
As Lara Croft races to save the world from a Maya apocalypse, she must become the Tomb Raider she is destined to be.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Korean, Polish*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Traditional Chinese*, Arabic**languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 649 reviews with recorded playtime.
Reviews
Themes across 647 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
Well, I like and I don't like the long video cut scenes. They must take up over 50 % of the game. One has to sit and watch. Sometimes you can skip them, but just sometimes. Video quality great, combat great, puzzles are great has well. On another note, why is Jonan in the game. He is worthless except for being a DIE character.
我都96%的进度了,然后一个钩索判定问题把我卡住了,不想让玩家过极难就直说,这种失误就要回档的游戏这样搞简直是自寻死路。 已通关,虽然以上都是气话,但我不想改评价,接连三部玩下来,是真的越来越让我感觉很累。接下来我要对9~11代作一个点评,因为每次都是最高难度开局,所以所说的情况都以极难为准。 9代的战斗是最难的,但我并不觉得很麻烦,毕竟核心玩法是解谜,而且谜题都难度适中,也不会经常存在失误即读档的情况,总体来说还算可以,体验上不赖。 10代的整体难度一般,但是开始上强度,最高难度取消了自动存档,并且谜题往往都是容错率极低,一不小心就重来,有时候真的是搞得人很火大。 11代是很让人无语的一代,不仅保留了前代的大本营存档机制,连标志性的求生本能也给取消了,虽然熟练的情况下确实可以打出电影般的视效,但开荒是真的很痛苦,逼得我不得不为了减少试错而去看攻略视频,就这样通关时间也夸张地来到了70+小时,相当于前两代通关时间的总和。 说完历代重点说本代,本代的判定问题是我唯一要吐槽的点,尽管剧情人设也不咋的,但不管怎么说一个解谜为主的游戏把重心放到动作特技上去,就已经让人身心俱疲,更何况每次荡秋千还得赌在不在判定范围内。大多数地方尚在容忍范围,唯有最终章爬上金字塔转角的那个挂钩,我恐怕死了不下百次,累计试错两个小时,这是看他人的攻略都无用的卡点。最后总结的经验是必须要有视角变化才会成功,也就是横向摆动甩出去慢动作的时候视角要拉近才能够着,原理我也不懂,反正是很搞人心态。 最后总结一下,想提升难度可以,要么就正儿八经地好好做战斗,不是拿10代那种杂兵车轮战外加bossQTE水时长的模板当标准,要么就是好好做解谜,不是夹杂随时会摔死的特技动作搞得一直在重复流程。如果后续还是这种自作聪明的四不像,很难说会不会看到这个系列走下神坛。
About 2 hours in the game comes to a complete stand still when it makes you play as a child. I hate when games do this. If it was under the 2 hour mark I would have totally refunded this game. You already got stripped of your whole kit early in the game, and now I have to play as a slow boring child. totally ruins the flow. There is also auto aim that you cannot turn off. This game basically plays itself. press forward on the stick and occasionally x or lb. Go play uncharted 4, this game stinks.
Tomb Raider serisinin hayal kırıklığıydı. Hiçbir yan görev eğlenceli değildi ve diyaloglar duygusuzdu. Mermi süngeri bossfight koymuşlar. Yeminle etrafta kuş, geyik ve tavşan avlamak daha eğlenceliydi.
体验到小劳拉庄园玩不动了。名副其实的暗影,游戏画面是三部曲最黑的,道路 敌人 攀爬点都看不清,照明工具范围不如10代的荧光棒。庆典走路模拟器意义不明 没看出对操作教学和角色塑造有太大帮助,反而拖慢了剧情节奏,暴露了剧情弊病。劳拉一如既往地施展害人精技能,不再掩饰本性,自私冷漠双标低情商。开局引发海啸 编剧特意让无辜小孩在劳拉面前坠入海水中,可是上岸后的劳拉 仍然一心放在寻找什么古迹。反派指责她打开潘多拉的魔盒,劳拉一脸无所谓 反正反派也会做同样的事 谁做不是做呢?她只是提前帮反派触发了。约拿不知道是不是上辈子欠劳拉九条命 还是被劳拉精神操控的泥腿子,任由劳拉牵着走,劳拉尚且不知悔改,他反复自我反思 嫌弃自己不够好没能帮上劳拉。劳拉在飞机上的表现,不顾同伴安慰看不懂同伴脸色的嘴脸,让人生理不适。 劳拉才是系列最大的反派吧,她对神秘能力狂热痴迷已经走火入魔了,嘴上说着阻止反派得到永生复活的超能力,其实她也想要,且不在乎牺牲多少同伴和无辜路人 劳拉行动动机非常薄弱,寻找父亲真相和复仇,可是父亲几乎背景板角色,和约拿至交友谊是劳拉单方面吸血。越强调伟光正的角色越容易走向虚伪双标。 玩法上一眼类似崛起,崛起问题就是叙事节奏被半开放分割破碎,本就稀碎的剧情和角色塑造更碎片化。不如9代节奏紧凑,战斗密集爽快,武器系统升级简单粗暴。 不会再浪费时间打平庸的作品 三部曲都有bug,非常影响游戏体验,崛起暗影经常出现攀岩抓握判定失败的问题,9代就不会出现。 古墓丽影名气很大,游戏史上最负盛名的女性主角游戏,但细看剧情和玩法设计在动作冒险类别里乏善可陈,逐渐被后来者赶超,三部曲重启也没能抓住机会,越做越差。
好游戏,但是游戏引导设计的太不好了,加上只有一种过关方法,玩不下去。。我喜欢2077这样的各种方式都能过关的游戏
开局就有死档bug也是牛逼
罐头游戏和意义不明的解密,引导是没有的,爬墙爬着还能摔下来
Üçlemenin şüphesiz en kötü oyunu, Rise of the Tomb Radier'ın üstüne çok fazla şey koymuyor ve özellikle vuruş hissiyatı çok daha yapay hissettiriyor. Bulmacalar gereksiz zor ve fazla saçma tasarlanmış bir yerden sonra kafa dağıtmaktan ziyade kafa ütülemeye başlıyor. Ben açıkçası ilk 2 oyunun hikayesini epey sevmiştim ancak bu baya sıkıcıydı. Her şeye rağmen yaratılan dünya, atmosfer tatmin ediciydi. Maalesef kötü senaryo ve aşırı hantal mekanikler oyunu batırmış.
亮度调到最高,感觉还是很瞎眼,满眼的绿色让人很快就感觉到视觉疲劳。操控手感和前一代比差远了,不光如此,风扇更是转得飞起。上一次遇到这种情况,还是在玩黑猴
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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