Mammoth Jones
Member
No thanks. They tend to make me nauseous.
With the possible exception of Fallout, there isn't a game franchise in existence which has benefited from a move to first person imo.
Every game is better in first person, so yes, absolutely.
Duke Nukem?
Ugh thread went to a gross place within the first few posts.
Ugh thread went to a gross place within the first few posts.
Original Tomb Raider design with Mirror's Edge mechanics (at least platforming-wise) is something I really want... I think it could work in third-person too...
I would love a firstperson action adventure with platforming and puzzles with little combat. But I know most people hate firstperson platforming with a passion... people into action-adventure games aren't into firstperson. The situational awareness and relative reduction in camera movement (although original Tomb Raider games were quite intense in terms of lining up camera for everything) of 3rd person has an easier appeal.
Well if it was like Mirrors Edge I'd likely prefer it to to the last two games. Compared to the old platforming exploration Lara that I prefer though then no...
I'd just like it to get back to the core of what Tomb Raider was. Puzzles, platforming, and shooting without hip high walls against wild creatures, even then they can reduce the shooting bit as that was always the weakest part. If they can do it successfully in first person then go for it but 3rd person would be preferred.
...Legend, Anniversary and Underworld were far too different in terms of controls and level design, especially regarding the platforming. They replaced three-dimensional, challenging platform-to-platform traversal with (mostly) two-dimensional, over-automated ledge-hopping. That's like telling Soulsborne fans that those game's combat is very similar to Assassin's Creed's combat . However, there is a modern game that has succeeded in modernising classic Tomb Raider's platforming: Mirror's Edge. Mechanically speaking, that game feels more like Tomb Raider than any of Crystal Dynamic's Tomb Raider games have so far...
...How is a frantic, super twitchy game like Mirror's Edge in any way comparative to the slow, deliberate tank controls of classic Tomb Raider? In TR the timing was usually pretty generous, you just had to take your time, figure out what to do and then commit to it a bit in advance. ME is a non-stop barrage of tight jumps needing split-second reactions, turning TR into that sounds worse than the current incarnation...
You're right in saying that Mirror's Edge feels more fast-paced, however, I think that ME's first-person view contributes a lot to that sensation of speed, making everything feel and look a bit faster and more frantic than it would from a third-person perspective. The other main reason for the difference in pacing is probably that, in the old TR games, you often had to pause and line up a jump before continuing on your way due to the way the running jump worked and ME obviously doesn't have that.
However, the old TRs definitely had their fast-paced moments and timing is a big part of controlling Lara in those games. You need to know when to press the jump button so Lara is going to jump from the right spot. Press it too early or too late and she'll miss or fall down. Furthermore, you need to aim your jumps properly (and if you don't, the game is not going to help you out by having ledges pull you towards them), you need to make sure you have enough momentum to reach certain spots, you need to understand and master the controls to succeed and the level design features a lot of platform-to-platform traversal as opposed to the LAU games and at least the first Mirror's Edge really had this sense of having to figure out where to go and how to use the environment to your advantage, finding a path. That's something I haven't felt in a Tomb Raider entry for a long time. So yeah, like I said, I do think that Mirror's Edge has far more similarities with the classic TR games than any of Crystal's Tomb Raider games so far.
Mark Brown of Game Maker's Toolkit said:https://www.youtube.com/watch?v=lQRr3pXxsGo&t=105s
[1:45] ...I think we also lost something in the transition to the ultra simple traversal controls we see in games like Rise of the Tomb Raider and Uncharted. The old system [in the classic Tomb Raider games] demanded expertise. You became a master of the controls, like how you learn to subconsciously flick trick in and out of every grind and manual in Tony Hawk's, and you had to act deliberately, and with intention, like dare I say it Dark Souls. And in Tomb Raider [1996], a leap across a giant chasm is almost as terrifying and rewarding as it would be in real life. Whereas that exact same jump in the decade-later remake, Tomb Raider Anniversary [2007], is so bereft of challenge that you barely even register that it happened... [3:28]... Thankfully, we can, and a number of smaller games show us that movement can still be as deep and involving as, like, murdering a dude. Perhaps the most obvious example is first-person parkour game, Mirror's Edge. This game is all about movement, and you have so much control over the way protagonist Faith moves through the world. She has acceleration on her run so she can jump farther after she has built up speed. She can tuck mid-jump to clear high fences, and roll when she hits the ground to avoid fall damage. Her large repertoire of moves give you more options when moving through a space. In this early section, you can... and...
one of the best things about 3rd person tomb raider is seeing lara's butt and boobs. no 1st person. or at least make it optional.