PDA

View Full Version : I forgot how "linear" TR1 actually is...


cephasjames
03-08-09, 18:28
I've been replaying TR1 lately (after a long break) and the nostalgic memories that I have made me forget how "linear" TR1 actually is. I mean there are little dead ends here and there with a secret of medipak. But the main path is pretty straight forward and forced on us. We might get to choose this or what that way once or twice, but mostly we have to follow a certain path in order to finish a level. The paths are longer than in, say, TRL, but its still quite linear. I might call it a "long and windy line" but it is linear none the less. I must have forgotten that after all these years. Perspective must make a difference. :) Makes TRL-TRU much better, imo.

Rivendell
03-08-09, 18:30
Still, the likes of Palace Midas craps all over anything we've seen for years. :)
That's up, down, left right, up and over, down and under, round the side and anyway you want it.
It's more of a well formed scribble, than a linear line.

stereopathic
03-08-09, 18:39
i agree it can be linear (barring palace midas as was mentioned already), but i feel like they did a good job of making it feel like it was less linear than it actually was. for instance, lost valley isn't all that big (felt big at the time though), but you're forced to explore all of it to find the solution to the gear puzzle, which in turn makes it feel much bigger than it is.

Eddie Haskell
03-08-09, 18:41
Absolutely, it is the "corridor-like" look to CD's games combined with the lack of effort traversing them that leads to the increased notice of linearity.

Rai
03-08-09, 18:42
I actually agree with both these statements. :pi: (first two).

Tomb Raider (1) is a lot more linear than at first looks. Certainly the way from entrance and exit is. But Midas Palace out smarts most levels with how huge it is and in non-linearity.

Anne Boleyn
03-08-09, 22:36
Maybe it's just me, but I actually prefer the linearity of TR and TRII to vast, sprawling, multi-path levels. I feel a greater sense of accomplishment and like knowing that I'm progressing.

da tomb raider!
03-08-09, 22:58
Tomb Raider is indeed a rather linear game, but it does a remarkable job of covering this up. For starters, there's no invisible walls at all - if Lara can reach it, you can go there. Little alcoves and dead ends make the game feel less linear, too. And then there's the level design itself - full of twists and turns and often involving visiting the same rooms/places in different areas. So yeah, there is usually only one route to take in each level, but that route is fleshed out beyond belief, making the game feel far less linear than it actually is.

Eddie Haskell
03-08-09, 23:23
Tomb Raider is indeed a rather linear game, but it does a remarkable job of covering this up. For starters, there's no invisible walls at all - if Lara can reach it, you can go there. Little alcoves and dead ends make the game feel less linear, too. And then there's the level design itself - full of twists and turns and often involving visiting the same rooms/places in different areas. So yeah, there is usually only one route to take in each level, but that route is fleshed out beyond belief, making the game feel far less linear than it actually is.

That's right, and the simple knowledge that a distant and possibly unreachable flat surface IS still capable of being interacted with is powerful stuff indeed. This simple fact (in relation to the entire classic TR gaming world) allows for the hope and promise that perhaps you can try something different and unique if you wish to, and that the ledge that seems out of reach is a real, interactive surface. This fact makes for a real world, not simply a few interactive surfaces and a whole lot of eye candy.

just croft
04-08-09, 00:56
I've been replaying TR1 lately (after a long break) and the nostalgic memories that I have made me forget how "linear" TR1 actually is. I mean there are little dead ends here and there with a secret of medipak. But the main path is pretty straight forward and forced on us. We might get to choose this or what that way once or twice, but mostly we have to follow a certain path in order to finish a level. The paths are longer than in, say, TRL, but its still quite linear. I might call it a "long and windy line" but it is linear none the less. I must have forgotten that after all these years. Perspective must make a difference. :) Makes TRL-TRU much better, imo.

In TRL-TRU you don't have to think where you have to go. In TRL-TRU you don't have to think before solving certain areas. In TRL-TRU you don't have to die while trying to explore new areas. in fact, In TRL-TRU you don't have to explore anything at all. In TRL-TRU you don't have anything like SFF or the beginning of Vilcabamba (to name a few non-linear expiriences). In TRL-TRU you don't have the Tomb Raider expirience.

]{eith
04-08-09, 02:11
In TRL-TRU you don't have to think where you have to go. In TRL-TRU you don't have to think before solving certain areas. In TRL-TRU you don't have to die while trying to explore new areas. in fact, In TRL-TRU you don't have to explore anything at all. In TRL-TRU you don't have anything like SFF or the beginning of Vilcabamba (to name a few non-linear expiriences). In TRL-TRU you don't have the Tomb Raider expirience.

Marry me.

takamotosan
04-08-09, 03:22
In TRL-TRU you don't have to think where you have to go. In TRL-TRU you don't have to think before solving certain areas. In TRL-TRU you don't have to die while trying to explore new areas. in fact, In TRL-TRU you don't have to explore anything at all. In TRL-TRU you don't have anything like SFF or the beginning of Vilcabamba (to name a few non-linear expiriences). In TRL-TRU you don't have the Tomb Raider expirience.

I think that's a little harsh. Yeah, this was kinda true with TRL, but I think Thailand in TRU was a step in the right direction as far as level design. There were parts of that level that I had NO idea where to go, and it took me quite a while to figure it out.
I'm not a CD fanboy, I'm just being the devil's advocate.

Drone
04-08-09, 04:17
I see nothing linear in tr1. Period. :wve:

rr_carroll
04-08-09, 08:01
That's right, and the simple knowledge that a distant and possibly unreachable flat surface IS still capable of being interacted with is powerful stuff indeed. This simple fact (in relation to the entire classic TR gaming world) allows for the hope and promise that perhaps you can try something different and unique if you wish to, and that the ledge that seems out of reach is a real, interactive surface. This fact makes for a real world, not simply a few interactive surfaces and a whole lot of eye candy.
So well put. And it's why I'm STILL happily stuck in the classics, and STILL finding new shortcuts and side trips!

jeffareid
04-08-09, 14:01
TR1 had lots of non-linear stuff. The shotgun and 3 cogs in Lost Valley. Saint Francis Folly was already mentioned, along with Midas Palace.

TRU had some non-linear parts, Thailand gave me a sense of the old Tombraiers, as I'd look up and wonder how am I going to get Lara "there"?

In my opinion the least linear TR game was TR5 (Chronicles). A lot of dead ends, and many times no clue as to what to do or where to go next.

[TombRaider]
06-08-09, 19:23
It's more of a well formed scribble, than a linear line.

:vlol:

TR1 had lots of non-linear stuff. The shotgun and 3 cogs in Lost Valley. Saint Francis Folly was already mentioned, along with Midas Palace.

TRU had some non-linear parts, Thailand gave me a sense of the old Tombraiers, as I'd look up and wonder how am I going to get Lara "there"?

Yeah, when I played some parts of TRU, I was really reminded of the first time I ever played Tomb Raider because of the lack of hand-holding.

I see what the OP means about TR1 being more linear, though, and I totally agree with this:

Maybe it's just me, but I actually prefer the linearity of TR and TRII to vast, sprawling, multi-path levels. I feel a greater sense of accomplishment and like knowing that I'm progressing.