Many come to Tomb Raider games for adventure and escape, to visit beautiful places and solve befuddling puzzles. There's plenty of that in Shadow of the Tomb Raider, too. It all depends on how much, or how little, you want to dig and how much you want to play as Lara Croft.
Arkham VR might prove to be an amusing evolutionary dead-end, a one-time theme park attraction that used the best tech available to let us pretend, however awkwardly, to stand around as Batman. It may also represent a step toward a more deeply interactive virtual reality Batman game, one that will allow us to more literally step into the impressive Batman universe that Rocksteady has built. Either way, it’s a start at best. It’s not a destination.
I began ReCore having a marvelous time. By the end, I had begun to resent it. It wasn't that I felt rushed; I allowed myself extra days to play. It was just that the game is such a heart-sinker. It was created by people whose work I've greatly respected, but ReCore just doesn't feel ready for all of us to be playing it.
The narrow focus of Near Death is appealing. Its designers succeed in presenting a refreshingly simple game about a straightforward struggle to live. They simply pit you against the cold, and they have erected an arduous and interesting interactive obstacle course you must overcome to survive.
The sense of scale that VR provides a game like this is remarkable. The comfort with which you can play this game is an example for other VR developers to follow. Yes, it is good and satisfying and even spectacular to play a traditional third-person action adventure in virtual reality.
Despite how pedestrian some aspects of the game may be, I concluded Quantum Break feeling like something new had happened. Something special had happened that more than compensated for some of the flatness of the story and the mostly rote gunplay. A game simply never worked like this before, nor has a TV show. Because of that, what might have otherwise been ordinary feels extraordinary.