Unless you’re a diehard, consider finding another tomb to raid.
The highly anticipated sequel to the critically beloved Lara Croft and the Guardian of Light is here! And it’s pretty good? Temple of Osiris never seems to find its footing, on a relatively short track. It’s only about a five hour game. Temple of Osiris follows the isometric style of Guardian of Light. Having not played a lot of these types of games, I was constantly comparing it to Diablo, which was a mistake. Temple of Osiris is a puzzle game, through and through, and not a combat-driven, “loot fest” extravaganza like Diablo. It does have some combat and loot gathering though.
The map design is great. It gives players a dozen story-based tombs to explore and several “challenge” tombs to conquer for loot, gems, bragging rights, et cetera. None of the tombs were particularly challenging, and I found myself plowing through a handful in a single sitting very easily. The tombs felt unique from one another, favoring elements and aspects relevant to their individual inhabitants. A few of the tombs are very short with only only boss fights, and nothing more. The boss fights are great though, and probably the overall best part of Temple of Osiris.
Combat does play a key role in the game. There are hordes of supernatural baddies keeping you from completing your objectives. The gunplay is similar to a twin-stick shooter. There are guns from pistols and shotguns to choose from and unlock, including more traditional heavy weapons like RPGs and grenade launchers. Two of the playable characters, Horus and Isis, favor more magical weapons and movesets. They have staves that can damage enemies and orbs that they can summon to protect whoever is inside them.
Temple of Osiris features a healthy dose of platforming coupled with fairly simple puzzle-solving as the main method of traversal through the stages. Most of the puzzles only took a few attempts to crack, which was a sizeable draw for me, as I am typically frustrated by puzzles if they take too long. I played this game cooperatively with my girlfriend and I believe that I can safely say that it really finds its groove with more than one player. Like so many isometric games, co-op is the most comfortable, enjoyable way to experience Temple of Osiris. Most of the puzzles largely benefit from having a second player with you, and some of them are downright impossible without a player two helping out. There’s a nice rhythm to the dualities of one player running one magic-based character and one normal character. I feel it would be a blast with four characters being played together.
Temple of Osiris is much closer to being bad than it is to being great. The isometric view frequently led to stupid deaths. The unreliable camera caused one of us to fall to our death. I don’t feel that the isometric view works very well with platforming, based solely on the issues that arose from poor depth perception in the game world, as a result of the camera angle. The main resource of the game was gems, and they were absolutely everywhere. The problem was, they weren’t helpful in any way except unlocking chests for mediocre loot and boosting a high score that gave meager upgrades. The loot aspect of Temple of Osiris was almost useless. I found myself looting countless guns, amulets and rings. Except for the occasional overpowered gun, they made hardly any difference to my ability to survive or killing proficiency. The same goes for the upgrades to health and ammo. They make such a small difference in the game. I felt that Temple of Osiris would have greatly benefited from either refining the combat, loot and upgrade systems, or removing them completely. The combat and puzzle-solving both feel halfway thought out.
At the end of the day, I enjoyed Temple of Osiris. I have a hard time finding great couch co-op games for my girlfriend to play alongside me, and it seems that a good number of them are isometric Diablo-esque games. Temple of Osiris was less Diablo than what I hoped for. That is not entirely a bad thing. It was its own unique animal, with a slightly different way of doing things than its bedfellows. The most important thing for me was that I found myself longing to finish it and move on, instead of enjoying it and wanting the adventure to continue.