Tag Archives: tomb raider

Nobody Knows What’s Up With Tomb Raider’s Eighth DLC

Back in April, players of the most recent Tomb Raider noticed something surprising. An in-game menu that was being used to list new downloadable tomb levels suddenly listed an eighth slot. The game’s publisher had only ever promised seven.

At the time, there was still one more of the game’s seven announced bonus tombs to come. Those tombs had been released more or less once a month since the game launched. The final one went live on April 23. Since then, that eighth spot has remained a mystery, and the people behind Shadow of the Tomb Raider won’t say anything about it.

Fans have wondered: Why is there an eighth tomb listed when the game’s $30 season pass was only hyped to offer seven? Would this eighth tomb be released for all players for free? Or cost money? Would it be an extension of the season pass?

Unfortunately, publisher Square Enix and the game’s development studios have been silent. A rep for the publisher didn’t comment on this when we asked in April, nor when we asked again in August and a third time earlier this week.


At the unofficial Tomb Raider Forums, there’s a 536-page thread dedicated to the mystery of the eighth tomb slot. There, fans speculate about the possibility that data-miners detected evidence of a tomb based on Croft Manor. It is a timeline of a community’s anticipation and disappointment. About 100 pages in, it’s June and the game’s fans are typing live reactions to Square Enix’s E3 press conference. Once a trailer for the marquee Avengers title, which will presumably close the show, starts airing, the Tomb Raider fans realize they’re not getting any news about the eighth tomb. “Sqeenix can take that 8th DLC and cram it,” one user writes. “They could have at least said not to expect anything, but they must live for us being disappointed.” Over the next 400 pages, the cycle repeats. August’s Gamescom show becomes similarly deflating for this loyal group.

Fans aren’t forgetting. Recent Tweets from the official Tomb Raider account about topics unrelated to the eighth tomb get replies about them. An August 30 Tweet about fan art elicited: “lol NO. we want DLC8.” A September 9 Tweet confirming the production of a new Tomb Raider movie garnered a ”Yay!!! DLC8 announced soon? :D”


Tomorrow marks the one-year anniversary of Shadow of the Tomb Raider’s release. At the Tomb Raider Forums, fans peg that as the last best chance to get news of the eighth tomb. Maybe they’ll announce it. Maybe Square Enix will announce a whole compilation re-release of the whole game and all its DLC and throw in an eighth tomb as a bonus. Maybe, maybe, maybe.

Or, as one user writes on page 534: “I think it’s time to move on, for real this time. It’s healthier to just assume it’s cancelled and if it ever comes, surprise, it finally came.”

Source: Kotaku.com

Video Game Characters Are Terrible At Archery

Screenshot: Sony

Video game characters love their bows and arrows, but I hate to be the bearer of bad news—almost all of them are terrible at archery. As an archer myself, I’ve had to spend a lot of time teaching and observing the sport, so I thought it might be appropriate to explain why, in real life, some of your favorite arrow-shooting characters at best wouldn’t be able to shoot straight and at worst would severely injure themselves.

Link, Legend of Zelda: Breath of the Wild

Illustration: Nintendo

One of the cardinal sins of archery is dry-firing a bow. A dry fire is the process of drawing the bow’s string back and then letting go without an arrow in place. A normal bow draws back to a conservative estimate of 30 to 40 pounds of tension created by the bending of the bow. As such you’re holding those pounds on your fingers. If you let that go without an arrow on it, all that energy comes rushing back into the bow, which could potentially shatter its limbs (the long ends of the bow), break the string, and/or make a god-awful sound. Think a tiny thunder roll in your hand. In rare cases, this could become dangerous to the archer, especially if the string snaps near the face, but more likely would it vibrate your arm and be more harmful to your bank account.

Whenever Link runs out of arrows, he pulls back his bowstring anyway. In the game, doing this is pretty useful to scope out enemies and such, but once he’s finished, Link just lets go of the string. Knowing how delicate weapons are in Breath of the Wild, this is a bad idea. What we see in the game as a cute little “ping” would be a disaster in real life; if your bow didn’t break, you’d have to spend the next 30 minutes checking for signs of damage. Life lesson: If you need to observe something, just use the Sheikah Slate.

Screenshot: Rockstar

Arthur Morgan, Red Dead Redemption 2

If you’ve ever tried archery, you know it’s not easy. In fact, you’d be surprised at how incredibly difficult the sport is. In Red Dead Redemption 2, poor Arthur Morgan is handed a longbow and told to hunt deer with it. Not only is Arthur a complete beginner, but generally speaking, longbows are the hardest bows to consistently aim at a stationary target, let alone a frolicking one.

As a novice, there is no way Arthur would be able to shoot a deer in the head from more than 15 meters away. His release is also trash. He splays out his hand and shoots his shoulder and elbow far back enough to knock out any comrades nearby. All in all, Arthur Morgan, the beefiest character on the list, should stick to two other types of shots: the bullet kind, and the ones he takes with Lenny.

Screenshot: Sony

Aloy, Horizon: Zero Dawn 

Game developers love to make a character look and feel good. Often, to get a point across, you might see an exaggeration of visual features that are important to a character. For Aloy, this is her fletchings. Fletchings, or vanes, are the feathers or plastic things you see on the end of the arrow, designed to help your glorified stick fly more predictably through the air. They’re really useful and pretty important when it comes to archery, but Aloy’s are ridiculously oversized. If you were to have fletchings that big, your arrows would be more unpredictable, as they would ricochet off the bow to the left. Or every arrow’s fletchings would be ruined, and your arrow damaged. Aloy, we get that you’re an archer—just tone down the feathers, okay?

Pit, Kid Icarus: Uprising

Photo: Nintendo

Pit’s bow is gorgeous but comically impractical. Made out of two swords jointed at the hilt, it is the most dangerous bow on this list, and not for the right reasons. Bows aren’t nearly as elegant as you might assume. Carry a lightweight object that’s close to your own height in just one hand, and accidents are bound to happen. I don’t know of any archer who hasn’t accidentally bumped someone else or themselves with their bow, and when your bow is made out of two menacing blades, the outcome could be gory.

Another labored part of archery is loading an arrow onto the bow. In every game, show or movie, loading a bow seems swift and beautiful, but in reality it is quite fiddly. You’d need to check the orientation of the arrow was correct before “nocking” or fixing the arrow to the string, all of which takes at least a couple seconds. Orientation of the arrow matters because otherwise the arrow’s fletchings will graze the rest of the bow, compromising its flight path.

When nocking an arrow, you’d also have the bow down by your leg. I actually rest mine on my thigh to hold it steady. Even if an archer were to hold the bow away from their body when loading an arrow, bringing their arm up to shoot would mean swinging a blade past their leg to aim. Pit loading an arrow in a flurry of movement without nocking the arrow wrong or slicing himself is improbable at best, and a quick amputation at worst.

Screenshot: Blizzard

Hanzo, Overwatch

Hanzo is a really difficult character to critique, because if you’ve ever played Overwatch, you know his third- and first-person techniques are completely different. In third-person, Hanzo holds the bow upright; in first-person he holds it sideways. Holding a bow sideways deeply limits the draw length of the bow because your body is in the way. You can only pull back as far as your torso is away from the bow, whereas holding it upright means you can pull back to your face or further. It’s also hazardous to your arm’s health. I once met a girl who tried shooting sideways, who proceeded to show me a photo of the damage she did to her arm. It wasn’t pretty, and I’m sure Hanzo’s arm wouldn’t be either.

Normally, another issue that I would have with Hanzo would be the lack of an anchor point, which is a specific place on your body you “anchor” your hand to in every shot for consistency. Anchor points are important for any archery that doesn’t require a sight, because it helps an archer reference to where they should pull back. In Hanzo’s style of modern barebow, the anchor point will often will be on the face—you’d use a finger to touch the corner of your mouth, or a tooth.

However, I cannot fault Hanzo for his lack of an anchor point, because Hanzo is Japanese, and the Japanese have a particular version of archery called kyūdō. It’s an art form, really, and those that perform it have a different way of achieving accuracy, basically relying on dedicated practice. The masters of kyūdō don’t rely on a physical anchor point as most archers do; they pull the string back to somewhere near the face and let loose.

I’ll give Hanzo the benefit of the doubt and say he’s a kyūdō master. But what I can’t forgive is the weight of his bow. Hanzo grits his teeth and shakes like he’s experiencing an earthquake every time he shoots. This indicates that he is way too weak to be handling his bow, especially if he were trying to shoot high-quality arrows on a battlefield. You’d get really tired really quickly, and your aim would be affected by a lack of stability—not to mention the backache you’d feel the next day. Fixes include getting a new bow or going to the gym, so unless Hanzo wants to trade in his weapon, he might need a few protein shakes here and there.

Screenshot: Sony

Ellie, The Last of Us

Every other character on this list should be ashamed for being shown up by a 14-year-old. Ellie is the most realistic archer in any of the games on this list. Every shot looks almost exactly the same. She is consistent and precise. The further away you aim, the more the arrow drops on the way there. Arrows break, which they would in real life if you hit bone.

Ellie is no doubt the best. My only gripe with her is the back quiver, where she stores her arrows. I understand that Ellie might not have the time to find a better solution, but in general, back quivers are pretty stupid. You can’t see the arrows, for one, so if you were in a combat situation, every time you wanted to fire, you would have to reach back, maybe stab your hand on the end of an arrow, fiddle around to find an arrow, pull it out at a really awkward angle, and then shoot it. Not to mention the fact that you might not notice if you didn’t have any arrows left.

Back quivers also make collecting arrows an issue, because trying to place a stick in a pocket on your back is hard. How about when you’re trying to be stealthy? When you bend down, it’s very likely they would just slide out, clatter to the ground, and hey presto, Ellie would be dead. It would be a shame, too, as she would do well in an archery competition.

Ellie could instead use a field quiver, which goes around the waist and often has a lot of room for tools. Field quivers are unfortunately quite loud when it comes to movement, since arrows tend to rattle when loose, so my recommendation for Ellie would be a bow quiver. It’s an attachment to your bow to hold your arrows directly on the “riser” (the handle) in a fixed position. Advantages include no clattering of arrows, easy access to arrows, and a constant visual of ammunition—not to mention making the bow look a lot more impressive.

Screenshot: Kotaku (Square Enix)

Lara Croft, Rise of the Tomb Raider

Gaming’s legendary heroine is also the pinnacle of bad video game archery. Rise of the Tomb Raider smushes so many mistakes into this one gameplay mechanic that you’re going to need to buckle up, because I can’t hold back.

Lara Croft, explorer extraordinaire, has to do a lot of sneaking around to find the very best a tomb may have to offer, as well as killing a couple of unfortunate souls on the way, and a compound bow is often her weapon of choice to get the job done. Up until now, most bows we’ve seen on this list are simply a stick and some string. Compounds are the more complex, more technical younger brother of the traditional bow. They require a complicated mixture of “cables” (string) and “cams” (rotating discs that the cables sit on), from which they get the name “compound.” They’re faster and more accurate.

A compound bow has a couple other crucial advantages that make it an accurate and deadly weapon. The biggest thing is that its draw length, the distance between the bow and the string when it’s pulled back to the face, is specific to the archer using it. It’s basically custom-fit. Once you get it back to that draw length you can’t pull it back further without damaging the bow or compromising yourself.

The problem Lara displays is something you can demonstrate to yourself with a little audience participation. If you put your left arm straight out to the side, and your right hand by your chin/jawline, the distance between those two places is about what your draw length should be. That is indeed the distance Lara’s bow comes back to. Now put that right hand by your left armpit. That’s a significantly shorter distance, right? Well, when Lara crouches down, the string goes straight through her armpit to make up for this distance issue.

Screenshot: Kotaku (Square Enix)

The draw length being specific means you also shouldn’t draw short. The way a compound is designed means there’s an arc of “weight” to the bowstring. It’s really light when you start drawing, then gets really difficult to pull back, but becomes light again when you reach your draw length. Drawing about halfway, which Lara often does, means that holding the bow would be an incredible struggle, if not incredibly stupid. The accuracy of the shot would decrease—not to mention the fact that Lara’s arm gets in the way of the string.

This isn’t even the biggest issue I have with Lara’s shot, because Lara has a sight on her bow that she doesn’t use. When standing with the bow upright, she pulls it to the side of her face, looking down the length of the arrow to aim. That’s not necessary, and is less accurate, when you have a sight on the bow. When Lara crouches, the sight is oriented sideways, so she actually can’t see down it.

Her bow itself has another problem. There are arrow rests that can hold an arrow in place no matter what the orientation of the bow is, but Lara’s bow doesn’t have those, meaning that arrows should be falling right off of her bow in many situations. And yes, she even uses a back quiver. Ultimately, our Tomb Raider would be the worst character on this list emulate if you were going to pick up a bow.

I know that many people don’t care how accurate archery is in video games, but as an archer, this has been therapeutic for me. We’re always on the lookout to see how accurately our sport is represented in games, and are often disappointed. All I can really end this on is asking you to go out and try archery for yourselves. It’s a fantastic sport, especially if you hate running. Please, however, listen to archers when they tell you not to try the version of archery you see in games. You’d likely hurt our pride—as well as your body.

Calypso Mellor is a freelance journalist with a passion for point-and-clicks, piano, and puns. You can often find her in a field shooting a target from fairly far away, or alternatively on Twitter @imomellor.

Source: Kotaku.com

Shadow Of The Tomb Raider’s Piecemeal Season Pass Ultimately Improved The Game

Last fall’s Shadow of the Tomb Raider had a season pass with a packed lineup that must have sounded great in its publisher’s boardroom and maybe in the ears of some fans: seven expansions, one a month, adding a new tomb each time. Can’t miss, right?

For a while, it did miss, with each small expansion only extending the struggles of a struggling game. Now, with it all but complete, I feel it has finally come together very well.

Nothing’s been a smashing success for Shadow of the Tomb Raider, which launched last September in the shadow of a PS4 Spider-Man game that generated much more buzz. It shipped with the wrong ending, got off to what its publisher described as “a weak start” in sales numbers, was put on sale in October, and by February was added to the Xbox One’s all-you-can play Game Pass subscription service, which probably doesn’t happen if a game is a hot seller.

Shadow of the Tomb Raider is by no means bad. It’s a fun game that uses the revised action/climbing/shooting/upgrading formula introduced in the 2013 Tomb Raider series reboot and refined in 2015’s spectacular if overly combat-heavy Rise of the Tomb Raider. Shadow dials down the gunfights and increases the exploration, letting players propel franchise icon Lara Croft through more tombs than Rise did. Players explore a vast Peruvian jungle and can chat with crowds of characters in the game’s two large, remote villages. The game was largely a pleasure to play, though it grapples awkwardly with the damage Croft does to the cultures whose tombs she raids, and its jungle setting is beautiful but played out, having appeared in so many other high-end games of late.

Shadow’s $30 season pass was structured to expand the best parts of the game by adding more tombs as well as short quests that wrap around them. Each monthly update would also add a new outfit, weapon and character skill.

The first of the seven downloadable installments, The Forge, shipped a month late. Like the main game, it was more good than bad, but awkwardly put together. It paired a decent sidequest with a clever new dungeon involving a tower and some gas that could be detonated with fire arrows to make some platforms swing. The Forge’s bonuses, however, were frivolous non-sequiturs. Players got the ability to craft grenades and a new gun called the Umbrage 3-90, even though Shadow doesn’t have much combat and the DLC had just one fight against a few wolves.

The second installment hit in December, offering a windy new dungeon wrapped in another short quest and tied to a new skill and a new outfit, the not-as-cool-as-it-sounds “battle dress.”

By the release of the second add-on, I realized the pitfalls of the piecemeal release schedule of the Shadow of the Tomb Raider season pass. An hour of fun but flawed new stuff is a barely satisfying snack. Any improvement they make on the game is so incremental as to be imperceptible when played at a monthly pace. I kept getting caught up with the new Assassin’s Creed or Red Dead or other stuff and, sometimes, I didn’t even have room to keep Shadow downloaded to my PS4.

The piecemeal updates also created another problem. The more abundant the scheduled updates, the more the game’s community seemed to expect its developers to address community feedback. Most of that feedback has to do with Lara Croft’s outfits, not the new tombs. The promotional tweets about the Shadow of the Tomb Raider season pass expansions are frequently bombarded with replies of two types. There’s the “PLEASE BRING THE SHORTS” crowd and the “So cool, a new outfit that we can wear in approximately just like 15% of the game” crowd. The former is the grumbling from fans who are not satisfied with new Lara Croft outfits unless one of them involves her iconic short shorts. Those comments, occasionally accompanied by complaints about her bust, often seem to stem from people annoyed about the desexualized direction recent Tomb Raiders have gone in (for the record, you can switch Croft’s model in the new game to a low-polygon PlayStation throwback, complete with short shorts). When the developers promoted the seventh DLC’s new outfit as “tactical adventurer classic,” adopting Croft’s early wardrobe color scheme but putting her in brown pants, you’d think, from the reaction, that Nintendo had just put Zero Suit Samus in a raincoat.

This additional outfit, as showcased in official promotional images like this one, didn’t go over so well. Some fans complained she wasn’t in shorts, and others complained that you can’t even wear it—or many other outfits in the game—in the game’s biggest hub area.

Shadow’s classic outfit was fine, except for the fact that it is one of many outfits you can’t wear in a large chunk of the game. That brings us to other, more persuasive school of complaint. The game’s designers have offered players dozens of outfits but block many of them from being worn when she’s walking through the game’s massive, remote hub city of Paititi. Players enter this hub often, talking to myriad villagers about quests, scouring it for hidden items, traversing it to find entrances to new mission areas. All the while, only the game’s so-called tribal outfits are available. There’s an in-game narrative justification for this: Croft’s tribal outfits make her less conspicuous. The result, though, is a forced outfit change any time she goes there and the disabling of many outfits, including the new classic one, whenever she’s in town. Time and again, fans have asked for the game’s developers to allow all outfits to be worn in all places. Seven updates to the game later, it’s still not been added. Would it break immersion? Strain credibility even by the loose standards of an action-adventure like Tomb Raider? This is a game where you can change the language you hear from civilian characters, from their native one to English, so there’s plenty of immersion-breaking going on already.

Reps for the game declined to provide comment to Kotaku about either of the community’s long-running clothing-related complaints.

Despite those issues, the DLC continued to trickle out throughout the first half of 2019. Eventually, the upside of releasing so many additions to the game emerged. If you fall out of sync with a release flow like this and return later, there’s a lot waiting for you.

By late April, the game’s season pass had added the following:

  • The Nightmare DLC, which added a hallucinatory mission and a dungeon that involved a giant trench full of deadly drums.
  • The Price Of Survival DLC, which added a short story about the main antagonist’s brother and featured a dungeon that you could only get through by shooting some cannons.
  • The Serpent’s Heart, which fleshed out a story around a supporting character and the death of his wife and somehow fit that into a small adventure involving a cool dungeon based on riding a raft down a river.
  • The Grand Caiman, which featured an impressive dungeon filled with ferocious fire traps.
  • The season pass-exclusive Path Home, which included another quest that fleshed out side characters while also offering a complex tomb that contained several puzzle rooms filled with spike traps.

Each hour-long DLC add-on was fine. Playing five of them in a row was more than fine. Combined, they offer a terrific multi-hour new dive into the game. The tombs are visually spectacular and can be satisfyingly tricky to get through. The side quests add a little more depth to the people in the game’s world. Together, they make a game that was already heavy on exploration and spectacle burst with it.

The DLC doesn’t fix the game’s flaws, but it does accentuate its positives. None of the add-ons deal with Shadow’s tonal issues nor more comfortably situate Croft and her craft into the world she’s regularly trampling through. They do add a lot of fun climbing and questing, though, and that works if, as so often is asked of people who play games, you’re able to compartmentalize.

By the time the seventh and final expansion came out in April, it felt like Shadow of the Tomb Raider was long gone. There are still faithful fans who praise the game and have followed its updates. There are still the people salty about clothing, still offering a mix of comments on social media and forums about the lack of Lara Croft shorts and the inability to wear half her outfits in a large section of the game. It’s hard to imagine that the season pass has done well for the people selling it, and it’s not ameliorated some of the grievances fans have had with the game, but for those of us who were enjoying the formula of the Tomb Raider’s reboot, it’s added up to a lot of good extra stuff.

And then there were eight.

The twist to all of this is that it’s not over. At some point during Shadow of the Tomb Raider’s post-release life, fans noticed an option in the game’s menus for an eighth add-on tomb. Some claim that data-miners found proof that it involved Croft Manor, Lara’s family home. That’s not confirmed. The game’s DLC menus still only show space for seven new character skills, one for each DLC, with no room for an eighth, so it doesn’t seem like any eighth offering would provide the full range of tomb/quest/outfit/gun/skill that the others did. The small community that still talks about the game is otherwise stumped, wondering if this will be an added bonus for season pass holders, something free or paid for everyone, or what. The game’s publisher has been silent about the eighth slot and declined to answer Kotaku’s question about it. The game simply lists the eighth tomb as “coming soon,” which means that this game’s improbably long and awkward post-release lifespan will continue. The last word on this game has yet to be written.

Source: Kotaku.com