The rest of Lara’s updated move set is a balanced act of engaging variety and intuitive difference - in other words there are enough to stop you getting bored, but not so many that you’ll get confused as to what to use when. Lara leaps, hangs, scrambles, somersaults and swings using all the ledges, cracks, ropes, poles and boxes that the environment throws at her. There’s a fluidity and control to her acrobatics which recalls Prince of Persia, although there’s a character to her actions - a curt, balletic handstand to mount a ledge, a gymnast’s whipped flourish into a tumbling forward-flip - that’s uniquely Lara.
Much of her acrobatics work just fine on the Wii - particularly nice is the natural feel of flicking the nunchuk down to throw the grappling hook - but there are also some serious annoyances. In other versions, tapping a button repeatedly while shimmying or climbing would make you move faster. This mechanic was mildly tedious before - but on the Wii it is a real chore, as you are expected to shake the nunchuk many, many times in a row to traverse ledges. It's a perfect example of what not to do with motion controls. Another frustration caused by poor control design is the mechanic for "catching" yourself from falling. In other versions, if you made a risky ledge grab from a jump, Lara would be in danger of losing her grip, and you had to react by quickly tapping a button. For seemingly cruel reasons, the designers for the Wii version decided to make this button "up" on the D-pad. Since the tip of your finger is normally on the A button, scrambling to reach for "up" is extremely awkward, and in your haste you can even accidentally press "down" which of course causes you to let go and fall to your irritating death.
Anniversary’s central pleasure is in simply negotiating and moving through the levels. The sense of anticipation on seeing a huge new room for the first time - scoping for hand-holds and doing imaginary run-throughs - can be a real joy. Again, though, the Wii controls make things unnecessarily cumbersome. Other versions benefited from a second analog stick for quickly looking around, but here you have to hold the C button down and then move the pointer to the edge of the screen. This sounds minor, but a huge, huge part of playing any Tomb Raider involves lots of scanning for routes of progress, and this scheme slows that aspect down significantly over time.






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