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Temple Ruins is waiting patiently to give OP a warm welcome :)
weakest TR game from the first 4 atleast.
There's definitely way too many hitscan enemies, and the way they aim and shoot is incredibly janky, but also exploitable by chasing them around. Enemies like rats and spiders are too small and can take ages to kill due to bullets failing to hit them. Too many enemies are bullet-sponges, to the point that it actually surprised me the first time I killed a yeti because it died so fast. Some of the level layouts are needlessly obscure. There's too many trial-and-error death traps, such as times after falling to your death that you realise you were meant to slide down the slope backwards instead of forwards so you could grab the edge.
On the the hand, the Great Wall Of China level is an absolute banger. Enemies drop plentiful supplies to stay alive and keep the good weapons shooting. The different places visited throughout are inspired, China, Venice, a sunken ship at the bottom of the sea, a monk temple in the mountain's of Tibet, all put together to make for an epic adventure. Many of the puzzles are quite clever as the devs used what they learned from making the first game and amped up the difficulty. The visuals and architecture for many of the levels are great and memorable.
That's Tomb Raider 2 in a nutshell, it has some of the best moments in the franchise, but also some of the worst. While Tomb Raider 1 keeps a steady 'good' feeling throughout, TR2 bounces between great and bad. But if you think the Tibet levels are annoying, wait till you get to the Floating Islands. That was the level where the devs decided to snort 10 lines of coke and then stitch together some of the worst platforming and enemies in the entire game.
Combine it with the lvl design and puzzles and TR 2 is the best Tomb Raider hands down to me.
Tomb raider 1 has a secret on the first level most players still struggle with figuring out using the X + forward method of height 2.5.
There is also the corner glitch that most do not know how to use unless they were guide fanatics like myself.
Palace midas also has the hardest jump in the entire series with the flaming platforms.
The only thing you get from getting all the items from the first level is an extra shotgun shell, an extra autopistol and a handful of grenades with the grenade launcher early but taken away later. You know this right? Do you think your grey hairs are worth shrieking out? These bonuses are for TR1 addicts such as myself who would be greeted by a series of masterful traps with only minor reward.
The black flame snowmobile can be easily killed with an M16, start using your bigger guns as you are 3/4ths through the game.
Get gud.
Just to clear this bit up as well. The guy on the snowmobile isn't using uzis, the snowmobile he's driving has twin machine guns fitted to it. If you kill him and take his snowmobile, you can also use the guns on it. However, the red snowmobile you start with has a speed boost instead of guns, and that boost is needed for some of the longer jumps unless you want to continue to navigate the level on foot, which is possible to do.
Nothing in The Great Wall involve much exploration or difficult combat encounters (except for one secret which you have to go out of your way to get), it's just a straight shot to the end. The "difficult" part is like 40 seconds long, and it's punctuated by segments where all you have to do is run forward. It's impressive, but much of it is just cinematic.
Comparing that with Atlantis where you face the most BS spongy enemies sometimes in very cramped environment while they leap at you and mess up with your aiming and sometimes can knock you into traps or lava. The impossible to dodge dart traps while you're shimmying across and that blind backflip right after. One and done slope jumps with difficult timing. Mixing boulder traps, spike traps, lava holes, breakable tiles, and swinging axes together,..
Meanwhile the "hard part" of The Great Wall is getting out of a hole with moving spike walls in time where you have over 10 seconds to get out, and jumping over slicers that deal minor damage if your timing is a little off. The rest of the "hard part" is just mundane running forward, jumping once at the right time, and notice a breakable tile right next to you while you have about 10 seconds until a spike trap kills you.
Yes, it's tighter if you go for the two collectables, but at the same time, you're consciously making a decision that makes it harder for yourself to survive.
I'd argue in TR2, you have so much ammunition to discover that by Venice or Bartoli Hideout you could pretty much ditch the pistols entirely if you manage to find most secrets and pick ups.
That's only by knowing the locations though. By the Maria Doria onward however, the only reasons you'd stick to pistols are:
1- The enemies in question are the weaker types, or easy to exploit from a vantage point
2- Stingy player
3- Wasted too much ammo or kept missing shots
4- Ignored or missed a lot of pickups in general
3/4ths through the game is pretty late to just "start" to use bigger guns. Personally I'm not a fan of the M16 while moving around, but ain't no reason to not have been using the Uzis or Shotgun for a while by this point.
In my playthroughs, Automatic Pistols pretty much become my main weapons by Venice. Hitscan enemies are a ♥♥♥♥♥ and I'd rather them not be there, but admittedly they (and human enemies in general) drop ammo and medkits, so it's balanced out. Taking them out quickly means saving medkits and time. Taking them out slower means saving ammo while it's littered all over the game.
Makes the Great Wall feel like Lara's Manor.
In all honesty if you feel bad with TR2 difficulty level overall, you won't even pass the first 3 TR3 levels lmao.