Lara Croft: Most real hero of current-gen

While Tomb Raider’s combat model borrows Uncharted’s seat-of-the-pants chaos, it plays it straight for real drama rather than comedy. And where Nathan Drake’s knockabout, surviving-by-the-skin-of-his-teeth fighting style is often a smoke and mirrors effect embellished by Nolan North’s various yelps and stumbling mocap actions, in Tomb Raider the closeness of well-organised death is a constant, very real threat.

It helps that firearms are rarely a comfortable thing to use in Tomb Raider. They’re all loud, scary, tactile objects whose heft almost feels unwieldy when brandished by Lara’s slight frame. Particularly in contrast to the quiet nimbleness of the bow, it’s always apparent first-hand how large and dangerous these death-machines are, making the knowledge that the enemy has them too a damnably intimidating thing. Doubly so given that gunplay is usually a close-to-medium range affair. The bow allows distant, clinical execution, but if you’re pulling a trigger, you’re either right in the middle of a very dangerous situation or you’re about to be. There’s a serious sense of threat and responsibility in Tomb Raider’s weapon and combat design that few action games even attempt.

And it’s not just about the core combat experience, but also the framework through which that’s shaped and sculpted. Although all fights in Tomb Raider are powerful character defining experiences, certain battles and set-pieces stand out as major landmark events. The assault on the base camp below the disused radio mast is probably the first really important one.

Long-time GR+ writer Dave has been gaming with immense dedication ever since he failed dismally at some '80s arcade racer on a childhood day at the seaside (due to being too small to reach the controls without help). These days he's an enigmatic blend of beard-stroking narrative discussion and hard-hitting Psycho Crushers.