jackinabox2
29-12-03, 23:18
While I've often relied upon a walk-through to help me get through a particulary difficult level of Tomb Raider, it would be nice if Crystal put together a couple of maps where a walkthrough would be almost impossible to put together.
How would it work?
(1) Enemies are randomly placed in the map... Imagine an Egyptian dig-site with a dozen or so guards which the program would randomly place in certain positions on the map. Completing the level and replaying the level continues to be a significant challenge. A walk-through might provide some clues and basic understanding of some of key story points, but it will be a far less useful tool for the player.
(2) Access Points change on the map... Lets say Lara is looking for a tomb entrance in the jungle. This too could be moved around on the map. A walkthrough is far less useful, and the game much more interesting, if your have find it yourself, rather than rely upon a text document outlining the specific steps to find a secret, a village, a tomb, etc...
(3) Smarter A.I. opponents and antagonists Part 1 (More human reactions)... Lets take a crowded Cairo Market/street sequence, in which Lara is giving chase. If her double pistols are out, the AI characters will react accordingly. Some will panic and dive for cover, others will scream, some of the more sinister elements may attack. If the pursues with her weapons hidden, may of the characters will simply ignore her or be yell at her as she rushes by.
(3) Smarter A.I. Opponents & antagonists Part 2 (Cover & Working Together)... If Lara rushes a level guns ablazing, people don't simply maintain their existing positions or walk blinging into a firefight. Let's see the A.I. opponents act & react in smarter ways. Some guards will seek cover or sneak into dark corners, others will meet up and as a team attempt to attack Lara. If a firefight ensures, perhaps one will lob a grenade or cover the other, while his partner reloads his weapon.
Innovation was once a proud trademark of the Tomb Raider franchise. Let's see it again...
How would it work?
(1) Enemies are randomly placed in the map... Imagine an Egyptian dig-site with a dozen or so guards which the program would randomly place in certain positions on the map. Completing the level and replaying the level continues to be a significant challenge. A walk-through might provide some clues and basic understanding of some of key story points, but it will be a far less useful tool for the player.
(2) Access Points change on the map... Lets say Lara is looking for a tomb entrance in the jungle. This too could be moved around on the map. A walkthrough is far less useful, and the game much more interesting, if your have find it yourself, rather than rely upon a text document outlining the specific steps to find a secret, a village, a tomb, etc...
(3) Smarter A.I. opponents and antagonists Part 1 (More human reactions)... Lets take a crowded Cairo Market/street sequence, in which Lara is giving chase. If her double pistols are out, the AI characters will react accordingly. Some will panic and dive for cover, others will scream, some of the more sinister elements may attack. If the pursues with her weapons hidden, may of the characters will simply ignore her or be yell at her as she rushes by.
(3) Smarter A.I. Opponents & antagonists Part 2 (Cover & Working Together)... If Lara rushes a level guns ablazing, people don't simply maintain their existing positions or walk blinging into a firefight. Let's see the A.I. opponents act & react in smarter ways. Some guards will seek cover or sneak into dark corners, others will meet up and as a team attempt to attack Lara. If a firefight ensures, perhaps one will lob a grenade or cover the other, while his partner reloads his weapon.
Innovation was once a proud trademark of the Tomb Raider franchise. Let's see it again...