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lcroft_lc 19-03-12 09:30

Quote:

Originally Posted by Spong (Post 6047440)
Save restrictions should be covered in the difficulty setting. God knows completing Underworld on Master Survivalist was a joke, the game almost plays itself. My brutal brand of saving wouldn't suit everyone, but that's the point. It'll get rid of the lightweights who shouldn't be playing games, and it'll bring back a portion of the challenge. It's a win-win situation :tmb:

Is Master Survivalist a difficulty mode in TRU? :confused:

tampi 19-03-12 09:31

:eek:That is disheartening. I hope you do not be talking quite seriously.
If I have to play hour and a half, due to be dead, and I have the misfortune to die two or three times, I burn the computer and the game. :p

Spong 19-03-12 09:49

Quote:

Originally Posted by lcroft_lc (Post 6047452)
Is Master Survivalist a difficulty mode in TRU? :confused:

Yes. It's Underworld's hardest difficulty, but it's way too easy.
That's something else about Underworld that Crystal hyped - player tailoring. What a crock that turned out to be :rolleyes:

Quote:

Originally Posted by tampi (Post 6047453)
:eek:That is disheartening. I hope you do not be talking quite seriously.
If I have to play hour and a half, due to be dead, and I have the misfortune to die two or three times, I burn the computer and the game. :p

LOL, I can see why you might get frustrated, but that frustration would be part of the penalty for dying.

A game, to me, is a challenge. I've said this before but, from the moment you start playing, the game should be actively trying to stop you getting to the end. I've already said that Underworld is so easy that it feels like its playing itself. TR9 shouldn't help people get to the end by giving them comfy checkpoint saves every five minutes. You want to get to the end of the game? You've got to be genuinely good, not just persistent :tmb:

tampi 19-03-12 10:06

Quote:

Originally Posted by Spong (Post 6047463)
LOL, I can see why you might get frustrated, but that frustration would be part of the penalty for dying.

A game, to me, is a challenge. I've said this before but, from the moment you start playing, the game should be actively trying to stop you getting to the end. I've already said that Underworld is so easy that it feels like its playing itself. TR9 shouldn't help people get to the end by giving them comfy checkpoint saves every five minutes. You want to get to the end of the game? You've got to be genuinely good, not just persistent :tmb:

Your last sentence bewildered me.

That playing mode can be interesting, but then you can not choose risky options if you are not willing to repeat a lot of playing time again and again and again.
Maybe it can be interesting in any particular area, but that way to play all the time can be tedious.

lcroft_lc 19-03-12 10:25

Quote:

Originally Posted by Spong (Post 6047463)
Yes. It's Underworld's hardest difficulty, but it's way too easy.
That's something else about Underworld that Crystal hyped - player tailoring. What a crock that turned out to be :rolleyes:

I always picked the full pant. :D

Spong 19-03-12 10:32

^Full pant? :confused:

Quote:

Originally Posted by tampi (Post 6047473)
Your last sentence bewildered me.

I meant that playing most games nowadays requires no skill, just persistence. Essentially, all you need to do is pick up the pad and you're guaranteed to get to the end no matter how badly you play. I want a game which requires persistence but has no safety net of constant checkpoints, I want it to require a standard to that persistence.

Quote:

Originally Posted by tampi (Post 6047473)
That playing mode can be interesting, but then you can not choose risky options if you are not willing to repeat a lot of playing time again and again and again.
Maybe it can be interesting in any particular area, but that way to play all the time can be tedious.

Having high stakes like that (having to replay a portion of the level/area again) adds tension to every new challenge you discover. If you spot a ledge across a chasm and wonder if you can make the jump, there's no gamble if the game saved at a checkpoint thirty-seconds ago. You may as well try the jump, it doesn't matter if you fail, there's no consequence because you'll be back there again in thirty seconds. I want there to be a price to pay if I get it wrong. Yeah it'll make me go "grrr! http://i.imgur.com/UtieE.gif" when I mess up, but equally, it'll make me go "yesss! :yah:" when I get it right.

It's brutal, it turns every move you make into a gamble, one that constantly pays off with a sense of achievement when you succeed, but one that punishes you when you fail :tmb:

tampi 19-03-12 11:02

That sounds pretty good, but it's so risky!

I can see myself cursing the game and dragged along the ground kicking, if I fail.:D

Tonyrobinson 19-03-12 11:07

To be honest manual save is really a route than nobody can complain about. Skyrim's system was great with it's mix of location and manual saves. :)

I cannot wait to see the travelling in this. I know quick travel is available in the hubs but will we have maps, there's really no point in Lara having a compass after what she said in the leaked script they aren't going to get her anywhere but I hope you can actually walk from hubs to other places and not just quick travel through all of it. I'd love a few jungles to walk through. :o

lcroft_lc 19-03-12 12:28

Quote:

Originally Posted by Spong (Post 6047487)
^Full pant? :confused:

I mean full parts covered with clothes. I didn't use "shorts". :)

Spong 19-03-12 12:59

Quote:

Originally Posted by lcroft_lc (Post 6047553)
I mean full parts covered with clothes. I didn't use "shorts". :)

LOL, I see what you mean now. I think.
I wasn't talking about her costumes though when I mentioned player tailoring. I think having different costumes to choose from is evil.


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