3D Vision Gameplay [Part #3] - Rise of the Tomb Raider
Note: This is a stereoscopic 3D video. Aside from various VR options, YouTube support for non-2D content is limited these days. Playing this video directly from the browser with the actual hardware being used to record it - i.e. NVIDIA's 3D Vision - is no longer possible. However, you can download the video file using third-party software and watch it offline.
I haven't played Rise of the Tomb Raider in 3DV before, but given TR 2013's excellent S3D support it is perhaps no surprise that RoTR is similarly impressive in this respect. The first entry in the reboot trilogy - though undoubtedly good-looking in its own right - was a cross-generational release held back by aging PS3/X360 hardware (that infamous PC TressFX support notwithstanding). With RoTR it's clear that Crystal Dynamics and NIXXES were able to be a lot more ambitious with the sequel's presentation - something that benefits the 3D Vision significantly as well.
During my first playthrough I found the linear beginning of Rise of the Tomb Raider to be a bit tiresome. In full stereoscopic 3D, however, the icy ascent across Siberian mountains becomes exactly the kind of edge-of-your-seat thrill ride that a heavily scripted section like this is supposed to be. As always with S3D, objects close to the camera have a more accurate sense of depth than background elements, and the moment when Lara enters a cave at 02:30 as the camera pans around the corner stands out (all puns intended) in particular. The snowy chasms opening up around the characters are noticeable as well, however, and the narrow paths along the ridges look even more perilous when the surrounding environments acquires additional depth.