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You never ever feel like you did in say, TRL England, in which you witness yourself descending deeply into an ever-changing tomb. Atmosphere is not just visual, there is something about how we interact with the environment and how long we remain there which adds to the atmosphere, and that is not had in TR9. |
I'm not talking just about the visuals personally. I think TR had a vivid, eerie, and rich atmosphere. Just the general feel of the setting including all elements.
I don't put that much stock into being specifically inside in a tomb. To me the whole island is one giant tomb. |
It's not about it being a tomb.
Whether it's a tomb, or a cavern, some interior space, perhaps the laboratory, there isn't enough physical depth or play time within to really feel the atmosphere of being deep inside somewhere. It's all just too quick, to the point and shallow. |
To me there's just something really special about descending deeper and deeper into these eerily beautiful, ancient structures completely on your own with nobody else around. And that just wasn't there in TR because of the constant enemy encounters and the small size of the tombs/temples.
@larafan: Exactly. It just never felt like you were really digging deep, like you were in any real danger (I mean danger of getting lost or not getting back out), etc. because you pretty much left the buildings right after entering them. It just felt really superficial. I would've liked to see more of the kind of exploration/openness that was in the Mountain Temple area and in the big wooden house in the Mountain Village and on a bigger scale but it never happened. |
Lol, I'd go back and forth to see the statues in that area just before you encounter the Oni for the first time, to ensure I took it all in. Same with other places like inside the Monastery, the Fortress and the endgame locations. So I didn't feel like I didn't have enough tie to be immersed in them.
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Also... the connectors sort of eliminate any sense of journeying across the island. You have the night hub, a nice big hub, and you reach the far end of the hub (not really... knowing where you're going but going to save the pilot) and between the end of the hub and the destination is just this weird cavern that we walk through.... it's just a very strange design. It migt not be as strange if the two areas being connected were more complex but otherwise it feels like filler.
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It's not the visual atmosphere I'm talking about. |
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You guys write a lot over night! :p
I have to agree with much of what zebra wrote. I found the atmosphere too creepy, more like a horror game like resident evil kind of thing. And way too much time outside, more interiors would have been nice. The tombs were way too short, the main thing of a TR game, and all we did is solve a single puzzle and up a cliff we went to reveal a chamber with the illgotten booty. Also the pace was tiring, non stop running for her life, too much survival, not enough exploring. One could only explore on re-visits because we were forced thru the areas in such a panic and rush. Some areas like the cliff dwellings, the gondola town, and that area we parachute thru we can't re-visit to explore at all. They blocked most of the connecting points between areas once we went thru. BTW, hi Blackmoor! :cln: :hug: |
Personally, I actually don't mind creepy. Creepy is great IMO. But YES, there should've definitely been bigger interior areas. Actual interior hubs, actually.
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I'd like interior hubs... but at the same time I feel like they need to be complex and have gameplay. Locked doors I need to enter, you know... purpose. They can't just be a farm for collectibles.
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I agree. They should be designed with their original function in mind. Not like the levels in TRA that had random poles sticking out of the wall in convenient places, etc.
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As made-up and contrived as those poles, and all of the platforming was... I now find myself saying "at least it had design" because TR9 seems to completely lack that on the platforming front.
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It was fun doing this-
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It was fun killing me?
:( :vlol: |
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@lcroft_lc
Bad boy :< You killed Laura! :'( |
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You will ALL DIE of cuteness
http://31.media.tumblr.com/a87e45a9b...7tbo2_1280.jpg http://tombraider.tumblr.com/post/59...p-with-diamond An interview with the makers of Minimates. BTW the Tomb Raider Minimates are out in September. :D |
^Cute. And...pretty. Prettier than the game Lara. I they need to reboot what she looks like for the next game.
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No way. She looks great :)
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They're going to need to reboot her image for next gen. Trust me it's for the best. :p
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Only in so far as updating the same art direction with next gen graphics and keeping her look development logical and consistent with the last game. No reboots.
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I'll bet you though, they'll change her. I bet that layered hair around her face goes and I'll bet her eyes get wider, less squinty.
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I think just the jump to next generation will change her massively anyway.
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I think in next gen she'll look like trailer Lara in game. She'll be a younger, slightly prettier Jessica Alba.
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She's going to squint her eyes more too.
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Please, please, please lose that scared to death look on her face! Replace it with the "I'm gonna kick your ass" look.
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Wouldn't it be much better if she had an array of expressions rather than just one. :p
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All they gave us this time was scared and worried. How about some positive ones, some aggressive ones? Oh, and for god's sake, don't make her look like Jessica Alba...:hea:
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^ Lara was aggressive in the TReboot. (Helicopter scene, after she gets the grenade launcher etc.)
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I never saw it, I heard it when she **** the army guys when she has a rocket launcher. But her face wasn't all I'm gonna kill you bastards, it was still look at me I'm a scared little teenager look.
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Twerking Lara is a MUST!
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:rolleyes: |
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