![]() There’s a lot more action in this follow-up, however, with more enemies, more special ammo, and more health packs littering the levels, and a couple of very exciting, and somewhat frustrating, vehicle segments. ![]() The exploration elements are still very strong in this game, with lots of great set pieces like the Talion Catacombs and a sunken ship. It would be a long time before a Tomb Raider game would again carry the sort of balance found in Tomb Raider 2, as Lara’s rising star started to push in more and more on the core values of the original. It’s bigger, harder, more refined, and more sure of what it’s doing from a design standpoint. The resulting game is just about exactly what you would expect from a follow-up to a huge hit. This time around, the SEGA Saturn was left behind, allowing the developers to put in some new lighting effects and really go to town on the level geometry. Lara’s model also got a makeover, rounding certain things that are expected to be round and adding a long, animated ponytail that sometimes seemed to have a mind of its own. Although it was built on the same engine, many aspects of the game were enhanced, most notably the size of the levels themselves. So it was little surprise when Tomb Raider 2 was announced for release the following year. In the lead-up to the first Tomb Raider‘s release, it was apparent to many that the game was going to be at least a decent hit, so there was likely never any question that there would be a sequel. Consider the number at the end of this review to be the middle of those two scenarios and apply it to your own situation accordingly. It’s the kind of situation where I don’t feel good about giving it a score, because if you have an MFi controller, this game is an incredible experience at a ridiculously low price, but if you don’t, it’s just about pointless to buy. Tomb Raider 2 only makes that problem clearer with its increased challenge and greater emphasis on pulling off non-stop sequences of moves, particularly in timed situations. There’s simply no clear way to map virtual controls to these games in a satisfying way. It wasn’t hard to guess because the problem is neither with the unorthodox and somewhat fussy controls of the Tomb Raider series, nor was it with virtual controls, but rather the marriage of the two that the mobile version offered. I don’t think a person needed to be a fortune-teller to see this outcome, but going back to my review of Tomb Raider 1 ($0.99) from last year, I ended it by expressing little hope for a potential port of Tomb Raider 2 ($0.99) fixing the control issues with the first game.
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