23-02-08, 17:19 | #91 | |
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23-02-08, 18:02 | #92 |
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I think the classics used to keep you on the edge of your seat because Lara was harder to control; accidentally brush the wrong button and she'd once more be catapaulted into oblivion. Plus the levels were a lot more surreal (inadvertently so, due to graphical and memory limitations); not as logical as the crystal dynamics games, and this also makes you play the game more tentitively.
I think core's level designs were sometimes a bit haphazard and illogical and i dnt think it was an intentional effort to challenge the player, but more likely due to a lax disposition to the importance of harmonius level design. But in contrast, Crystals level design isn't surreal enough, maybe it's too logical and planned out, which compromises any potential surprise elements. |
23-02-08, 18:55 | #93 | |
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nothing like a nice morning wake-up call, is there |
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23-02-08, 19:16 | #94 |
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somehow this thread has gone of topic, this thread is about the level design and gameplay of cores and cd's games. please continue the discussion of lara in the apropriate thread.
i remembered no long boring corridoors that CD said were in tr1 but removed for tra but im replaying tr1 and i have gone through about 2 long corridors and im on the cistern and on tra there seems to be an endless parade of them. what i find an ultimatum of fustration is the repetitive gameplay pattern of ledge, ledge, pole, ledge, pole, platform then coridoor in CD's tomb raider's it seems real dull and unimaginative. |
23-02-08, 19:45 | #95 |
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its because people like to drop in and say "ZOMG! she is so ugly!!11!!!" and "OMG ! her head is too big" with no reason or justification for their opinion/statement. the rest react and we end up discussing whether lara is beautiful or not. so your right we should get back on topic.
i must admit certain points of tra are boring and have that "not this again" feeling, even on the 2nd play through! |
23-02-08, 20:10 | #96 | |
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READ THIS THREAD it's just one example of people continuously complaining about how difficult the camera/controls are, in Legend and Anniversary. At least in the classics, if you were knew how to use the buttons the camera wouldn't screw you over, the fact is, in Anniversary in particular even when you press the right sequence of buttons, Lara is not dependable. In the classics you could count on her to do exactly what you directed via the controls. And you didn't have the added concern of the camera moving around on its own volition. I still think that Lara's right should always be my right, Lara's left should always be my left, regardless of from what the direction the camera is viewing her. They are soo many actual flaws in the game play and design that it's ridiculous to spend 1 minute of precious time debating how Lara looks. Last edited by myrmaad; 23-02-08 at 20:36. |
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23-02-08, 23:48 | #97 | ||
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Very true. |
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23-02-08, 23:57 | #98 | |
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Also they could use a lock camera feature, so that you could control the camera, and locking it when you want, in the position you want... Imo this would facilitate the controllability of Lara on the game, especially if that wall run is to continue. If you can lock the camera, then you just need to press the correct buttons to perform the desired action, without having to worry about that camera messing up in the most annoying moments. |
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24-02-08, 00:10 | #99 | |
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BTW, the only reason that there are so many long corridors in TR:A is because of loading times. In the original, you could stream two huge areas seamlessly (Huge sphinx - 2 underwater sphinxes, SotS) because of the way the engine and environments were designed, but that's not possible with the new games. |
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24-02-08, 01:10 | #100 | |||||
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But you're right. Outside of AoD, controls weren't buggy. They were responsive almost all the time. There were a few times though that you'd be swimming underwater and for some reason, she'd roll and turn around though all you were doing was using arrow keys. This has happened to me a few times within the course of two levels. It might just have been an annoyance if I hadn't been attempting to escape mutant eels while running very low on air... Quote:
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I don't think the look button to reset the camera would work, because when you're moving (like wall-run) the camera angle shifts again, making things difficult. Quote:
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I would be very happy if I didn't have to see another crate or switch in a TR game. Or any game for that matter. Cheap game-play devices. Last edited by spelunking; 24-02-08 at 01:12. |
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