Caipirinha
Member
The original Tomb Raider games are probably in my top 3 favourite series of all time, and it wasn't for the third person shooter elements (lol)... It was for this:
The feeling of being dropped, alone, into an unexplored wilderness and having only yourself to rely on to traverse it and discover it's hidden secrets.
I think that the reason the Tomb Raider series ended up becoming basically a generic third person shooter is because that exploration/tomb raiding gameplay has not been iterated upon in a way that maintains it's ability to be the central element of a game.
In Legend, for example, the traversal remained unchanged and in fact simplified. Big bright UI markers for an automatic grappling hook for example.
So instead of building on the way Lara explored the environment, devs slowly just replaced the exploration with bog standard cover based shooting that just happened to be in vaguely tomb-like locations.
I feel like the industry thought that the relative failure of Legend and Anniversary was because they were "true successors" to the originals, but the former definitely wasn't and the latter was a remake, it didn't really expand on the originals the way you'd need to to make it work today. Remaking GTA 2 and not having a commercial success wouldn't mean that GTA 3 wouldn't be a huge success, because the latter really expanded the original concept without betraying it.
Is there room for a proper tomb raiding game in which combat is a minor element and instead you're once again dropped into, now more open and non-linear, will environments to explore and solve puzzles - on your own - where the challenge comes from 1) taking the time to explore 2) executing difficult and non-UI guided feats of acrobatics and using tools like mountain climbing gear in a non-scripted way?
Some gameplay elements I think would be awesome:
• "See that mountain, you can go there" level design
• Grappling/rock climbing tools that can be used on any realistic surface
• Destructible scenery that can work to/against your advantage
• Realistic injury system ie. can sprain your ankle to limit run speed, can perform mini games using consumables to repair some injuries etc.
• No QTEs ever
Or would that game just bomb..?
The feeling of being dropped, alone, into an unexplored wilderness and having only yourself to rely on to traverse it and discover it's hidden secrets.
I think that the reason the Tomb Raider series ended up becoming basically a generic third person shooter is because that exploration/tomb raiding gameplay has not been iterated upon in a way that maintains it's ability to be the central element of a game.
In Legend, for example, the traversal remained unchanged and in fact simplified. Big bright UI markers for an automatic grappling hook for example.
So instead of building on the way Lara explored the environment, devs slowly just replaced the exploration with bog standard cover based shooting that just happened to be in vaguely tomb-like locations.
I feel like the industry thought that the relative failure of Legend and Anniversary was because they were "true successors" to the originals, but the former definitely wasn't and the latter was a remake, it didn't really expand on the originals the way you'd need to to make it work today. Remaking GTA 2 and not having a commercial success wouldn't mean that GTA 3 wouldn't be a huge success, because the latter really expanded the original concept without betraying it.
Is there room for a proper tomb raiding game in which combat is a minor element and instead you're once again dropped into, now more open and non-linear, will environments to explore and solve puzzles - on your own - where the challenge comes from 1) taking the time to explore 2) executing difficult and non-UI guided feats of acrobatics and using tools like mountain climbing gear in a non-scripted way?
Some gameplay elements I think would be awesome:
• "See that mountain, you can go there" level design
• Grappling/rock climbing tools that can be used on any realistic surface
• Destructible scenery that can work to/against your advantage
• Realistic injury system ie. can sprain your ankle to limit run speed, can perform mini games using consumables to repair some injuries etc.
• No QTEs ever
Or would that game just bomb..?