One thing I've noticed with my time in the Dragon's Triangle, death comes frequently enough, but it doesn't take much to avoid it altogether. A few button presses here and a few there and Lara would skim through life unscathed by time, nature, bullets, even blades. Or... you know she might get thrown off a cliff in the end anyway.
While Tomb Raider "2013" has had many similarities drawn between it and the Uncharted series, I've died more frequently in Tomb Raider than I have as Nathan Drake. What's more, I feel like the weapons and enemies are more responsive than they are in Uncharted 2 or 3 (I haven't played the first).
Easily my favorite part of the game is setting up a combat scenario that leaves my enemies without a single possible opening. Pin one enemy's head to the wall with my bow and arrow and then sneak up behind another. Finish the last one off with my pistol and move forward.
Leave it to Lara's asshole friends to send me everywhere while they sit at camp. Most of my deaths have come from environmental traps and other platforming mistakes. Sure, some of these look pretty stupid, like that one where the building falls out from under me. But for the most part Tomb Raider holds up as a cinematic experience despite the user error.
Lara's cries of pain are so terrible that I've shut the game off and the level of interactivity and variation from moment to moment is a lot of fun. I'll have to keep pressing forward though. Expect GameRevolution's full review of Tomb Raider on Tuesday.
That happens to be the day Tomb Raider, the franchise reboot from Crystal Dynamics and Square Enix hits Xbox 360, PS3, and PC. You can read more about the game by visiting our Tomb Raider game page.

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