I first played ‘Tomb Raider II’ when it came out on PlayStation back in 1997, and in those days my reflexes were in their prime. A couple of months ago, I decided to tackle the remastered version that was released last year. Using the Easter break to my advantage, I put the hours in and finally made it through this challenging adventure.
As I have mentioned before when reviewing ‘Tomb Raider Remastered’, the improvements and enhancements to the graphics are outstanding. Now that I have finished the first two games, I can honestly say that they both played like their original versions, yet at times took on the appearance of a brand new release.
I will go through each location of ‘Tomb Raider II’ in order and share some thoughts, before getting into the comparisons between the original game and the remastered edition.
The adventure starts at the Great Wall of China, where Lara Croft has to find her way beneath a guard tower and into a cave system below.
This was a short level for me, as I forgot to drop down into the canyon where – if memory serves – a T-Rex or two are lurking in the darkness. There are a few other enemies around as well, such as aggressive tigers, swooping eagles and hard-to-see spiders. A number of deadly booby traps are scattered about too, so it’s not exactly a walk in the park.
The chapter concludes when you discover a mysterious door, where an easily-overwhelmed henchman reveals that a certain Marco Bartoli in Venice has the answers to what lies beyond.
As I have already written a more detailed article about the Venice levels in this game, I will keep things brief here. There are three inter-connected chapters set in this city, relating to Lara finding her way to the elusive Marco Bartoli. Of course, this is a very powerful person, and at his disposal are dozens of thugs and assassins who are there to ensure that Lara does not achieve her goal – and it all plays out around the scenic canals and courtyards of this iconic location.
Lara does eventually catch up with Bartoli, and manages to sneak on board his seaplane en route to an offshore rig. But before she can confront her target, our heroine is captured and imprisoned, and this is where the next part of the story commences.
This chapter does not start ideally, as not only are you locked up but your weapons have been confiscated. Unfortunately, none of the bad guys have such problems and you are forced to run around for a short time hitting switches and opening doors while goons merrily open fire upon you. It is quite a stressful opening to the level – and I hated it to be honest – but the tables will quickly turn once you reacquire your guns.
I didn’t like these levels much, although I appreciated some of the sound effects used such as the occasional loud banging of metal and other vibrating noises. There are tons of bad guys roaming around here, with some hiding underwater in scuba gear firing their spear guns at you. The objectives and aesthetics of the three different stages are pretty much the same, and after a while you can’t wait to get off this stupid rig.
However, there was one brief respite when climbing a ladder all the way to the roof to catch a spectacular sunset – where it’s tempting to throw in a Daniel Andrews joke. Anyway, I could have stayed up here in relative safety all day, but there was the small matter of an adventure to complete.
Speaking of which, we eventually say goodbye to the dreary platform and head to the bottom of the ocean by hitching a ride on a mini submarine.
If you were hoping things would get a little easier, then think again. These underwater chapters were brutal, even though the locations were quite unique – if not a little eerie.
From struggling through the engine rooms, to exploring your way around the upside-down interior of the vessel, the perils continue at every turn. There must have been a garrison of Bartoli’s goons wandering around this wreck – called the Maria Doria – sitting at the bottom of the sea, which begs the following questions: How did they all get down there and is there enough air for everyone to breathe?
Every pocket of water you are forced to swim through is infested with sharks and barracudas, with even the odd giant eel popping up for a jump scare at one point. Eventually you make your way to the deck, which has somehow ended up in a giant cavern, where even more thugs and dangerous sea creatures await you.
The number of henchmen Bartoli has stationed at the bottom of the ocean is ridiculous, but casting science and logic aside, it does make for an exciting adventure! After many gun battles, Lara locates the artifact she was looking for – the Seraph – and then heads to Tibet to discover its true purpose.
A little outdoor scenery proved to be a pleasant break from the claustrophobic offshore rig and Maria Doria levels. The Tibetan foothills was no easy ride though, with snow leopards and more of the Venetian bullies here to cause Lara some serious grief.
Riding a snowmobile was a lot of fun, even if the controls were a little clunky. It was also handy to learn that you can kill enemies simply by running them over – with that rule applying to both men and beasts!
Lara then makes her way to the Barkhang Monastery – a memorable Tomb Raider level – where not only are the idols and statues recreated magnificently, but a never-before-seen type of gameplay is introduced into the series.
What I refer to is the dynamic between the Barkhang Monks and Bartoli’s goons who attack the holy place in great numbers. Quite simply, if Lara does not injure any of the monks – even though they glare at her menacingly – they will not go after her. Better still, these monks will take care of the Italian trespassers more often than not, despite the disadvantage of bringing sticks to a gun fight.
As I mentioned before, the effort that has gone into bringing this remote monastery to life is commendable – check out the screenshots below.
Sadly, the Barkhang Monastery would be the highlight of the Tibetan adventures, with the next two chapters taking us deep underground where more dangerous enemies are waiting for you in the shadows.
I really struggled through these levels, especially the Catacombs of the Tallion. It wasn’t just the constant onslaught of Bartoli’s henchmen and snow leopards this time around, but now we have abominable snowmen thrown into the mix – dozens of them!
But what was truly insane here was the lighting – or lack thereof – with your surroundings becoming literally pitch-black at times. These darkest areas also happened to be infested with growling yetis – making matters worse – and I ended up igniting my entire supply of flares just to see where I was going. I only mention this because my excessive use of this limited resource came back to bite me at a later stage.
These annoying levels came to an end after battling a giant bird-like creature with an impressive six-pack. This dude might have been in great shape, but he was hardly a challenge as I picked him off with a machine gun from the safety of a high ledge. Too much weights, not enough speed work, perhaps?
Following this, we return to the door underneath the Great Wall of China, which is a nice roundabout way to continue the adventure.
The Temple of Xian is what awaits Lara beyond the mysterious door, and it is quite a challenging level to navigate through. Interestingly, all the enemies here are animals; tigers, fish, birds and spiders – both small and large – but they are not the most difficult part. This level was designed as one giant booby-trapped maze, and you can meet your demise in any number of ways.
It is also quite dark at times, and I regretted wasting all my flares back in Tibet. I ended up using the light from the muzzle flash of the pistols to find switches and doors that were hidden in the darkness – which was not an ideal way to play the game.
Having conquered the temple, the story then delves into a mystical realm known as the Floating Islands and it is quite a spectacle – and extremely dangerous too.
The design here is excellent, and the remastered version takes things to another level completely. As far as villains go, we meet some of the deadliest foes in the game – the jade statue guardians who come to life and attack Lara with lethal force. It is a good idea to save your grenade launcher for these guys because they don’t fight fairly; often coming at you two or three at a time.
We then move on to what is the final level, where Lara comes face-to-face with some extremely difficult opponents. There are a dozen or more of the jade statues to contend with, who are now being a nuisance by standing in front of important switches. Also, some newer Bartoli henchmen are around – cult members I believe – who are a lot tougher to kill and can inflict a ton of damage if not dealt with quickly.
Then there is the final battle with Marco Bartoli, who has used the Dagger of Xian to transform himself into a fire-breathing dragon. If one uses the water passages correctly to swim under the beast and attack it from multiple angles, then this can be quite an easy fight. Well, it was for me anyway – and I’m not the best player going around!
There is a brief epilogue after killing the dragon, where the remainder of Bartoli’s goons come to Lara’s house to exact revenge for their fallen boss. There isn’t much to this – as you only need to grab the shotgun and more than enough ammo to take care of the intruders and their attack dogs.
Before I get into my final thoughts on the game, I have selected some comparison shots between the new remastered version of ‘Tomb Raider II’ and the 1997 original. I have chosen photos that best show the differences between the two releases, with the 2024 edition featured on the top half of the screenshot, while the older version is shown below.
Overall, I really enjoyed playing this game – and a big part of giving this a positive review is the strong way in which the story concluded. Unlike the previous entry, whose last few levels became a bore and went off the boil, this game went the opposite way and finished off with a string of visually-enthralling chapters.
However, the last two Tibetan Levels – Catacombs of the Tallion and Ice Palace really annoyed the life out of me, with the lighting being the main issue. In fact, I stopped playing the game for a couple of weeks as a result. The offshore rig was alright, but was a little uninspiring, and the undersea levels were well-designed and planned but became too much of the same thing after a while.
Shooting my way around Venice was a novelty for me though, and I also give a lot of praise to the Barkhang Monastery stage, which was well mapped-out. As I mentioned before, the final chapters that were set underneath the Great Wall of China were top notch and ensured that the game finished on a high note.
Was it better than the original? No, but that is a hard act to follow. The difference here is that the best chapters in the first Tomb Raider game – St Francis’ Folly, Temple of Khamoon et al – reached stratospheric heights, whereas the top levels in the sequel – Barkhang Monastery and Floating Islands – are excellent at best.
Full marks to the team who upgraded the graphics, and for delivering an entertaining game that is set in some interesting locations across multiple continents. There were some levels here that I absolutely hated, but nevertheless I rate ‘Tomb Raider II Remastered’ a solid seven and a half out of ten.
‘Tomb Raider I-III Remastered’ has been out for over a year now and is available to buy as a physical copy, or online at the PlayStation Store. I should also mention that a few months ago, the next three remastered episodes of the Tomb Raider series were released as a trilogy. Both are retailing for around $45 Australian dollars.
Screenshots courtesy of PlayStation, Crystal Dynamics and Aspyr.