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In 2018, Eidos-Montréal, under Square Enix's European subsidiary, released "Shadow of the Tomb Raider," an action-adventure game and the sequel to "Rise of the Tomb Raider." This installment marked the conclusion of the Survivor trilogy, the twelfth entry in the Tomb Raider series. Initially launched for PlayStation 4, Windows, and Xbox One in September 2018, it later became available for Linux, macOS, and Stadia in November 2019. Additional content, including both a season pass and standalone releases, expanded the game post-launch.
The storyline picks up three years after "Rise of the Tomb Raider," following Lara Croft's journey through the tropical Americas to reach the legendary city of Paititi. Here, she confronts Trinity, a paramilitary organization, and races against time to prevent a Mayan apocalypse triggered by her actions. Players guide Lara through semi-open hubs, engaging in combat with firearms and stealth tactics, while also delving into challenge tombs for rewards, completing side missions, and gathering resources for crafting.
Unlike previous entries, Crystal Dynamics stepped back from primary development responsibilities, focusing instead on Marvel's Avengers. Eidos-Montréal took the lead, commencing development in 2015 and concluding in July 2018. The game aimed to bring closure to Lara's journey initiated in the 2013 reboot, exploring themes of descent both physically and psychologically. Drawing inspiration from Mayan and Aztec mythologies, the team consulted historians to authentically depict the architecture and inhabitants of Paititi. Gameplay adjustments, such as swimming and grappling mechanics, were influenced by fan feedback and developer preferences, with Camilla Luddington reprising her role as Lara's voice and motion-capture actor.
Despite its hefty development costs estimated between US$110–135 million, "Shadow of the Tomb Raider" garnered positive reviews from critics. The game's focus on challenge tombs and puzzles received particular acclaim, though some reviewers noted a lack of innovation, suggesting the gameplay had grown somewhat stale. Although initial sales were sluggish, the game eventually surpassed 8.9 million units sold.
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