Tomb Raider: Underworld
Jan 15, 2013 14 years ago
Tomb Raider: Underworld represents a new advancement in exploration-based gameplay. As fearless adventurer Lara Croft explore exotic locations around the world, each designed with an incredible attention to detail resulting in breathtaking high-definition visual fidelity that creates a truly believable world and delivers a new level of challenge and choice. Reach new heights with the broadest range of acrobatic abilities and utilize objects within the environment to uncover new paths to explore. Discover ancient mysteries of the underworld hidden within the coast of Thailand, frozen islands of the Arctic Sea, the jungles of Mexico, and more. Each level is an elaborate multi-stage puzzle masked within an interactive environmental playground offering more flexibility over how the area is solved. Choose to pacify or kill, target multiple enemies at once with the new dual-target system, and shoot with one hand while suspended with the other.
What it’s like
Tomb Raider: Underworld delivers a cinematic adventure that prioritizes environmental mastery over narrative depth. The experience centers on Lara Croft traversing diverse biomes, from Arctic ice to Mexican jungles, where the core loop revolves around solving intricate, multi-stage puzzles and navigating complex vertical spaces. Gameplay emphasizes acrobatic movement and the use of the grapple hook to create dynamic paths through levels, offering players flexibility in how they approach obstacles. While the story involves Norse mythology and ancient mysteries, it serves primarily as a backdrop for exploration rather than a driving force. The combat is functional but often criticized for feeling clunky, relying on quick-time events and basic shooting mechanics that lack sophistication. However, the sense of discovery remains strong, with detailed environments rewarding curious players who look beyond the main path. The tone balances archaeological wonder with action-adventure thrills, creating a polished yet familiar entry in the series.
Strong in Exploration / WorldAtmosphere / MoodGameplay / MechanicsProgression / ReplayabilityVisuals / Art
Keep in mind Combat mechanics are widely considered weak and repetitive compared to exploration. · Narrative is thin and often forgettable, serving only as a vehicle for level design.
AI-generated from catalog data, informed by reviews from pluggedin.com, ign.com, metacritic.com, gamefaqs.gamespot.com, megalomaniagames.wordpress.com, klardendum.com.
Screenshots
Releases
| Platform | Region | Type | Date |
|---|---|---|---|
| PlayStation 3 | Worldwide | Full release | Nov 18, 200818 years ago |
| PC (Microsoft Windows) | Worldwide | Full release | Dec 04, 200818 years ago |
| Xbox 360 | Worldwide | Full release | Dec 04, 200818 years ago |
| OnLive Game System | Worldwide | Full release | Sep 22, 201115 years ago |
| Mac | Worldwide | Full release | Jun 14, 201214 years ago |
| Web browser | Worldwide | Full release | Jan 15, 201314 years ago |