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Old 27-12-16, 16:48   #81
larafan25
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At least her boot buckles are now 3D...
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Old 27-12-16, 17:11   #82
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Old 27-12-16, 17:17   #83
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I wonder if Eidos Montreal really are doing the next game perhaps they'll listen to the seemingly endless complaints about the white ledges and get rid.
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Old 27-12-16, 17:41   #84
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Quote:
Originally Posted by Mikky View Post
And here comes Rise, the latest game, having the worst case of white ledges/interactive objects in the series history.
Oh no, I gotta disagree with you on that one. TR2013 was the one with the most obvious ledges with the out of place white paint on them. RotTR did much better in terms of ledges because the white made sense in the snowy terrain.

Last edited by Daring Do; 27-12-16 at 17:42.
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Old 27-12-16, 19:58   #85
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Oh no, I gotta disagree with you on that one. TR2013 was the one with the most obvious ledges with the out of place white paint on them. RotTR did much better in terms of ledges because the white made sense in the snowy terrain.
Only to an extent, though. There's one cave/tomb where I specifically remember the glaringly obvious wall-jump paint on the wall. Where it made no sense whatsoever. Like, who went into this ancient undisturbed tomb to paint on the walls? That's the kind of thought that runs through my mind when I see that sort of thing. xD It looks kind of ridiculous.

Especially if the path is linear and there are no other possible ways to go... they really don't need the paint in those cases. Maybe in HUBs where there are multiple ways to traverse but I really can't excuse it in instances where it's a straight path. Anyone with a brain can work out what they need to do. And if they can't, that's what SI is supposed to be there for.
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Old 27-12-16, 21:04   #86
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I definitively think including the white ledges in the Survival Instincts is a great idea!
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Old 27-12-16, 21:46   #87
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I think making scratches, or other ways to show the path would be better. The paint sometimes is a tad too much.
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Old 28-12-16, 07:02   #88
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Originally Posted by Daring Do View Post
Oh no, I gotta disagree with you on that one. TR2013 was the one with the most obvious ledges with the out of place white paint on them. RotTR did much better in terms of ledges because the white made sense in the snowy terrain.
There is a difference between snow and paint.

Paint that is like everywhere on the walls of ancient ruins
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Old 28-12-16, 10:02   #89
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I don't get it though, Legend and TRA still had obvious ledges, but they were either cracks in the wall with shadow, or moss covered ledges and such.

I think TR needs to get away from the shooting and Upgrades and collecting useless **** - go back to basics.

Tombs, puzzles, keys and inventory systems. Backtracking (not only with new gear to reach optional secrets) to be part of main story path.. like the classics. You'd need a key to open a door - until then, you were stuck.

Not a fan of the open world hub system either - its boring.
Bring back levels, but interconnect them in some way (TR4 / Chronicles style)

Finished LC Go and that felt most TR thing I've played in years - not just the nostalgia SFX, actual puzzles and I got stuck loads..
Ya know, that thing in our heads we all should have, brains! Crystal we know how to use them, stop hand-holding.

One of the reasons I loved Uncharted 4 , the puzzles weren't particularly hard, but you HAD to solve them to progress.. and there were a lot of them. Some requires more thinking than others.. on the same par as the classic TRs IMO

Last edited by dcw123; 28-12-16 at 10:03.
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Old 28-12-16, 15:22   #90
Daring Do
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Originally Posted by Horus-Goddess View Post
Only to an extent, though. There's one cave/tomb where I specifically remember the glaringly obvious wall-jump paint on the wall. Where it made no sense whatsoever. Like, who went into this ancient undisturbed tomb to paint on the walls? That's the kind of thought that runs through my mind when I see that sort of thing. xD It looks kind of ridiculous.
Idk, maybe it's supposed to be faded paint from a long time ago? My theory crafting is terrible, so that's probably not it. I was just speaking in general anyways. I even didn't remember that the tomb bits had white paint.
Quote:
Especially if the path is linear and there are no other possible ways to go... they really don't need the paint in those cases. Maybe in HUBs where there are multiple ways to traverse but I really can't excuse it in instances where it's a straight path. Anyone with a brain can work out what they need to do. And if they can't, that's what SI is supposed to be there for.
Yeah I get that. They should just leave those parts to SI but ya know.

Last edited by Daring Do; 28-12-16 at 16:20.
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