I don't want any of that! Darn you people wanting to go back to it's sucky roots.
Wasn't the platforming in the original TR games TERRIBLE? I remember the controls being absolute hogwash and one of the main complaints about the series.
Wasn't the platforming in the original TR games TERRIBLE? I remember the controls being absolute hogwash and one of the main complaints about the series.
Wasn't the platforming in the original TR games TERRIBLE? I remember the controls being absolute hogwash and one of the main complaints about the series.
The controls are only terrible when you don't know how to play. When you get the hang of things the platforming is a godsend and the controls have a real....precision aspect to them. If you're failing a platforming challenge it's because you fucked up. It's all based around precision and has none of the automation bullshit with magnet ledges that dominates modern TR games.
Yup. Selective memory and nostalgia tends to overlook that.
This is absolute bullshit. I played through all of TR1-4 during the PS3 generation and fucking loved it. It gives you something games today don't. A sense of exploration, discovery, platforming challenge, getting lost, puzzles, sparse enemy encounters.Yup. Selective memory and nostalgia tends to overlook that.
Darn you people who want to homogenize everything until there is nothing unique left.
Yeah, I don't know... Its been a long while since I touched the OG Tomb Raider games but I distinctly remember taking like 5 minutes to line up a jump only to be thwarted by sluggish response to my button presses and the SILLY tank controls.
The old games are cheap tho, so I may just buy TR1 to revisit and see how I fare nowadays.
This is absolute bullshit. I played through all of TR1-4 during the PS3 generation and fucking loved it. It gives you something games today don't. A sense of exploration, discovery, platforming challenge, getting lost, puzzles, sparse enemy encounters.
They were sound games and are misunderstood. The platforming doesn't suck. It's entirely logical and controllable. Sucky platforming would entail random deaths or shitty UC handholding.
You want uniqueness, yet want old tomb raider back....?
Came to post this. I'm loving Tomb Raider right now but it almost feels like an Uncharted mod with Lara CroftTomb Raider is a better Uncharted game than Uncharted 3.
Uncharted is a better Tomb Raider game than Tomb Raider.
One lacks the exploration, and the other lacks the puzzles. Funny how that works.
Remember the claw your hand turns into when you do the Swan dive? Actually any number of the moves gave you a claw. Bring that backMore swan dives.
Absolutely. They are logical. I can manipulate Lara around a level PERFECTLY. I can't say the same for characters in 9/10 of AAA games today.The controls are misunderstood? I think I've seen it all now...
It takes time to get the hang of things. There is a steep learning curve and the controls ARE stifff and tank like. But there was an exact-ness to the controls that, once you come to understand properly, allows for real precision when lining up and pulling off jumps. The controls will feel awful until you take the time to understand how they work.
Remember the claw your hand turns into when you do the Swan dive? Actually any number of the moves gave you a claw. Bring that back
Absolutely. They are logical. I can manipulate Lara around a level PERFECTLY. I can't say the same for characters in 9/10 of AAA games today.
Absolutely. They are logical. I can manipulate Lara around a level PERFECTLY. I can't say the same for characters in 9/10 of AAA games today.
I still need to play through all the REs. I imagine as a TR fan I'll feel right at home.Yeah, game used the same tank ontrols as in the Resident Evil games.
I never had trouble with them
2.What Tomb Raider was it where you're on a white boat and you're free to explore a large portion of the ocean below you? Loved that.
What Tomb Raider was it where you're on a white boat and you're free to explore a large portion of the ocean below you? Loved that.
Absolutely. They are logical. I can manipulate Lara around a level PERFECTLY. I can't say the same for characters in 9/10 of AAA games today.
One thing the critics may not understand is that the controls and Lara's movement meshed with the level design perfectly. Every traversible part of the game was a 4x4 block. Lara moved in a stiff way to compliment these 4 panes. You knew exactly what you could jump on or not. It was flawless and a very pure game.
Today I don't feel that precision in most games. It's like I'm fighting against animations in addition to controlling the character.
I still need to play through all the REs. I imagine as a TR fan I'll feel right at home.
2.
+more tombs
-less shooting
Yup. Selective memory and nostalgia tends to overlook that.
Tearaway's my only point of reference having played the demo recently. It is incomparable because what can/can't be jumped on is not as clear as Lara's positioning on a 4x4 block in her world. You can set Lara up perfectly on any part of the game world (walk button helps here). Yo cannot do that in Tearaway for sure.That doesn't mean that the controls are great. That's like saying Resident Evil's/Dino Crisis' controls were amazing, or the platforming in LBP and Tearaway is great because the player eventually acclimates and learns how to overcome the issues.
I love the PS1 Tomb Raider titles and haven't played the reboot, but that's just praise I don't feel it deserves. To be fair, as others have mentioned, it was a product of its time.
That's the key really. Newcomers. They need that low barrier of entry point or it will affect sales (or at least that's what they percieve...TR used to be wuite the mainstream hit of course).Very true. They just have a bit of a steep learning curve, but once you understand how the controls work you have a real sense of control and precision. Far more than any Crystal Dynamics Tomb Raider game. Most people just don't get past the steep learning curve part. I mean that's why the Crystal Dynamics games have so much automation and magnetised ledges. Because the controls just don't offer the same level of control and precision that the old games do, even if they are much easier to pick up and play for newcomers.
Yes.TR2 had incredible atmosphere supported by challenging gameplay, but I don't think perfect is a word I'd use for it. Was this the one that allowed saving anywhere?
They should have an MGS3 survival system instead of health packs. And you should have multiple bars. So, you can use the system to regenerate dead bars, otherwise, if a bar is partially depleted, it'll regenerate on its own. Like the original Resistance game.
I'm with F0rneus: More horror. More mystery. More creepy shit. More scares. Take the shooting down a bit, embrace exploration, but make it terrifying and wonderful in equal measure. For every beautifully decrepit tomb you uncover, there is something equally sinister about it. This is what frustrated me most about the ending:
They build up the creepy ass threat of the Oni so much, but when you actually face them, it's like just fighting standard enemies a lot of the time. Before I actually fought them, I was much, much more terrified of coming face to face with them.
I don't want the shorts and the tank top. It is silly. If she's in the desert, she should wear clothes that an explorer would logically wear in the desert. Same if it's a jungle, arctic environment, whatever.
I'm not averse to tougher platforming and puzzles, but I love TReboot as it is. And no, I did not mind killing all of the Solarii.
- Felt like DLC of TR1 with nothing really new except for a ponytail animation..
To be fair, as others have mentioned, it was a product of its time.
I didn't notice that but I'll look out for it when the Definitive Edition hits a good price.I think one of the most frustrating things about the reboot was that the jumping actually felt really good. The game gave you some really good mid-air control for steering jumps but it never gets put to good use because the platforming is so basic and straight forward. The controls present in the reboot would have actually allowed for some really good challenging platforming gameplay but Crystal Dynamics didn't want anything to do with that kind of gameplay which is a real shame.
Link to interview? Sounds very interesting.You can somewhat make this accusation about some of the later games, but this isn't the case with TR2 at all, it had:
Dynamic Lighting (one of the very first games with it, and it made a lot of use of it).
Much more detailed models.
Vehicles.
More levels, many of which are larger than even the bigger levels in the original, and also have more visual polish.
Other technical steps forward like outdoor areas.
Those are some pretty big things for a sequel made in around a year.
The tank aspect is. However, whether it was intentional or not (and a recent interview I've seen with someone who used to work at Core suggests it was), being based around a consistent framework that doesn't need to arbitrarily modify your character's capabilities to work (and that a player can fully learn and master over time) is very forward-thinking, and something just about every modern action-adventure outside of Mirror's Edge could learn from.
My man. I'd also love a MGS3-style system. I'm a bit of a whore for character building, even if it's nothing too involved, and I'd like to see RE4 style of health bar building with items you find. Add in, Macgyver-like surgery on the fly, and...Hnnng.
I really thought that the leaked artwork from the game meant that the freaky ghost/mutant/monster things with scythe arms, or the little ghost girl would be in there. Just...give me stuff like that. I didn't mind the g̶a̶n̶a̶d̶o̶s̶ Solarii though, because they felt like crazy horror cannibals torturers.
I had a dream once, after watching The Fog on Blu-Ray that Lara went to a fishing village to find some magical axe or whatever, and the Draugr from Skyrim lived in the sea and kind of popped out at night to collect/kill people. And basically under the town, there was this massive Nordic crypt filled with zombies...that happened to be Draugr from Skyrim....But whatever. That was cool as hell. Like a ghost town, emptied out from people...while Lara explores an undergrown centuries-old graveyard filled with Undead nordic warriors and other creatures. That would be cool as shit IMO. Make it dark as hell, Fulci-style (Zombi 2, House by the Cemetary) by having them undead be brutal, brutal killers, and fill that place with bloody, twisted remains and horrific rituals...but keep some sort of antique, forbidden beauty angle to the place...Shit...I really want this.
I don't want a fun, globe-trotting feel. I want darkness, and despair in a isolated place.
Yes.
TR1- Save only at defined points.
TR2- Save anywhere.
TR3- Collect crystals, use them to save anywhere (mixture of both). (Save anywhers on PC I think).
TR4&5- Save anywhere.
Love the OP
Cut down the gore, cut down the human enemies
increase super natural/animal enemies
MORE TOMBS
seriously guys...cut down the gore..its Tomb Raider...not Saw
I am so in love with dat ass.
Link to interview? Sounds very interesting.
While the number of enemies was too damn high in 2 (3 toned it down but had a shit load in the Nevada levels), at least they retained the level exploration, puzzles and such.Ah ok, yeah. I thought the flow in TR1 was just right, which was a shame because I found the locales, length, and atmosphere more memorable in 2 for the most part. TR2 started the series into the territory of shooting hundreds (well, dozens, it just felt like hundreds) of dudes, which was another criticism I had.