
As Lara Croft races to save the world from a Maya apocalypse, she must become the Tomb Raider she is destined to be.
Most likely between $36M and $101.9M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $39.99 | 85% | approximately $60M |
| GOG | $7.89 | 86% | #187 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1932 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Perfeito!
Nejslabší díl z reboot série
dragostea se face minim doi
One of the story games i enjoyed from the start to the end. 10/10.
Lo feci in una zona senza internet quindi offline, ma gioco finito. BELLO!
懒
8/10 太喜欢这一部,利用超高画质和写实音效打造出了一片极具沉浸感的丛林,利用重解谜轻战斗的玩法放慢节奏,最后再在里面挖出几个有着无数有趣细节的、充满本地风情的小村落,至此,一趟轻松又令人神往的南美度假之旅便铺就好了。剧情差动作烂?是啊,但谁还在乎,光是在这几个村庄里瞎逛瞎溜达,感受写实的异域风土人情就够我兴奋的了。不止,逛着逛着,一不小心还逛出个古墓,这才叫别有洞天,才是真正能打破第四面墙直击探索欲本质的设计。 探索欲是什么,是“告诉你A处有宝藏,快去A处探索”?这是愚蠢的自动寻路网游;是“告诉你A处有宝藏,结果走到一半,发现宝藏在B处”?这是平庸的一般设计,前作基本也属于这类,在高度线性化的主线路上的岔路里安插古墓;而真正的探索欲,是“什么也不告诉你,只把你放在一个自然展示的大环境里,你自己去凭直觉假定A1处有宝藏,然后前往,跑到一半,又觉得A2才是宝藏处,于是改道,又突然觉得A3才是......直到An,终于找到宝藏”,宝藏具体是什么,其实不重要,重要的是探索欲已经全然满足了。 而又为什么说打破第四面墙呢,因为一般这种探索欲强的游戏都是建立在背景很魔幻且施加了生存压力的基础上的,像这方面的佼佼者饥荒、深海迷航、森林等都是,写实的就漫漫长夜但是更放大了生存压力,它们普遍是靠奇观+求生来“威逼利诱”暗中引导玩家推进,而本作,如我前面所说,是以一副旅游度假的氛围塑造来亮相的,它的暗中推力,就与在现实中旅游的推力是一样的。而我们为什么热爱旅游,因为旅游,就是人以一个陌生的视角闯入当地人习以为常的环境——因为陌生,所以缺乏信息,因为习以为常,所以自然展示,这也就是我前文所定义的,所谓真正的探索欲的前提,只不过,现实旅游中我们往往找不到什么高刺激性的宝藏(因此只能靠买纪念品来弥补匮乏),而游戏,就能完美满足这一匮乏。举个例子,游戏中我印象最深的,就是第一个村落集市后面的古庙,场景就特别像现实中那种不起眼的小景区,外面是聚集了各种小贩的小广场,中间隔了个收费+卖纪念品的门庭,古庙周围一堆烂泥巴路明显缺乏维护,交个20块钱就可以进去了然后啥也没有,然而在游戏里,这个古庙是里面藏了通往后续两条主线的出发点,这tm也太酷了! 唯一不足就是它仍然是一款线性通剧情游戏,因此上述要素也只能说是点到即止(其实也不少了),但是能体验到本作如此大刀阔斧的创新,真的是意外之喜。
I think the reason this game wasn't as well received as the others is because it's so different from the first two, in that while 2013 and Rise were pure action-adventure (almost to a fault), this game is a slower, cinematic, puzzle-solving stealth shooter RPG. In fact, there are LONG stretches of this game with no combat whatsoever. In a vacuum, it's actually a decent game. The cinematic sequences land well, the new stealth mechanics are fun to use, and the puzzles are engaging. Shadow of the Tomb Raider did need more action, however. I can understand and respect the devs' decision to go in a different direction, but I think they should have considered how this saga had established itself as an action shooter with the first two entries and landed on a compromise that allowed them to try something new while also giving players more of what they had come to expect. Overall, I do think it's worth a playthrough if you get it on sale. I played all three games in a row, and it was interesting to see how the franchise was progressively "modernized" with each release in terms of graphics, quality of life features, and (for better or worse) gameplay systems and philosophy. Shadow really does hold up well graphically, even today.
Para você ter uma ideia eu zerei Shadow Of The Tomb Raider a 15 fps o jogo inteiro e mesmo assim eu me diverti, lembrando que quando eu zerei em 2024 e até hoje não me arrependo quando eu tiver uma placa de vídeo nova eu vou zerar esse jogo tantas vezes e nunca vou me cansar!
que belissimo jogo