From the title, Diving Area sounds like it should be a fun little level. Imagine Lara set loose in some kind of lush waterpark filled with swimming pools, indulging in some underwater treasure hunting whilst taking in some of that gorgeous tropical sunshine. But no, that is not the delicious digital feast that has been prepared for us.
Instead, we’re still stuck on the inside of this claustrophobic, ugly-as-sin oil rig, filled with toxic waste, and whenever we’re not busy running from room to room to push buttons that should really be in the same damn room, some asshole keeps sneaking up on Lara from behind and setting her on fire. There’s room for improvement here, is what I’m saying.
If I can’t have idyllic underwater treasure hunting, I guess two packs of grenades stuck behind a giant fan will have to do. Seriously, this is a well-hidden cache of grenades, there should have been a Jade Dragon here or something.
I did come dangerously close to having fun with this level, because it’s usually pretty clear where you need to go next, plus the platform elements are fun. The experience was spoiled a bit by too many enemies, especially the new flamethrower baddies, who are just unfair. However, there was nothing about this level as singularly tedious as the second half of Offshore Rig, so I’ll take what I can get.
Have You Thought About Renewable Energy Today?
Why is there a pool of toxic waste in the middle of the oil rig? Are they also mining Uranium from the sea floor or something? I wouldn’t put it past Bartoli, I bet that guy wants a dragon AND a gun that shoots nukes.
One thing that I never got around to talking about last level was the fact that Lara’s stuck on an oil rig. I may not like the look of the location, but it’s kind of interesting thematically. Oil is made up of fossils, creatures from the past– plants, animals, who knows what else– that we dredge up from the bottom of the sea and use for power. From a certain point of view, it’s a kind of an exploitation of the past, although a kind of exploitation that Lara herself is guilty of; after all, I don’t recall seeing any solar panels on the roof of Croft Manor.
Mostly, this area is just a pit stop to fit in a few more levels before we get to the sunken ship area, and I don’t think it was meant to serve any larger symbolic purpose. However, the fact that this whole area is associated with the Bartoli cult and all the evils they do (plus the fact that it’s just generally inhospitable towards Lara), gives a pretty negative view of using fossil fuels for energy, whether or not that was the intention. You get the impression that after this little adventure, Lara’s going to seriously consider building a wind farm somewhere on her property…possibly because, after the body count she wracks up on this rig, there won’t be anyone left to process the crude oil anyway.
Puzzle Puzzle, Turmoil and Buzzsaw
This level doesn’t boast particularly impressive puzzles, but it does have functional (and reasonably intuitive) ones. Too much of the level is spent going back and forth between two rooms, because God forbid you ever be able to solve a puzzle in the same room you started in, but let’s be honest: if that kind of gameplay bothers you, you wouldn’t be a fan of Tomb Raider in the first place.
What’s kind of a shame is that there are some things about this level that could be really cool, but don’t really go anywhere. At one point, a helicopter takes off in the middle of the level, but you can’t interact with it in any way, and you’re usually too busy in combat to even see it take off. You do get the opportunity to battle frogmen (and with the acquisition of the harpoon gun, you can even duke it out with them underwater if you want), but the harpoon gun isn’t fun to shoot. Most of the time, even after you have an underwater weapon, you’re still better off picking off the frogmen from solid ground. There’s a giant, spinning buzzsaw on the floor, but you never get the opportunity to shove any enemies into it. C’mon Core, throw me a bone here.
The fact that Lara can’t reach this keycard without getting shredded by the buzzsaw is an amazingly frustrating little tidbit. It’s the fact that it looks like you should be able to just pick the damn thing up without touching the blade that does it.
A note on a particular puzzle: the burner hall puzzle, the one where you can get the M16 if you know where to look for it. I swear I remember from years ago that I could hit one switch (turning off the first burner) then do a side-jump and hit the other one, allowing me to run down the hall, retrieve the circuit board, and make it back with plenty of time. This time around, whenever I tried to make Lara do a side-jump in this area, she kept hitting the ceiling and refused to jump; while I didn’t have a huge problem with it, this made the timing a lot less forgiving. Is this a difference between the Playstation and PC versions perhaps? It’s not important, but it bothers me because I have pretty vivid memories of solving the puzzle one way and it didn’t work this time.
Can you imagine if this fire extinguisher was actually functional, instead of just being there to mock you? Granted, Lara would die from being on fire before you could make it to the other side of the room to use it, but let’s not sweat the details here.
The Unbearable Cheapness of Flame Dudes
I don’t have a screenshot of a flamethrower, since I was always busy shooting like crazy whenever they were on screen, but I admit that was an oversight. So instead of the picture of the Big Bad Flamethrower guy I should have right here, enjoy this screenshot of Lara about to jump on a crane.
The idea that any death in Tomb Raider is “cheap” might seem a little silly. The whole franchise is based on traps that kill you instantly, not to mention a million other ways for our heroine to meet her demise. Unless you’re a serious fan and have the level memorized, you expect to see Lara die a whole bunch of times during any given level, and that’s not cheap; that’s just the type of game it is. That said, I still think the Flamethrower baddies are cheap, and overall a bad idea.
With most traps, no matter how deadly, you can see them if you look out for them, and plan how to pass through them unharmed. In contrast, unless you know where all of them are in advance, the Flamethrower-toting baddies can just come out of nowhere and flame you, and then it’s Game Over. It’s okay to get a Game Over when you know you made a mistake and how to fix it, not so much when it feels like there was nothing you could have done differently.
This could be easily rectified too, since the amount of water on these levels could provide an easy out. If Lara can get lit on fire, she should be able to jump in the water and recover (like in The Dragon’s Lair), and then you at least have a fighting chance. Yet somehow, despite all the pools of water on this level, you often fight the Flamethrower dudes with no H20 in sight. To me, this creates additional difficulty for all the wrong reasons.
Bizarre Cutscene Theater: The Monk
When you complete Diving Area, you’re rewarded with one of Tomb Raider II‘s incredibly bizarre, disjointed cutscenes. A monk who has been trying to stop Bartoli thinks that Lara is a spirit guide sent to send him into his next life, and rambles on about that a little bit. Now, Lara doesn’t look like my idea of a Buddhist Spirit Guide, but to be fair, the dude has been tortured and lost a lot of blood. He is lucid enough to tell Lara about the Seraph, the key that Bartoli needs for the next stage of his plans. Bartoli, lurking on the perimeter, shoots the monk before he can give Lara any more information.
Now I know what you’re thinking; why didn’t he shoot Lara first? He had the drop on her, and she’s way more dangerous to him than an unarmed, delirious monk. I will repeat what I’ve said before; Bartoli passes up obvious opportunities to kill Lara because he wants to save her to play the Maiden to his Dragon. Like, what’s the point of even being a dragon if you can’t have your minions tie a woman to a stake and threaten to eat her? There is none.
But all of that is of lesser importance, because look at this:
YEAH I GOT THE WETSUIT! MY FIRST NEW OUTFIT IN TRII! I’M BLOWING THIS POPSICLE STAND!!!!!!
In perhaps the riskiest plan she has ever tried, which is saying something, Lara glomms onto a minisub that’s heading toward the bottom of the sea. For all Lara knows the sub could take an hour to get there and she would die from lack of oxygen long before reaching her destination, but the promise of pocketing artifact that both narcissistic Italian mobsters and delusional Tibetan Monks revere is just too much temptation to resist.
I’m still getting all the secrets. I don’t know how long I’ll be able to keep this up.
Best: When you finally drop down through the central hub and gain access to the whole level, it’s very satisfying. There’s a nice “aha!” moment when you realize how everything fits together.
Worst: The darn flamethrowers. They tempt you to save every five seconds, just in case you get immolated from behind around the next corner.
Rating: Two Uzi Clips Out of Five. Still brought down by too much combat and less-than-inspiring environs, but there’s some fun to be had solving a lot of small puzzles, so it earns an extra clip over Offshore Rig.
Next Up: 40 Fathoms, because there’s nothing that says “fun!” like suffocating to death a whole bunch of times before the level even properly starts.