazardous, storm-wracked area near Japan. The expedition is shipwrecked on an uncharted island and attacked by hostile other castaways, who seem to be part of a cult following a maddened priest. When several members of the expedition are kidnapped it falls to the youngest and most inexperienced member - one Lara Croft - to rise to the challenge, save her friends and find a way of getting off the island.



Tomb Raider is a fresh reboot of the series of the same name, discarding the continuity built up over the previous eight games in favour of a fresh take on the premise and the central character of Lara Croft. Croft was very much a child of the 1990s: ballsy, confident, arrogant and a bit cartoonish. Her fresh incarnation is younger, constantly doubting herself and doesn't know how to chamber a round, let alone how to dive around dual-wielding pistols and shooting tigers. This is, much as it pains me to say it, a 'gritty and more realistic take on the character'.

Tomb Raider is a curious hybrid of several game types. It's a third-person action game with a linear story, but which keeps the map open, allowing you to revisit previous areas to find more resources and new locations, once you have unlocked new equipment later in the game which allows you scale previously-inaccessible cliffs and blast open hitherto-invulnerable blockades. It isn't an open-world game - the island is portrayed as an interlocking series of explorable zones, not a wide-open space like the recent Far Cry 3 - but it throws in enough nods at an open world structure to make for an interesting hybrid. The semi-open-world structure makes for a curious incompatibility with the game's storyline, however, which is almost always urgently demanding you rush to the next objective and complete the next mission. This urgency is diminished when Lara decides to spend 2 hours painstakingly combing a forest for GPS trackers and magic mushrooms. Doing these side-objectives is important as it gives you more experience points which you can use to improve Lara's abilities, and also gives you more salvage to upgrade your weapons and equipment with.

Lara is a fairly athletic character, able to scale vertical walls with the help of an improvised pickaxe, jump large distances and shimmy all over the place on rope bridges, some of which you create yourself by using a bow and rope-arrows. The game signposts where you can use these tools - literally by using a special view mode which highlights all usable objects in an area in bright yellow - but it can be fun seeing your destination and working out how to get there using the tools at your disposal. Tomb Raider is at its best when you have control for long periods and are given objectives without being hand-held through the whole thing. This is best exemplified by the optional tombs, which Lara has to explore (or 'raid', if you will) through her own ingenuity. Unfortunately, these tombs tend to revolve around one puzzle each and most of them about about 50 feet across in size, making them more like the 'dungeons' from Skyrim that consist of one winding passage and two rooms than substantial locations in their own right. Still, the idea is good.



There is also quite a lot of combat, initially against animals (though, sadly, not tigers) and later on against human opponents. The gaming media has gone rather overboard in praising the scene in which Lara overcomes her first human opponent, kills him and then expresses realistic feelings of shock, panic and revulsion at having to do such a thing. All of this is effective in the moment, but undercut by Lara blowing away hordes of attacking nutcases literally a minute later without any qualms at all. By the endgame, in which Lara has to taken on an entire army of attackers in a temple forecourt spanning multiple levels and featuring tons of explosive barrels you can detonate to obliterate half a dozen foes at a time, this moral disconnect between story and gameplay has become absurd. Entertaining, certainly, but the game's musings on the desensitisation of killing and possible symptoms of PTSD ultimately feel like a sop to critics of videogame violence more than any real desire to explore the issues in depth (something else it shares with Far Cry 3).

When the game stops wangsting about this stuff, it's often excellent. The freeform stuff is very good. Unfortunately, the main storyline is corncheese. It starts off trying to be grim and gritty and realistic, but by the end it's become an out-and-out fantasy involving undead creatures and spirit beings. Major story beats are transmitted through either cut scenes or particularly tedious Quick Time Events. The game's use of QTEs is obnoxious and over-the-top, taking over from the proper gameplay all too often. So do cut scenes, which are not differentiated from the gameplay either, often with the camera retaining its standard position over Lara's sholder, meaning (particularly in the first hour or so) that sometimes they end and the player has no way of knowing they're back in control until they die. Also, the game's moment of victory is in a cut scene rather than through player agency, which is a completely unfathomable decision. The less said about the supporting cast - Lara's fellow castaways who are only around to get rescued or provide awful dialogue about why Lara's next plan is going to fail despite her last three working fine and saving all their live - the better as well. From a technical standpoint, the graphics are excellent (despite the odd glitch), the controls are smooth, responsive and fully customisable (and you can remap the Enter key, which is awesome and inexplicably rare these days) and overall the game is fun to play.

The problems prevent Tomb Raider (***½) from achieving its full potential. The game's curious mixture of Far Cry freeform jungle stuff (including hunting and skinning animals), Prince of Persia style puzzle-solving using the equipment available, enjoyable combat (including one of the best and most natural cover systems I've seen in a game) and tons of bonus objectives all makes for an excellent gaming experience. But that experience is undercut by the game wrestling control away from you all too-often for indifferently-written cut scenes and repetitive Quick Time Events. When the game lets you play it how you want to, rather than how it wants to, it's superb. The game is available now in the UK (PC, PlayStation 3, X-Box 360) and USA (PC, PlayStation 3, X-Box 360).