I'm still dissapointed with the aim of 10 hours total gameplay. It just sounds really weak for a game that looks like it could have a lot of potential.
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I doubt it would, Legend only had small, tacky levels which were easy to complete. This game is more open and is evidently more complex. |
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I think it will be long enough. Especially with collecting relics and whatnot. Hopefully there will be side tombs and stuff to find...hopefully. There better be. Why is this game so mysterious dammit. >_> |
Kaye guise...
Tyme to speak normul. These are the crappy-ass photos I took of the TRU maps... Do you guys think that there is going to be black space around the maps, as shown (ie nothing)? Or do you think one big island split into sections by mountains? Thailand.. http://i663.photobucket.com/albums/u...an25/lurpa.jpg Mexico... http://i663.photobucket.com/albums/u...an25/durpa.jpg |
I can't make it out. @_@
says lara crawft |
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But ...see how the maps has that emptiness around it? Non-existent space or whatever? Do you think the hubs in the reboot will have that? |
I would like if the island was fully explorable but I don't think that's going to happen. But hopefully there will only be physical barriers like mountains, cliffs, ocean, etc.
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I hope just physical berries.
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It seems to me that there will a cliff, and on the other side will be more gameplay areas, but we can't just hop up cliffs obviously, like in an ES game. We'll run into the slope, but there will be places were for optional and extra paths. edit: http://www.tombraiderchronicles.com/...reen006_nm.jpg I hope wolves linger around after they find you, if you climb away, and maybe they try to peruse you by jumping up stuff? Wolves can jump up places right? |
poo poo duble post shoot.
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I hope there's an insane cliff that slopes a little so we can stumble all the way down and die.
@ u @ |
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I know obviously there needs to be a flat surface or balance beam or flag for us to get somewhere, or a spot to climb with the axe. But I don't think that means high-up places are off-limits. I think CD will intentionally put places for us to be all over the island at varied heights and in random spots... Quote:
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In less than a month we will get new media :D.
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Lol physical berries.
CAN thEY jUST RELAEASE FSOM SCREANSHTIS FOR GOD SHAKE. |
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They ain't gonna succumb to someone with no substance. Lemme handle dis. CD, get you fake ass down hurrr and serve us some pipping hot screens, bai. xoxo |
Okay.
Okay. Am I the only one who sees this simplistic fun looking platforming and find myself wanting tarps which we can bounce on? Lara bouncing on tarps? Strung across a gap? Or some sort of frabric roof-thingy? And we jump on it and bounce and steer in mid air and go somewhere? Yes. |
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I'm going to make a photo manipulation of Lara jumping on bouncy tarps! |
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It seems like all the fun platforming games having some sort of floating or bouncing, why can't Lara bounce? Like those canopies in TR2 Venice that you can walk on, we could jump and bounce on them. |
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I guess. I want the fun stuff back, you know? There's something fun about controlling a character who is free from the environment, who jumps long and high and who you can steer in mid air. Take that and give us bouncy awnings and moving platforms, swinging boxes to jump onto and it's so fun! |
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I did like the fun little things though, like when Lara would kick the soccer ball and it would go "GOOOOAAAALLL!!!" |
I want constant entertaining platforming.
To me platforming has simply become the movement system, there is less thought put into challenging manouvering ... Anywho... http://i663.photobucket.com/albums/u...ingspleeze.png |
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I want fun platforming or no platforming at all, regardless of the subject matter. I'm not entertained by still and lifeless environments in which the platforming is simply the movement system, the vehicle for all of the other gameplay which is apparently far more important. |
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There were bouncy spiderwebs conceptualized for TRL, it may be a stretch on realism but if something looks the opposite of hard then we can gently assume it's bouncy. I mean, there are a lot of holes in this new game when it comes to thorough realism, we all know it. I don't see what could possibly be unappealing about bouncy awnings, I just see a principal being defended and TBH it doesn't seem worth defending, as it's not even in favor of the player. |
Actually, I'd assume that if Lara tried to jump on the awnings, she'd fall right through. They're probably old and deteriorated.
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There's not really a good excuse to not have bouncy awnings, and they're fun. |
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Perhaps they break after a few bounces? Some are more weathered then others?
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My personal taste? A Lara who moves fluidly and looks fluid, natural, and sort of alive and bouncy in her animations. Jumps high and far as I like that feeling of exhilaration of aerodynamics. Because of that I'm not in favor of tacked on ledges or intricate wall decorations, I don't want to spend my time drolling on the controller as Lara slowly climbs up a building touching every ornament in a realistic fashion. I want to be running and jumping and steering because there is more control and responsibility of not falling off the edge. Unlike Lara said in Legend, climbing shouldn't be like walking up a set of stairs. Platforming should involve jumps which are so long you think you might not make them, maybe have to do a sprint jump. I understand there is a difference between a tomb environment and any old environment filled with floating squares and traps and platforms. But classical platforming elements can be adapted to fit the look and believability of the new TR. How else would we have screenshots of a hub with no tacked on ledges, yet no completely odd looking and obvious platforms which can be climbed all throughout? I don't think we're going to have slow thinking and measuring-type of platforming like we had in the classics, I think that counting of steps and measuring of jumps was more to do with the control scheme and the camera always being behind Lara. Now we have a character who can turn in half a second and has much smaller and quicker steps. She's more fluid to move and less rigid so platforming feels more fluid and less rigid. Quote:
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There's a difference between fun and unrelated to the game lol =/
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