Lara Croft GO
Lara Croft GO takes over the turn-based principle of Hitman GO from the same studio, Square Enix Montréal, and transplants it into the world of Tomb Raider — Lara moves along connected points on a diorama map, solves puzzles involving moving blocks, chasms, and traps, and dodges attacks from snakes and other creatures that move at the same turn-based rhythm as she does. Instead of the shooting and acrobatics of the series' main installments, this is mainly about patiently planning every single step ahead before the player even moves the character.
Visually, the game builds on the same diorama aesthetic as Hitman GO, this time in the tones of ancient temples, mechanisms, and jungle, which fits the adventurous spirit of Tomb Raider better than it might seem at first glance. Controls remain purely touch-based — tapping an adjacent tile moves Lara or interacts with a mechanism — and new types of puzzles are gradually added, from moving platforms to a snake that can only be outwitted with the right sequence of steps and turns planned ahead, plus traps triggered only at a certain moment.
Lara Croft GO showed that the GO series' turn-based system can be applied to a different license without losing readability and playability, and the game was received by critics as one of the series' better installments alongside the original Hitman GO. It's a one-time purchase, optionally expanded with paid packs of additional levels, without intrusive ads and without the need for repeated payments, making it a rewarding choice for short daily play sessions.
Why play it: For players who want the Tomb Raider atmosphere reduced to calm but clever turn-based puzzling without time pressure.
Game 70 of 363 for Mobil (iOS a Android)