Lara Croft and The Temple of Osiris

Lara Croft and the Temple of Osiris

Lara Croft and the Temple of Osiris is an isometric-view single player, or online/offline cooperative play (up to 4 players) game set in the desserts of Egypt. The game immerses the player in arcade-shooting styled action sequences, where she/he fights creatures in the tombs, and puzzle solving sequences, which Tomb Raider games are famed for.

Website: https://crystald.com/projects/lara-croft-and-the-temple-of-osiris

YouTube: https://www.youtube.com/watch?v=FIcmQgUVMY8

Elemental Tetrad

Mechanics

  • Arcade-shooter and puzzle solving game, survival and overcoming obstacles essential to game progress
  • Puzzles vary with the number of in-game players, the level of challenge increases with the number of players, i.e. each puzzle has 4 variants
  • Players are able to wield a variety of weapons, discover artefacts which contribute to player statistics and characteristics, and collect gems to compete in level scoreboards and ranking with other players of the game
  • Aim of each level is known through clear storytelling, and goal of each level contributes to the finale of the game

Story

Lara Croft is plunged into a mission to retrieve the bodily remains of the Egyptian sun god Osiris to defeat Set – the god of darkness, when a rival treasure hunter and her cursed themselves after displacing the Staff of Osiris, freeing the enemy.

The story progresses as players gather parts of Osiris, with interferences from in-game enemies and Set, and puzzles for obstacles. Each part contributes to the finale where Osiris is resurrected, and steers the game to its final battle sequence with Set.

Aesthetics

  • High-angle isometric perspective gives the game a “god’s eye” depth-of-field, framing the gameplay to make it feel vast, and effectively exhibiting the impressive architecture of the game
  • Playable weapons such as pistols, grenades and magical staffs, give a different feel and experience to the players. Pistols and grenades when triggered displays the usual bullets and explosions, while the magical staffs emit a bright beam the vaporises the enemy.
  • Game has an overall earthly colour scheme to create the impression of tomb raiding, and bright lights and colours when engaged in combat or puzzles

Technology

The game is arcade-shooter styled, creating a engaging experience especially in cooperative mode. The game is playable on the PS4 and XONE, narrowing the gameplay experience to controller gaming.

Lenses and Reviews

Lens #6: The Lens of Problem Solving

The game immerses players in literal problem solving – puzzles, and survival. Problem solving can be more challenging if players opt to accomplish optional goals. The game generates different puzzles with respect to number of players, creating level variants. In favour of game design.

Lens #31: The Lens of Challenge

The gameplay comprises shooter, survival and puzzle solving. Challenges are overcome differently at variable difficulties based on playable character (e.g. Lara wields pistols while Horus wields a magical staff), and puzzles and its difficulty changes with the number of players. In favour of game design.

Lens #40: The Lens of Reward

The game instead of rewards only offers achievement of the goal at the end of the level, and few in-game wieldable items at certain stages. Rewards could be given out more to create an alternate more engaging gameplay to entice players to undertake optional tasks. As of current game can we played similarly with or without given rewards. Against game design.

Lens #66: The Lens of the Obstacle

The game’s objective is to defeat the antagonist through a series of puzzles and combat sequences. The storytelling ties the player to the antagonist and goal of the game. The obstacles increase in difficulty and new enemies and introduced as the game progresses. In this game, the antagonist appears in smaller forms throughout the gameplay and as a massive (literally) final boss in the finale. In favour of game design.