Lara Croft and the Guardian of Light Review

 Genre: Action-Adventure | Developer: Crystal Dynamics | Release Date: 2010

Published by Square Enix, the game was released in Microsoft Windows, PlayStation 3, Xbox 360, and iOS. The game follows Lara Croft and a 2,000-year-old Mayan warrior named Totec who must work together to stop the evil spirit Xolotl.

Campaign

Lara Croft and the Guardian of Light surprises players with a surprisingly lengthy and robust campaign experience that stretches close to ten hours. Split across multiple levels, each acting as its own contained challenge, players are granted the flexibility to approach chapters in a non-linear fashion once unlocked, which adds a refreshing bit of freedom in an otherwise linear narrative. The game follows the famed archaeologist Lara Croft after she unwittingly unleashes the evil spirit Xolotl. To rectify her mistake, she teams up with Totec, an ancient Mayan warrior, to seal the malevolent being once again. On paper, this sounds like a promising blend of modern adventurer meets ancient mysticism, but in execution, the plot lacks depth and emotional investment. Totec and Xolotl are fine as functional characters, but they come across as stereotypical archetypes—Totec the noble warrior, Xolotl the cackling evil spirit—and little effort is made to build upon their histories or motivations.

One of the game’s weakest points is its cinematics. They feel dated and uninspired, especially when compared to the intricate environmental storytelling found within the actual levels. Instead of enhancing the stakes or providing more context to the journey, the cutscenes serve as clunky scene transitions. That said, the campaign redeems itself with its structure and co-op-driven puzzle design. The sheer volume of content packed into the adventure makes up for its narrative shortcomings, and the variety in level objectives—ranging from timed runs to hidden collectibles and combat trials—ensures that players rarely feel like they're doing the same thing twice, even if the story itself is forgettable.

Rating: 3 out of 5


Gameplay

One of the boldest choices Guardian of Light makes is its departure from the traditional third-person adventure style of prior Tomb Raider games. Instead, it adopts a top-down isometric perspective and leans heavily into arcade-style action and puzzle-solving. Surprisingly, it works exceptionally well. Whether played solo or cooperatively, the gameplay is smart, engaging, and frequently challenging. Lara and Totec have distinct skill sets that complement each other in creative ways—Lara uses dual pistols with infinite ammo and a grappling hook, while Totec wields spears for climbing and has a shield for defense and boosting. These abilities aren’t just for show—they’re integral to traversal and puzzle-solving, making teamwork (or clever solo solutions) essential.

When playing solo, the game smartly gives the player access to both characters’ toolsets to solve puzzles, while co-op play introduces situational teamwork, such as having Totec plant a shield for Lara to jump on, or Lara grappling a chasm so Totec can cross. This balance keeps the gameplay interesting and provides two very distinct playstyles depending on how you approach the campaign. While the lack of AI companion in single-player can make the game feel a bit lonely, it reinforces the tactical problem-solving element and never feels broken or unfair.

Combat is fast and satisfying, with a wide array of unlockable weapons and relics that provide stat boosts. Boss fights are a highlight—memorable and sometimes surprisingly tough. The scoring system based on collectibles, enemy kills, and time adds replayability and arcade flair, encouraging players to revisit levels and improve their runs.

Rating: 3 out of 5


Production

In terms of production value, Lara Croft and the Guardian of Light punches well above its weight. Visually, the game showcases a rich tapestry of environmental detail, even with the more distant, top-down camera angle. Each level is filled with unique, hand-crafted architecture that gives the game world a distinct visual identity—from crumbling Mayan temples to torch-lit catacombs, there’s plenty to soak in. While not the most graphically advanced game for its time, the art direction goes a long way in creating atmosphere. The environments aren’t just beautiful—they’re functional. Players can expect clever use of space in puzzles and platforming, and these segments are enhanced by dynamic visual cues and animations.

Character models are serviceable, if not remarkable. Lara looks solid, and Totec has a presence, but some of the NPCs and enemies feel a bit bland. Where the visuals falter is in the aforementioned cinematics, which feel like an afterthought compared to the game's otherwise polished look. These scenes could have been more engaging or visually dynamic, but instead, they come across as wooden and low-budget.

The sound design, however, is a highlight. The musical score is atmospheric and adventurous, often swelling during combat or quieting during puzzle-solving segments to heighten immersion. Keeley Hawes returns as Lara and once again brings a confident, grounded performance, while Jim Cummings gives Totec gravitas. The environmental sound effects are immersive—from the shifting rubble of ancient ruins to echoing footsteps in dark chambers—and add another layer of polish that keeps the experience grounded in its pulpy, Indiana Jones-inspired roots.

Rating: 3 out of 5


The Verdict

In the end, Lara Croft and the Guardian of Light offers a refreshing twist on the Tomb Raider formula, emphasizing tight co-op gameplay, intricate level design, and satisfying puzzles. While its story and cinematics underwhelm, its gameplay depth, strong production, and replayability make it a hidden gem. A worthy adventure, especially with a co-op partner. Lara Croft and the Guardian of Light 3 out of 5.

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