Just watched this video that was linked in a RockPaperShotgun article. It has not made me want to buy the game.
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http://www.youtube.com/watch?v=2NjZtEiosgA[/youtube]
I wonder if Crystal Dynamics realize that all the stuff they're proudly doing with this game falls firmly in the "been there, done that, didn't work" category. It's like an Uncharted clone with none of the good stuff. I thought Quick Time Events had finally died off outside of the occasional God of War clone, but here's Crystal Dynamics acting like they're not only still alive, but also clearly king of the interactive cutscene jungle.
They also seem pretty impressed by their "gear acquisition" which made me giggle. Pretty sure "gear acquisition" is a core part of MOST games, even those that don't recognize it as such. That's how games work. You get stuff. You move forward. You get new stuff. You use that new stuff to continue moving forward. Most games don't bother to give it a name.
The "rope arrow" implementation seems silly and archaic, too. I thought we'd moved past the whole "visually eyecatching immersion-breaking interactive stuff" design philosophy. Hasn't anyone at CD played an Assassin's Creed game? Oh, look, some clean white rope on the gritty map. Must be time for my rope arrow! Good thing the game is holding my hand!
The whole game appears to be designed around taking control AWAY from the player. Movement interrupted by cutscenes, cutscenes interrupted by QTEs, combat interrupted by irritating traps. And the interactive environment stuff doesn't even seem that well-implemented. The barrels-down-the-hill thing didn't work AT ALL...with the baddies just walking around them. Didn't knock 'em down, didn't make them run back the way they came...they just stumbled awkwardly around them for a moment. And all the while the narrator is talking about how that stuff works on the enemy AI. How about having the AI REACT to it, then?!
And that river scene, with the slow-mo shotgun debris-killing?! What the @$%# is going on there? That's the saddest bit of pathetically contrived level design I've ever seen. It adds NOTHING of value, looks frustrating as Hell, and just seems silly.
The game's FEEL is at odds with itself, too. One minute it's screaming "I'm gritty and realistic ARGH look at my vulnerable limp!" and the next minute it's "ARGH rapids grab a shotgun and slow-mo shoot-and-destroy random debris piles--oh and while we're at it, I can shoot arrows with ropes attached but only at bundles of rope--and also I have magic pockets! Look! A torch, no a shotgun, no a rope arrow that I can only shoot at bundles of rope!" Which is it?
Also, everyone keeps talking about how good the game looks, but.... I must be looking at a different game than everyone else is seeing because, to me, that video looked like a 6 year old console game. It looked like an early PS3 title. For all the focus they put on the new Lara...I can count the pixels in the texture for her shirt. Sure, her boobs might be high poly (but they're proportionate now, we're politically correct!!!!) but the image fidelity itself is terrible. If you're going to make a character-centric THIRD PERSON game, PLEASE put some effort in making the player character nice to look at (and I DON'T mean nice hips and cleavage).
So...yeah. That video pretty much killed the game for me. The older Tomb Raider titles might be goofy and clunky. But at least they were content and self-aware in their old-fashioned-ness, rather than being self-impressed amalgams of outdated design themes.