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Steven_1379 11-12-12 10:09

ULTRA WHITE ROPES
ULTRA WHITE LEDGES
ULTRA WHITE WALLS

and if you didnt see them all white andstanding out
activate survival instict and see them all glow yellow
-_______________-

tampi 11-12-12 10:32

:vlol:^^

jaywalker 11-12-12 10:50

Tomb Raider is sponsored by Daz :)

Carbonek_0051 11-12-12 10:56

I only noticed a few white ledges, and they weren't even THAT white. The walls look perfectly fine, I don't mind them being lighter where I can climb. The ropes make sense as being white.

It's like nitpick city here on TRF. :/

MangelinaJolie 11-12-12 11:00

After seeing just how many white ropes there are, I really don't think it's nitpicking to complain about that. Survival vision is there for a reason, and the white is obscenely out of place. I don't care if it's rope. A doorway with rope tethered onto it in a dilapidated structure should look equally as frayed and worn down. It draws you out of the immersion, contrary to what they believe.

I don't mind the craggy walls and the white ledges are not all that excessive. It's the ropes. They're everywhere and on everything.

Carbonek_0051 11-12-12 11:05

I think the white ropes are meant to show which ones you can burn/interact with, I noticed there are some ropes laying around that are brown. I think it's so people don't go around trying to light/interact with every rope they see. I can see why they did it, I've noticed how most reviews complain about how unclear games can be with what is interactive and what is not. It seems to be a lose/lose situation.

I don't find the white ropes to be immersion or game breaking, so I don't see it as a big deal.

LENGuin 11-12-12 11:07

Quote:

Originally Posted by Carbonek_0051 (Post 6561904)
I think the white ropes are meant to show which ones you can burn/interact with, I noticed there are some ropes laying around that are brown. I think it's so people don't go around trying to light/interact with every rope they see. I can see why they did it, I've noticed how most reviews complain about how unclear games can be with what is interactive and what is not.

I don't find the white ropes to be immersion or game breaking, so I don't see it as a big deal.

I agree, and to be honest I hate to keep chiming back to Batman AA but when I saw walls that I could pull down before I got the grapple hook upgrade I was making mental notes. However, that game (and this one too by the looks of it) has so many different points of interest that I ended up forgetting where they were when I got my grapple upgrade. So I basically went through each hub again and looked everywhere. It was fun.

Canny wait to do that with this one! I was very impressed by the IGN demo.

Carbonek_0051 11-12-12 11:13

Quote:

Originally Posted by LENGuin (Post 6561907)
I agree, and to be honest I hate to keep chiming back to Batman AA but when I saw walls that I could pull down before I got the grapple hook upgrade I was making mental notes. However, that game (and this one too by the looks of it) has so many different points of interest that I ended up forgetting where they were when I got my grapple upgrade. So I basically went through each hub again and looked everywhere. It was fun.

Canny wait to do that with this one! I was very impressed by the IGN demo.

Yup! And don't worry about comparing it to Batman: AA, I've been making the comparisons since before the game was officially announced and even after the announcement. :p

It's a good formula, and I am glad to see TR is borrowing so much from the formula. Even the map system seems to work the same as Batman's. It's pretty awesome. :D

LENGuin 11-12-12 11:15

It seems to work really well, I like all the documentation and relics around the place and the idea of going off and exploring, hitting a dead end when you lack the proper gear and then, one assumes, skipping off and standing on a bear trap

Carbonek_0051 11-12-12 11:20

Quote:

Originally Posted by LENGuin (Post 6561912)
It seems to work really well, I like all the documentation and relics around the place and the idea of going off and exploring, hitting a dead end when you lack the proper gear and then, one assumes, skipping off and standing on a bear trap

I agree completely. Ever since I played Batman I got TR vibes and kept wanting a TR game with the same formula. But it also clicked to me that the first Soul Reaver also used this formula, it's something CD are familiar with (although I'm not sure how much of the SR CD team are on the TReboot team). The Metroidvania formula was something I feel like this series needed, it adds a lot of exploration to the mix and even replayability.

I wonder if we'll be able to get every single upgrade before the game ends or if there will be a New Game + mode.


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