24-04-18, 00:29 | #31 |
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24-05-18, 18:19 | #32 |
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Personally, I'm just as relaxed when I play Core's Tomb Raider. ^^
And that's precisely because I'm relaxed that the game easily managed to scare me when it's premeditated. The exploration and reflection offered by the Tomb Raider formula is in itself extremely relaxing, whether at Crystal or Core ... That's why I like to play this kind of games to calm me down with Lara. The danger with Crystal is stage differently and is perhaps less frightening. The only TR where I'm less relaxed are the Angel of Darkness and The Last Revelation for some reasons. . Last edited by Lily.J; 24-05-18 at 18:31. |
25-05-18, 01:20 | #33 | |||||||||
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The danger/relaxation contrast I suggested on the last page is just one thing that may stand out, when one examines the verbal content of some of the divergent responses to the games (Core vs. Crystal). But of course, even looking at one of the player responses (to TR1) that I counted in the 'danger' category (from Cara Ellison), she does talk about something close to relaxation (what she calls 'wonder') as well: Quote:
There are distinct (though related) considerations related to mechanics and controls, which are important to explaining the response a given player has to a specific game, and which are quite relevant when comparing the Core and Crystal games: Quote:
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Last edited by Zael; 25-05-18 at 01:25. |
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25-05-18, 06:41 | #34 |
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Well let's face it ... Yes, the mastery that requires the heartless gameplay of Core adds a non-negligible tension especially when you are in a most critical and stressful situation.
Crystal Dynamics will be more satisfied to make you master of a great stylistic flight very cynematographic when it comes to defend yourself, which is a completely different way of staging. ^^ I am one of those people who grew up with the classics and who still prefers the trilogy of Crystal, precisely because I appreciate the evolution that it has been able to bring to the level of the gameplay, which will have always rebuffed me a little, I find Lara much more developed too. Aside from the difficulty and some atmospheres, I'm surprised that some do not take necessary step back to assert that Core's games were really poorly written (who plays Tomb Raider for writing?) And that Lara was strictly transparent. This was not the concern of the developers of the time and when they tried, the subtlety was rarely part of the trip. But some fans will tell you that Lara is an intensely and more interesting character than at Crystal, from this point of view, I will be like PlumeEcarlate, I can only associate these affirmations to a slight nostalgia quite tenacious, because if I am attached to the Lara from Core, I can not deny that Crystal served a more elaborate and loving work on Lara. (specially Legend) Although I will have preferred that Lara preserve a more sarcastic tone. What I liked about Core was exploring worlds and solving puzzles for hours, and congratulating myself on my efforts. What I like about Crystal is the "more realistic immersion" and a different writing less cartoonesque and more in a "Hollywood" style. Even if these new elements are not exceptional, they bring Tomb Raider to life in the most radiant way for me. The games are getting older. And it's ridiculous to say that Core can compete with current products over time. New players are waiting to "have fun" when they get into the video game industry, and Core no longer claim this distinction in 2018 for today's players and future generations. The games seem ridiculously out of fashion in front of standards that each year has implanted in its momentum in entertainment until today. You should never blame yourself for not enjoying driving a wooden bike without pedals, when you grew up surrounded by motorcycles. . Last edited by Lily.J; 25-05-18 at 07:03. |
25-05-18, 19:44 | #35 | |||||||
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Open discussion of personal preferences (where 'discussion' includes both vigorous agreements and disagreements) tends to happen more easily and more smoothly, if each member of a community is able to do their part to ensure that there is no sense of blame or shame attached to the expression of one type of preference or another. On that note, one minor point of clarification: while some of the folks quoted in Post #33 do seem to lament/regret that 'mastery' is often no longer required in relation to traversal mechanics and puzzle-like/exploration-oriented level design (a lament/regret that therefore resides somewhere close to the intersection of 'Immersion-Exploration' & 'Achievement-Mastery'), those folks do acknowledge that combat mechanics & design remains a 'method' through which action-adventure titles of today maintain an emphasis on Achievement-Mastery. For example, from two of the folks quoted previously, in Post #33: Quote:
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Last edited by Zael; 26-05-18 at 22:55. |
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