I felt a little cheated by this as these two characters (and Winston) made Legend feel much brighter and more fun than any previous TR game. Although Underworld did see a return of Zip and Allister, they only appeared at the beginning and end of levels and in the second half of the game, they were absent entirely. I'm not saying that Underworld is bad, just not what it was made out to be. Although the levels were deliciously grand, my expectations were quickly dashed when, in the first level, I found myself on a boat with dozens of doors and hatches, almost none of which could be explored. The "What Could Lara Do?" tag-line built my hopes up to expect a world where anything was possible and where no place was off limits. One other gripe I have about Underworld is that I don't think it lived up to the hype that Eidos tried to generate. Don't get me wrong, though, there are minor technical glitches, such as enemies freezing in place, places where Lara can easily get 'stuck' and on one occasion she became permanently invisible, forcing me to reboot, but these are only minor annoyances. I have completed the main story, but I can assure you that I will be returning to each level to retrieve the collectibles I missed on the first run (which Anniversary didn't inspire me to do). Underworld steered away from using extreme difficulty and repeated death as a means to increase the playtime and therefore made the game far less frustrating, to the point of being extremely enjoyable. This chapter in the history of Lady Lara Croft corrected most of the frustrating mistakes of it's predecessor and made it an enjoyable gaming experience that was almost on par with Legend. Despite being shorter than Anniversary, I felt that Underworld was a far superior game.
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