The problem with the reboot is of how little importance the player is to the experience. It's well-made, but it asks very very little of players and instead wrests control away when it's afraid the player might not see the cool explosions the developers programmed.
The old games basically put you in a level with no instruction what to do. The levels were fairly big and you had to search around to find a path and figure out what to do. You had to find switches and keys while overcoming platforming challenges to find and open the doors that would get you to the exit.
The reboot had levels that may have been bigger in terms of area but had much less to do in them. There was never more than one path that didn't lead to the same destination and the path wasn't hard to find because it was marked with glowing white paint and it wasn't challenging since any platforming that took place in the reboot was incredibly scripted (it almost never asks you to time your jumps, jump past obstacles, and Lara would magnetically extend or reduce her jumps automatically so you didn't have to worry about aiming. They also reduced Lara's jumping ability so she only has 1 kind of jump which greatly reduces complexity of the platforming.
The old games had combat, but you fought the various enemies within levels designed around platforming and puzzle solving. They were just there. Combat-focused levels like Atlantis were an exception and even then that level is full of great platforming.
In the reboot it's the opposite. The game is heavily focused on shooting things and it gets old pretty fast with the limited number of types of things to shoot. It's the same enemies over and over and they hardly change over the course of the game. At least with the old games you could sometimes ignore the enemies and go back to platforming but here the combat is basically the game. It's the only part that really asks the player to do something.
Another problem is exploration. In the old games secrets were hard to find. They were very well hidden and took skill to find. Your rewards for finding them were very precious: medpacks, ammo, new weapons. In the old games you had to replenish your health with limited medical supplies and any weapons besides your pistols had to be found. So finding this stuff was really good.
The reboot has like 7 "hidden" tombs that are hidden by neon signs pointing to them. You get upgrade parts for your gear for completing them, which isn't a great reward considering how overpowered Lara is. You get all of the weapons as part of the story and ammo and health are near-infinite. The relics and documents are cool and deliver some nice lore, but these also aren't a challenge to find. The others are more like pixel hunts and your reward is pointless XP.
Then there's the story. While there has always been a big marketing push to prop up Lara as an icon she wasn't really the star of the games; It was the gameplay and level design. The stories of the old games were pretty bare bones. Something happens that puts Lara on an adventure and then you play the game. The games started getting worse as they started to try to make the series more character and story driven, with Last Revelation being an exception. They began focusing too much on giving Lara a reason to be doing what she's doing and having her talk constantly. Angel of Darkness was really the first misstep down this path, but after CD took over they went whole hog. Story is nice and all, but it should never replace gameplay, and that's exactly what they did as they injected more story into the game. They took away gameplay and replaced it with cinematic scripted stuff.
In the new ones it looks like you just murder a bunch of people?
I think the best example of the differences in design philosophies is the T-Rex encounter in Lost Valley. In the original TR you enter this wide open area and get attack by some raptors. Then suddenly the ground starts shaking and this huge T-Rex comes around the corner. It's just there. No cutscene. No boss battle. It's in the level. You can deal with it as you want.I could lick your face. You're literally me. Well said, and well explained. The reboot had the occasional flash of inspired design, but for the most part just played it very safe. Control and level design is something I think a lot about, and there was certainly a LOT to be said about the consistency of the controls in the early games, as well as the genius level design that didn't undermine the players intelligence and actually encouraged he or she to explore and find things out for themselves without the need for a quest arrow, help button, or map. You were left entirely to your own devices. Short of a life bar that only appeared when your guns were drawn and perhaps an ammo count, you had no HUD distractions, no one talking in your ear, and in some cases - no music. Just your footsteps. It was eerie and really sold you on the idea of being alone. For being so primitive, visually, they delivered an exceptional atmosphere that was only made better by the players fear of the unknown. It was magical, and to this day I still get great enjoyment out of it.
The reboot series is far better narratively, but as I mentioned earlier - I don't need to see how Lara become a badass. To me, she's been a badass since 1996. Because of the reasons I listed above, Lara was more like an avatar for the player themselves. Completely in control.
I think the best example of the differences in design philosophies is the T-Rex encounter in Lost Valley. In the original TR you enter this wide open area and get attack by some raptors. Then suddenly the ground starts shaking and this huge T-Rex comes around the corner. It's just there. No cutscene. No boss battle. It's in the level. You can deal with it as you want.
What happens when CD decides to remake it? The raptor encounter is a cutscene with awful QTEs. The T-Rex is introduced in this cutscene and it chases Lara to a friggin boss arena where you are forced to fight it in a heavily scripted QTE fest. It just sucks everything that made the original encounter so amazing right out of it. They tried to make it "look cooler" without understanding what was so cool about it and made it less cool. CD has a preoccupation with things looking cool. They're basically "Look. Don't touch."
It's ironic considering the rest of Anniversary is pretty much CD's best TR game since they tried to replicate Core's game to a good degree.
People often comment on how well-made the reboot is (ie no major glitches and stuff) but the issue I bring up in response is that game never really gives you an opportunity to break it. It's easier to make a game "perfect" when you don't let players go off the rails and make things so scripted that you have to try to fail. It's a real testament to how well-made the original games were that they gave you so much freedom.
I miss Old Lara.
https://www.youtube.com/watch?v=CEN5obhFRj4I never understood the argument about Laura being a killer in the new games.
My problem with the new games is shooting hundreds of dudes is just not what I want to be doing in a Tomb Raider game.I never understood the argument about Laura being a killer in the new games. Since her inception, she's done a whole lot of killing! You can just do it stealthily now.
The modern TR game gets such flack, while gamers conveniently ignore what garbage the games were from the third onward.
Legends was the only decent release until the reboot.
My problem with the new games is shooting hundreds of dudes is just not what I want to be doing in a Tomb Raider game.
I never understood the argument about Laura being a killer in the new games. Since her inception, she's done a whole lot of killing! You can just do it stealthily now.
TR3 was meh, TR5 was bad, but don't you dare to say that TR4 was "garbage". The game was great, it oozed atmosphere, had huge levels and a lot of great platforming.
Does Natla not count? I mean, granted, she's not exactly human...
In her first game she only kills 5 humans.
The body count really picked up in TR2, but the major difference is they didn't pussyfoot around. Lara was just a stone-cold killer. People have issue with the reboot because the game tries to explain how she became a killer while trying to act like she's not a killer and increased the body count even more.
The other issue is that even in games like TR2 and TR3 with high body counts, killing was a small part of the game, whereas with the reboot killing pretty much is the game.
I never understood the argument about Laura being a killer in the new games. Since her inception, she's done a whole lot of killing! You can just do it stealthily now.
I never understood the argument about Laura being a killer in the new games. Since her inception, she's done a whole lot of killing! You can just do it stealthily now.
That video is a little too black and white, but it still makes the basic point. For my tastes though I'd be fine if Lara never killed a thing, whether human or animal or demigod. Combat has always been the weakest part of the series, so quintupling down on it in the new series is disappointing.Does Natla not count? I mean, granted, she's not exactly human...
She was a strong female lead from the beginning, willing to do whatever to survive and didn't give a second thought about putting a bullet between the eyes of anything that stood in her way, from humans to friggin dinosaurs. THAT'S what made her great. Not her bloody polygon count (or lack thereof)
In the reboot she's shown as a "helpless" teenage (young adult?) girl that doesn't shy away from murdering people by sticking a pickup axe in their head, slice their throat or blast their faces with a shotgun.
In the reboot we can assume she's in her mid to late 20s as she's clearly been through at least grad school.
It's like if Team Ico addressed complaints about the awful combat in Ico by making a reboot of the game that got rid of all of the platforming and puzzle solving and focused entirely on fighting monsters. Instead they made a game that pretty much got rid of combat and turned the monsters themselves into puzzles.That video is a little too black and white, but it still makes the basic point. For my tastes though I'd be fine if Lara never killed a thing, whether human or animal or demigod. Combat has always been the weakest part of the series, so quintupling down on it in the new series is disappointing.
But I'll give the new games this - they are gorgeous and nicely animated. But both Underworld and Legend had their beautiful spots too.
All the memorable parts in the series for me come down to the large multi-part puzzles, and the moments where you'd have a Eureka moment and realize the logic underlying the environment. I hope that one day we get something designed along those lines, even if as a side project or smaller title. I don't think they'll be successful trying to blend it into the new combat and spectacle focused entries. Its two different audiences imho.
It's like if Team Ico addressed complaints about the awful combat in Ico by making a reboot of the game that got rid of all of the platforming and puzzle solving and focused entirely on fighting monsters. Instead they made a game that pretty much got rid of combat and turned the monsters themselves into puzzles.
I think the first part of the TR reboot that really drove home what kind of game it was was the part after you climb the radio tower. A plane crashes and chases you down a hill and you land in this really cool area called Cliffside Village. It looks really cool and it just makes your head swim with all of the platforming and puzzle possibilities. You make your first jump from one building to the next and... everything starts collapsing. From there you just run straight forward and press jump occasionally with no real challenge, destroying the entire area, and then you leave never to come back.
Yeah, and imagine the opposite in TR's case. Drop all the weapons, but keep most of the hazards. Did you clumsily wake up a bear you shouldn't have when you missed that last jump? Better use those platforming skills to GTFO and save your ass.It's like if Team Ico addressed complaints about the awful combat in Ico by making a reboot of the game that got rid of all of the platforming and puzzle solving and focused entirely on fighting monsters. Instead they made a game that pretty much got rid of combat and turned the monsters themselves into puzzles.
I got nostalgia chills from the PS1 portion of the video. Nicely done.
Tomb Raider: Legend was the beginning of the end for me. Anniversary was fun, though.
I still remember the first jump you make in the reboot and you easily reached the middle part of the platform, with no effort at all.
It was soul crushing.
Yeah, and imagine the opposite in TR's case. Drop all the weapons, but keep most of the hazards. Did you clumsily wake up a bear you shouldn't have when you missed that last jump? Better use those platforming skills to GTFO and save your ass.
Now that would be harrowing, but the modern AAA take on that is to give Lara a wheel full of weapons and unlockable improvements/attachments, and ultimately decide the encounter with some form of QTE.
What really made me sad was how the concept of Yamatai was squandered. You got this lost island in an asian version of the bermuda triangle full of shipwrecks and ruins from various civilizations and they hardly use the concept. It's all shanty and WW2 ruins. The few times you get to engage with ancient Japanese stuff it falls apart/explodes/catches on fire.
Imagine a game where Lara is on a mysterious island full of ruins from various cultures from all across history and the world. That would be amazing. They made this game a reboot so it could have been Atlantis (set in the Atlantic or Mediterranean) or Mu (set in the Pacific) and filled with ruins bearing Egyptian, Greek, WW2 etc designs.
What really made me sad was how the concept of Yamatai was squandered. You got this lost island in an asian version of the bermuda triangle full of shipwrecks and ruins from various civilizations and they hardly use the concept. It's all shanty and WW2 ruins. The few times you get to engage with ancient Japanese stuff it falls apart/explodes/catches on fire.
Imagine a game where Lara is on a mysterious island full of ruins from various cultures from all across history and the world. That would be amazing. They made this game a reboot so it could have been Atlantis (set in the Atlantic or Mediterranean) or Mu (set in the Pacific) and filled with ruins bearing Egyptian, Greek, WW2 etc designs.
**Note that evolution is non-directional and does not mean "getting better."**
Good video. It's much harder to show, but I think you could have included more examples of skill-based platforming and puzzle solving. Stuff like timing a jump between a swinging pendulum or a jumping sequence.
I think it's more Square. They own Eidos and they love cinematics.
The problem with the reboot is of how little importance the player is to the experience. It's well-made, but it asks very very little of players and instead wrests control away when it's afraid the player might not see the cool explosions the developers programmed.
The old games basically put you in a level with no instruction what to do. The levels were fairly big and you had to search around to find a path and figure out what to do. You had to find switches and keys while overcoming platforming challenges to find and open the doors that would get you to the exit.
The reboot had levels that may have been bigger in terms of area but had much less to do in them. There was never more than one path that didn't lead to the same destination and the path wasn't hard to find because it was marked with glowing white paint. And it wasn't challenging since any platforming that took place in the reboot was incredibly scripted (it almost never asks you to time your jumps, jump past obstacles, and Lara would magnetically extend or reduce her jumps automatically so you didn't have to worry about aiming). They also reduced Lara's jumping ability so she only has 1 kind of jump which greatly reduces complexity of the platforming.
The old games had combat, but you fought the various enemies within levels designed around platforming and puzzle solving. They were just there. Combat-focused levels like Atlantis were an exception and even then that level is full of great platforming.
In the reboot it's the opposite. The game is heavily focused on shooting things and it gets old pretty fast with the limited number of types of things to shoot. It's the same enemies over and over and they hardly change over the course of the game. At least with the old games you could sometimes ignore the enemies and go back to platforming but here the combat is basically the game. It's the only part that really asks the player to do something.
Another problem is exploration. In the old games secrets were hard to find. They were very well hidden and took skill to find. Your rewards for finding them were very precious: medpacks, ammo, new weapons. In the old games you had to replenish your health with limited medical supplies and any weapons besides your pistols had to be found. So finding this stuff was really good.
The reboot has like 7 "hidden" tombs that are hidden by neon signs pointing to them. You get upgrade parts for your gear for completing them, which isn't a great reward considering how overpowered Lara is. You get all of the weapons as part of the story and ammo and health are near-infinite. The relics and documents are cool and deliver some nice lore, but these also aren't a challenge to find. The others are more like pixel hunts and your reward is pointless XP.
Then there's the story. While there has always been a big marketing push to prop up Lara as an icon she wasn't really the star of the games; It was the gameplay and level design. The stories of the old games were pretty bare bones. Something happens that puts Lara on an adventure and then you play the game. The games started getting worse as they started to try to make the series more character and story driven, with Last Revelation being an exception. They began focusing too much on giving Lara a reason to be doing what she's doing and having her talk constantly. Angel of Darkness was really the first misstep down this path, but after CD took over they went whole hog. Story is nice and all, but it should never replace gameplay, and that's exactly what they did as they injected more story into the game. They took away gameplay and replaced it with cinematic scripted stuff.
Obligatory.
I should buy that for something; my original copy got stolen during a house party and I haven't played it in like 16 years.
You barely spent times in most scenarios, games like TR, Uncharted and most AAA games these days, keeps the player progressing with minimal effort, they keep you constanly on a machine of adrenaline or with something happening on screen.
The shift from platform driven gameplay to cinematic driven gameplay is quite apparent and something I wanted to highlight. That, and to strike the 'nostalgia nerves' on people such as yourself. Glad you liked it!
Without having ROTTR in my hands (not that I have an Xbox One to play it on unfortunately) it's hard to know for sure just how different ROTTR is to TR'13, but with an entire trailer devoted to showing tombs is at least an indication they acknowledged the complaints from the first game.
That said, Uncharted features many 'tomb' settings, but it doesn't stop it from being a straight up shooter. This in itself isn't a bad thing, but Tomb Raider fans don't want Uncharted, they want Tomb Raider. I just hope the tombs aren't a case of 'hold up on the analog stick and watch Lara explore'
because (and perhaps most importantly) the majority of the reviewers have a really fucked up idea of what is it that makes a game "Tomb Raider" with most of them (if not all of them) not being actual fans that know and understand what Tomb Raider is about. Reading Tomb Raider reviews for many years now (even from supposed knowledgable and critical publications such as EDGE) has made me realize that their knowledge of the series ins and outs don't go much further beyond Lara's character.Which for them (and to an extend Crystal as well) is the most important element of the games.
This perfectly sums up how I've felt about a lot of Tomb Raider reviews for years, such it makes them borderline cringe at times, even ones I generally agree with; what they seem to value in this series' case is so alien that to me it's like opening a review of an FPS and seeing it being reviewed as a platformer (and, in the worst cases, with dips into "actually it was always a platformer and if you take off your rose-tinted glasses you'd see that!"). Except in this case that reception resulted in the series itself being altered to fit it.
It's part of why I think the series can never break away from what it is now; it's basically tainted, and the clean slate of making something entirely new is the only way I feel an updated version of the original approach can be accepted again.