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#101 | |||
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Moderator
Join Date: Jun 2006
Location: Temeria ♀
Posts: 33,478
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I was thinking that the camera should only shift to show us something (like when we enter a room or what a switch did). We should always be able to break out of a preset camera angle, and the camera should never change angles while we are doing something tricky.
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We all make choices. But in the end, our choices make us. ―Andrew Ryan (BioShock) |
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#102 | |
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Historian
Join Date: Dec 2007
Location: in a castle made of cloud high above the mucky muck
Posts: 426
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![]() I really don't think she was saying the opposite from you. "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." You see? But I can wait for her to clarify. I think camera problems can easily be solved with more beta testing. Open beta testing up to people from this forum. We're all very experienced raiders and would be able to note whenever the camera shifts to a bad angle. I honestly don't know how this aspect escaped their beta testers. It was a persistent problem.
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#103 |
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Professor
Join Date: Nov 2006
Location: UK
Posts: 4,188
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well im replaying tr1 and yes there are levers and keys but the traversial is very varied and imaginative but if you look at the other core tomb raiders the levers and stuff vary because they could do it then with development of the engine.
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I don't speak German but I can if you like. |
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#104 | ||
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Relic Hunter
Join Date: Jun 2007
Location: with my love Gender: I'm a girl
Posts: 8,106
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The crates were amusing in TR1 but CD's Lara is a "different animal" and no, I don't want her pushing a lot of boxes since she's so different and lost its novelty aspect. Finding keys and pushing switches is still very welcome to me. I don't want Lara World to reflect reality that much, it was always a sci-fi flavored game. Realistic touches enhance the game but shouldn't constrict it.
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I think my biggest beef with CD's whole design scheme, is that they designed their Lara as eye-candy, so the game is about watching her, whereas the Core design was about being her. This brings us to the trouble with emotions. In the old games one could create your own emotional life and project it onto her, she was so open, like a blank chalkboard, that you could script your own reactions and cast them onto her. In the new games it's all about watching her emotions and reactions, and the player is taken outside of those, you're now a bystander watching her emotional reactions, rather than imagining her as you. It's become a movie, where before it was a fantasy. I'm kind of confused about what Jennifer was describing, so I'll quote Spelunking again, because this is exactly what I mean: Quote:
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#105 |
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Explorer
Join Date: Feb 2006
Location: manchester.uk
Posts: 548
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"I think my biggest beef with CD's whole design scheme, is that they designed their Lara as eye-candy, so the game is about watching her, whereas the Core design was about being her."
Welcome fellow Tombraider!! My heart soars at the knowledge that i'm not alone (I am Legend) ![]() I just love that sentence and wholeheartedly agree. The present controls also take away some of 'the feel' to my mind. I don't find myself swerving and leaping in my chair as much in the CD tombraiders. IMHO of course! So put the pitchforks down folks.
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I'm not hen pecked. Ask the wife! |
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#106 |
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Explorer
Join Date: Jul 2007
Location: England, UK.
Posts: 932
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I agree with that CD needs more complex gaming in TR. I was bored with TRA after playing it like 5 times. I never get bored of the classics.
Good thread btw.
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"So, you think all this talking is just holding me up?" |
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#107 | ||||||
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Historian
Join Date: Dec 2007
Location: in a castle made of cloud high above the mucky muck
Posts: 426
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#108 | ||
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Moderator
Join Date: Jun 2006
Location: Temeria ♀
Posts: 33,478
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"Character-oriented controls" are when the controls are always from the character's perspective, so forward moves the character in whichever direction is forward from the character's point of view, regardless of which direction the camera is facing. "Camera-oriented controls" move the character from the camera's point of view regardless of which way the character is facing, so forward would always be towards the top of the screen. Which one did you mean? This quote says that the controls should not be from the character's perspective, but then goes on to describe character-oriented controls ![]() Quote:
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We all make choices. But in the end, our choices make us. ―Andrew Ryan (BioShock) |
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#109 | |
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Legend
Join Date: Jan 2007
Location: Ohio, USA
Posts: 28,397
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The picture below is the best I've seen...
Last edited by AmericanAssassin; 24-02-08 at 16:33. |
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