| | |  | Action, Adventure | Home » » » Tomb Raider: Underworld | | | | | | | Description: | | Tomb Raider: Underworld for Xbox 360 by Eidos resumes where Tomb Raider: Legend left off. This installment introduces a new, interactive playing environment that gives players a chance to immerse themselves more fully into the game. Players once again take the role of Lara Croft as she explores such wide-ranging places as the Arctic, Mexico, and beneath the Mediterranean Sea. 
Lara's environment is now much more realistic and interactive. View larger. | 
And now she can hold onto a ledge with one hand and fire a gun with the other. View larger. | Interactive Worlds Introduces Realistic gameplay Unlike the previous games in the series, Lara's environment is now much more realistic and interactive. Footprints will be left in mud, for example, but only until it rains and then they will wash away. Lara's shirt will also get wet, and she's more likely to lose her grip if she is standing on a slippery, rain-soaked ledge. When the sun comes out, her shirt will dry and the slippery surfaces regain their friction. In Underworld, Lara also has a lot more flexibility in how she makes her way through a level, as there is often more than one way to get from here to there. She can now climb walls with texture and rocky outcroppings to reach areas she previously wouldn't have been able to access. All of these additions have been made to give the game a non-linear, open feel. Players can interactive with the environment by doing things they find to be intuitive, and the game will respond in an appropriate way. When Lara interacts with trees, for example, she will push aside leaves using either one or two hands depending on whether or not she's holding something. These details give a lifelike, immersive sensation to the game. New Melee Combat System Underworld introduces a new melee combat system that requires players to strategically strike with offensive, defensive, and evasive maneuvers. Lara can now attack enemies with different punches, kicks, knees, and other acrobatic onslaughts. Items lying on the ground, such as poles that were previously walked on, can be picked up and swung at enemies. Players can also perform a greater variety of actions with weapons; for example, Lara can now hold onto a ledge with one hand and fire a gun with the other. Realistic Enemy and Animal AI The AI in Tomb Raider: Underworld has also taken a big step forward--both enemies and animals now make independent decisions based on their surroundings, employ ambush and squad tactics when fighting, and will retreat if deemed necessary. With updated graphics and a more immersive and realistic gameplay, Tomb Raider: Underworld will have both fans and newcomers excited about the newest installment in this popular video game-pinup franchise. 
Tomb Raider: Underworld is loaded with a new melee combat system, various weapons, and smarter AI for both enemies and animals.
| | | Features: | |
• Tomb Raider: Underworld for Nintendo Xbox 360 by Eidos resumes where Tomb Raider: Legend left off and introduces a new, interactive playing environment
• Lara Croft explores a wide array places, such as the Arctic, Mexico, and beneath the Mediterranean Sea
• Environment is much more realistic and interactive -- footprints will be left in mud, for example, but only until it rains and then they will wash away
• Melee combat system that requires players to strategically strike with offensive, defensive, and evasive maneuvers
• Improved AI allows enemies and animals to make decisions based on surroundings, employ ambush and squad tactics, and even retreat if deemed necessary
| | | Product Details: | | | Product Length:
| 7.75 inches | | Product Width:
| 5.75 inches | | Product Height:
| 0.53 inches | | Product Weight:
| 0.33 pounds | | Package Length:
| 7.5 inches | | Package Width:
| 5.3 inches | | Package Height:
| 0.5 inches | | Package Weight:
| 0.25 pounds | | Release Date:
| November 18, 2008 | | Average Customer Rating:
| based on 47 reviews |
| | | Game Information: | | | Platform:
| Xbox 360 | | Media:
| Video Game | | Item Quantity:
| 1 |
| | | | Customer Reviews: | |
Average Customer Review:
( 47 customer reviews )
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Most Helpful Customer Reviews
24 of 25 found the following review helpful:
Looks good and is fun, but is entirely too shortDec 01, 2008
By Turtle502 Tomb Raider: Underworld is another decent -- if not outstanding -- installment of the Lara Croft series. The game picks up sometime after the events of Legend, and makes an attempt to tie-up the story. The developers have made an attempt to make this the first Tomb Raider game for the current generation of consoles, and for the most part, they have delivered.
As a Tomb Raider experience, this showing is similar to past games. All of Lara's classic moves are in the game, and the controls are relatively familiar. There are some new moves, such as the adrenaline headshot, which requires you to build-up adrenaline through combat before executing the move. It is effective against humans and animals, but not so much against other enemies you encounter later in the game. There is also a new "adrenaline moment" move, in which the on-screen action slows and you must decide how you want to handle the situation -- there's no sequence of buttons to press, and no right or wrong way of doing things. However, I found that these moves were scattered widely throughout the game, and weren't as plentiful or as exciting as the developers had hyped them. The wall climb is another new move, which is well designed and makes you think a little more about how to get to higher ground -- you don't necessarily need to look for ledges. In fact, Lara can now climb rock faces as well, so this game tends to mix-it-up for long-time fans. Additionally, in order to find treasures, Lara must break open clay jars -- which is somewhat new but also counter-intuitive if Lara values artifacts. Lara's movements are a little more acrobatic, and sometimes her stance just doesn't seem right.
The camera remains the biggest problem in this game, as it had been in both Legend and Anniversary. You simply learn to cope with it, and fortunately it is never a game-breaker. There are "invisible walls", which are areas of a map that Lara can't pass. There are moments when Lara can get stuck in a corner, or simply stuck in the scenery -- I encountered several issues where her feet were apparently caught on a rock or a plant. By contrast, although enemies are persistent in this game when you kill them (bodies don't disappear), Lara's feet pass right through them -- as if they're vapor. Enemies have no physics at all once they are dead. From an A.I. perspective, the enemies are fairly non-responsive and very easy to defeat.
The game shines in level design. Each level is huge. There are no annoying loading screens or loading delays -- everything is loaded in the background, so play is non-stop. The game offers a sonar map on Lara's PDA, which I found totally useless since it did not provide points of interest or way-points. There are many puzzles -- sometimes you'll be faced with 2 or 3 puzzles within a level. Puzzles are well-designed but not incredibly difficult. There are no bosses in this game, which is odd and disappointing, considering the number of bosses that appeared in Legend. In a way, however, the puzzles have become bosses because of the skill associated with them (Southern Mexico, as an example).
In addition to the graphics, the sound is superb. The musical score is present at the right moments, but can get extremely repetitive sometimes if you're stuck in a sequence trying to figure something out. CGI animations are smooth, with excellent voice-acting.
The game is fun to play, and the story is tightly-woven and entertaining. If you've played Legend, you'll be satisfied with the one or two twists thrown your way to close that storyline. However, if you didn't play Legend or Anniversary, you might not understand this story at all. I don't think the developers did a good job at making this a stand-alone game. The ending seems very final -- there's nothing left to anticipate. I also thought that the game was entirely too short -- much shorter than Legend while also much easier to complete. The only replay value is in the "achievements", many of which will be unlocked in the first play-through. It's a good game and worthy of play by fans, but certainly does not trump the previous games.
13 of 13 found the following review helpful:
Almost a masterpieceJan 04, 2009
By Zachary Turner If it weren't for the (relatively few) flaws, this game would be a masterpiece. I've been a fan of the tomb raider series for a long long time, but for whatever reason haven't played the last two. I'm glad I gave this one a go.
The pros: - Gorgeous and expansive levels - Great acrobatics - Puzzles are the perfect difficulty - Lots of puzzles The cons: - Controls take some getting used to, especially the grappling hook - Lara gets "stuck" in the environments sometimes, especially if it's right on top of a terrain change. Can usually escape pretty easily, but it's annoying nonetheless - Invisible walls and "special" walls. I prefer delimiting the boundaries of where you can travel by walls that are simply just too high to jump on. Invisible walls feel cheap. "special" walls are walls that you can jump on and climb (as opposed to unspecial walls that look absolutely identical, but for some reason Lara refuses to grab it). In this sense the environment isn't totally autonomous, I would like to be able to do everything that the laws of physics allow me to do. If there's a wall that isn't any higher than my hands when I raise them straight up, I should sure as heck be able to climb it. - Axis inversion doesn't work on vehicles. This is a little weird, and really feels like a bug in the game, but when playing 3rd person games I really like axis inversion. It's broken on vehicles. - Lack of keyboard mapping. On the Xbox 360 version anyway, there is no option to remap keys. - Autosave feature is a little weird. It uses 8 save slots, the same 8 save slots for if you do manual saves. So if you do a manual save, it will get overwritten later by an autosave.
There is also the obvious comparison to Uncharted: Drake's Fortune. I would rate them about the same, each with its own cons, with Uncharted just having a different set of cons. There are obviously a lot of similarities between the two games, but if you liked Uncharted you won't necessarily like TR:U. For starters Uncharted is much more heavily focused on the combat. In Tomb Raider you might encounter a total of 10 enemies in a level which takes you 3 hours to beat. In Uncharted you would have encountered 100 enemies in that same level. Because of this, the combat system in TR is less refined. There's no "taking cover" for example.
All in all though TRU is a solid, if not the best, game in the Tomb Raider series to date. If you're a fan of Tomb Raider, you will love this game, no question about it.
14 of 15 found the following review helpful:
A Great Tomb Raider Game!Dec 01, 2008
By Randy Ringstad This is a great Tomb Raider game. I've played it to completion and feel that the game needs a defense against some of the remarks thrown at it in reviews. The story line follows from Legend and Anniversary and gameplay is very much the same. The camera is NOT as bad as everyone is making out. Yes, there are a few times where it is difficult to get a look at where Lara needs to jump. There are two methods in the game to get around this. First, if Lara looks in the same direction in which you lean the left stick, she can make the jump. Otherwise, Lara will shake her head, letting the player know that she can't. The second method is useful for finding a path to your goal and involves using the binoculars. Lara can look in every direction using the binoculars. This makes finding your way (and those next places to jump) and solving puzzles easier.
There's been a lot of criticism about the combat. Keep in mind that combat has never really been a top feature of any Tomb Raider game. Exploration, puzzle-solving, and platforming have always been the flavor of Tomb Raider.
First of all, if it takes ten shots or so to put down a target, consider the weapon being used, how much Lara is moving and jumping while she's shooting, and the target (also, watch the tracers of the shots). Most of the human enemies are armed. It seems reasonable that they are wearing some body armor - you can see this in the bulkiness of the human enemy's clothing. Remember that a .45 round (Lara always sports two Colt .45s) is a low velocity round that is most effective at short range. It is not effective against body armor or 700 pound tigers (or 400 pound spiders as one may guess). Changing the weapons that Lara uses for different types of enemies, and limiting her movement while firing will prove to be more effective at taking down baddies than constantly running and jumping around.
Like I said, this is a great game that is loads of fun. The exploration is challenging - never boring. I highly recommend it.
3 of 3 found the following review helpful:
Almost PerfectApr 15, 2010
By dliamt "Tomb Raider: Underworld" (TRU from now on) is easily Crystal Dynamics best effort since they took over the TR series from Core Design. It's obvious that the designers have been listening to the fans, and they addressed nearly all of the complaints that people had about their previous attempts.
Here's what they improved: 1. Level design. Their first attempt, "Tomb Raider: Legend" had extremely linear levels, allowing for practically no exploration. This flew in the face of everything TR was supposed to be about. They improved on this with their second game, "TR: Anniversary," but that was a remake of the original TR game. TRU is the first time that Crystal Dynamics has created their own, original, open levels. They're not quite as open as, say, the levels in TR3, but even on those occasions when you are merely progressing along a predetermined path, the world just feels more open because of its clever design and the massive scale of it all (remember how big St. Francis' Folly in TR1 felt when you first played it back in the late 90s? Well, that's NOTHING compared to enormity of some areas you'll discover in TRU! There's a level towards the end of the game where you have to scale a rotating tower, and the massive scale of it is awe-inspiring. It really adds to the sense of vulnerability you'll feel.)
2. Combat One of the common complaints about "Legend" was that you seemed to be in a firefight with a ton of mercs every few seconds. TRU scales back the combat drastically, returning the focus to exploring, platforming and puzzle solving, with just enough combat to keep you from ever getting too relaxed. And, if you find the combat too easy (or too difficult), you can adjust the amount of damaged Lara does to her enemies (and the amount of damage that enemies do to Lara.) There are separate sliders that you can move to tailor the gameplay to your preference.
3. Zip & Alistair These two characters were a mixed blessing in Legend. They helped provide Lara with more personality by constantly chatting with her as she explored, but they also ruined the sense of isolation, and their comments often got a bit tedious (not to mention the fact that they sometimes told you how to solve puzzles when you'd rather figure it out on your own.) In TRU, they no longer to chat with Lara as she explores. They're still in the game, and they show up in cutscenes, but they don't intefere with the adventure. Instead, Lara now has a camcorder, and at key points in certain levels, she'll film certain things and comment on them. It's a good compromise-- she still has a personality and we still get some background info on what we're exploring, but the sense of isolation that people enjoyed so much in the original games is back. Also, if you do find that you need a hint, you can ask Lara what to do. Her first response will be somewhat vague, but it might be enough. If you're still stuck, ask her again, and she'll be more specific. This is a very effective way to implement a hint system.
4. The Grapple The grappling hook that Lara used in Legend and Anniversary is back, but it's implemented better this time around. Just like in Anniversary, Lara can use her grappling hook to run along walls, pull objects, etc. but the designers smartly avoided forcing you to use the grappling hook in situations where it's more frustrating than fun. In Anniversary, for example, there were certain wall runs that were only difficult because you were constantly battling with the controls to get Lara to do what you wanted. In TRU, the designers realized what works and doesn't work, and they seem to have kept this in mind (mostly) when designing levels. You'll still need to do wall runs, but because of the way they're set up, they're more often fun than frustrating.
5. Boss Battles (or the lack thereof...) There are no boss battles in TRU. This could be seen as a con to some people, but I see it as an improvement. TR games, for me, are not fighting games, and always found boss battles to be more of a roadblock than entertainment. Also, unlike in Anniversary, you're never forced to pull off the tricky adrenaline headshots. If you want to do them, fine, have fun. But if you'd rather just shoot away until your enemy is dead, that's fine too.
6. Lara's moves Lara finally feels like the character she was always meant to be because her move set has been expanded to give her more flexibility than ever. If you're hanging from a cliff, and a swarm of bats flies towards you, you know longer have to hitch yourself up to solid ground before you can start shooting at them. Just hang on with one hand and shoot with the other. There are plenty of other little new moves like this that really make the game flow better than ever, and all of the moves were motion-captured by an actual gymnast, so it feels more believable than it ever did in previous games.
7. Locales After the first two TR games, the series started including more and more levels that took place in very non-TR-like locations, such as big cities, hi-tech towers, military bases, Paris streets, etc. TRU really brings the focus back to what TR was originally about-- exploring ancient ruins. There are a couple of levels that take place on a ship, but other than that, it's all classic TR environments.
But, as I said in the title of this review, the game is "ALMOST" perfect, meaning not everything is as it should be. The biggest problem is that in spite of how massive the levels are, it really won't take you very long to complete this game. Now, this is partly due to the fact that Lara simply moves faster than she did in the old games, so getting from point A to point B takes less time. It's also due to the fact that you're rarely left running around aimlessly in circles trying to figure out what to do next, as you often did in the old games. These are both good things, and if these were the only reasons the game took less time to complete, I couldn't fault it at all. But the truth is, there simply aren't enough levels. There are a small handful of massive levels, and a few mini levels in between. What's feels really cheap, though, is that some of the mini levels are actually repeated! (WARNING: If you want to be completely spoiler free, skip the rest of this paragraph) For example, there's a level that takes place on a ship near the start of the game (actually, it's just a small part of the enormous first level.) It's fun the first time around. But towards the end of the game, you have to replay it, and it's pretty much identical, with only the enemies being in different places. Similarly, there's a prologue level that takes place in Croft Manor. Later in the game, you replay the EXACT same sequence. This is a cheap way to pad an already fairly short game.
Another complaint-- The game starts out a bit weak. The opening level (after the short prologue level) starts you off in a somewhat disorienting underwater sequence. It looks impressive, but it's not as much fun as it should be. And once you finally get inside, the level still doesn't make a great impression. Not to say it's bad, but it just seems a bit bland compared to the great stuff that comes later. All I can say is, stick with it and you'll be rewarded.
Some people have complained about the camera being uncooperative, so I feel I should mention it here. Honestly, I haven't had any major trouble with it. There are times when you won't be able to see something that you're supposed to jump to, but the game works around this by giving you visual clues. If you suspect that you might be able to jump safely in a certain direction, try pointing in that direction. Lara will prepare herself for the jump if it's do-able. If there isn't a safe way to jump in that direction, she'll either shake her head, or just do nothing. So although you can't always see everything, just pay attention to Lara's reactions, and you'll be fine. This is actually an improvement over previous games, where you often had to take blind leaps of faith with no indication from Lara about whether or not you'd be safe.
One other very minor complaint-- The story. It's not that the story is bad at all, and it certainly has some great moments that'll stick with you, but the villains are too rarely seen, to the point where it's easy to forget about them. Legend, I feel, did a better job of keeping the main villain central in the plot. In TRU, you'll see the villains near the start of the game, and then they pretty much go away entirely until the end.
Still, all things considered, TRU is a great game, and now that it's cheaper, its short gameplay isn't really such a factor. If you value quality over quantity, you can't go wrong with this one.
3 of 3 found the following review helpful:
Better than AniversarySep 24, 2009
By OrionsAxe The graphics for this game are better than the previous generation as expected, the game play is smoother and climbing much easier than before. I was pleasantly surprised by this game.
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