I'm a great admirer of the 2013 Tomb Raider reboot. I went in with low expectations after previous mediocre attempts by Lara's handlers, and what I found was an incredibly well presented adventure, that I actually enjoyed equally as much as any entry in the Uncharted series. It was no surprise that Uncharted was topping everyone's lists for 'Best Action | Adventure' title on the PS3, so for the Tomb Raider franchise to take notes from Nathan Drake, was a smart move to make. The 2013 reboot took a new direction narratively, instead of throwing us into the role of tomb raider Lara Croft, we had to play out her growth as a character from her normal beginnings, and how she grew into her famous role through adverse conditions and the challenges that faced her on the island the game took place on.
IGTM is what I consider to be one of the finest examples of Documentary, done right. With the amount of awards and attention it's gotten, you'd be hard pushed to say I was wrong. Not only does it successfully manage to successfully document a series of events [which any decent documentary should be able to do as a minimum requirement] but it also successfully manages to capture the emotions and thoughts of the individuals focused on.
Officially speaking, I'm no Movie Critic. Maybe what I've just said sounds like a no-brainer, you're probably thinking: "Well of course it shows what happened and what the people were thinking, that's what Documentaries are all about, aren't they?" Well you'd be half right, most documentaries seem to only document things on a very superficial level, based on what the camera sees and that which takes place visually. Behind this however, are the emotions and thoughts of the individuals going through the experience; the real experience and substance of these events.
You already know that I think the PS1 era was magical. Game development was still simple, and teams could turnover a game in less than a year, with the PS1 being a relatively easy platform to develop for, and budgets being a lot more modest than compared to today's standards, which meant more risks could be taken. One such risk was Dino Crisis 2, and while the risk wasn't so obvious at first glance, it was a gamble considering the first game had acquired such a following of fans that were expecting a survival horror sequel.
Contrary to what others thought at the time, and what they still think now, I love this game. What resonates boldly throughout a playthrough of Jurassic Park: Trespasser is the sheer ambition of the project, and the potential its mechanics had to become a pioneer of the FPS genre. The arm mechanic was a truly revolutionary gameplay feature for the time, as well as a completely hudless screen, but engine restrictions and bugs would mean that this would all go largely unnoticed as the game was universally a critical and commercial failure.