21-09-19, 20:21 | #1 |
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Joined: Sep 2019
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Your ideal Tomb Raider game?
Hey you guys, this is actually my first post! I just finished Shadow for the second time recently, and now that the trilogy is over and we’re in purgatory again, I’m starting to think a lot about the next game.
Although there were a lot things I liked about the current trilogy, I hated the whole survivalist schtick. I wish the game was about archeology and treasure and exploration rather than her getting beat up while saving the entire world from ending. A story about a small group of competing archeologist against Lara as a freelancer would be fun. Dual pistols as a weapon is obvious, but it’s too late to pretend that Cave woman Lara doesn’t exist, so I wouldn’t mind a bow as long as it’s not her main weapon. I also really just want to be able to fist fight with or without a melee weapon. I’d really like to see the series have a slight futuristic feel in terms of gadgets and UI menu, similar to Legend and Underworld. For gameplay I want a more platform, puzzle based game with significantly less, mixed gendered enemies. I liked that in the original game there were only a few human enemies and they were all connected, and not part of some giant military unit. AOD was too frustrating as a kid, so I’ve been dying for a good urban environment in Tomb Raider, although London and Tokyo were cool at the time, but a small open city you can run around, climb and possibly drive in would be so cool. I like Shadow’s large open areas. It’d be nice if there were multiple of those around the world, with a futuristic globe map like TR3. Maybe with a different vehicle in every location???? I really want the manor to come back, along with at least Zip, the dialogue helped build character without making the game about Lara as a person. I loved the beginning of the first movie as a kid, so having an AR training room in the manor like the Arkham Knight games would be fun, along with everything else from the original games (shoutout to the four wheeler track, my old friend). Also a home invasion mode like the movie/2nd game!! Anyways I’ve just written 4 paragraphs about Tomb Raider so I’m just going to leave it at that, I hope it’s not too long lololololol |
21-09-19, 20:37 | #2 |
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Joined: Aug 2019
Posts: 3,899
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My ideal TR?
1) The naturally evolved version of Shadow Lara. What’s next for her, and how’s she different this time? Hopefully cool, badass, and gorgeous... 2) Variety of weapons. Dual Pistols, a Desert Eagle/Revolver, a bow/crossbow (or change it with a fully fledged spear gun, Uzis, hand grenades etc... No more different variations of pistol, rifle, shotgun, bow. 3) Story: A more light-hearted direction should be taken. Enough ‘dark’ themes already. Light-hearted does not equal Funny-Nathan-Drake or James-Bond-Styled-Barbie... That’s it......... |
21-09-19, 23:36 | #3 |
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Joined: Dec 2014
Posts: 10,492
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My ideal Tomb Raider would be :
Platforming : - Consistent jumps with momentum - No attractions or magnetism - A lot of parkour moves - A lot a various structures to interact Combat : - Various enemies with a different way to defeat each ones. No 90% humans, lots of animals and supernatural creatures as well. - Hand to hand combat, why not melee weapons as sell - Various weapons, as Tomb Raiding said, not only variations of the same four weapons - Underwater combat - Ammos to not be abundant (at least for the more difficult options) Puzzles : - Mechanical, physical, environmental, riddles... The usual keyword : variety - Key/object searching, with combinations and why not little riddles inside - If possible challenging, but at least big and long ones to solve. I mean with significant steps in many rooms for instance. Or several little puzzles shaping a big one Vehicles : - I would appreciate three different vehicles. Bike, boat and quad for instance - Use them to be fast against time, to access areas to sloppy for Lara alone, to make big stunts - Love the possibility to slide like LC Relic Run, to avoid low structures Exploration : - If possible, complex level design - The least linearity, alternative routes - Invisible walls are forbidden - A very interactive environment - Not abusive, but some backtracking nevertheless Traps : - Variety. Not only the same two traps all over the game - No slow motion except if really it is too fast to our human's eyes - No (almost fluorescent) ropes to defeat the traps please Story : - Only told in cutscenes, no "narrative gameplay". I accept journals - I don't think I'm demanding on that, just make surprising plot twists, interesting exploration on myths and some badass actions Last edited by Chamayoo; 22-09-19 at 00:03. |
22-09-19, 01:17 | #4 |
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Joined: Apr 2005
Posts: 15,409
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At this stage I think I would settle for just a great story with an interesting mystery and Lara with some beautiful, exciting environments to explore.
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27-09-19, 08:39 | #5 |
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Joined: Nov 2006
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I would like the next game to be a soft reboot, still connected to the reboot universe but a slight jump in time, where Lara is now late 20's (like in the original TR).
Lara would be more charismatic, have ironic humour, sarcasm and a smart wittiness about her. She has a braid, and has gained a sense of style that gives her a sexy yet realistic look, a kind of halfway point between Reboot Lara, LAU and original Lara. I think the colour schemes of the game should be a bit more exciting and it would be interesting to see how a game with several different levels set in completely different locations would work in next-gen. I also think the series really needs a focus on ancient civilizations that everyone knows about and would be more enthralling, like Egypt, Mayan or Greek or maybe a famous myth/legend like El Dorado or The Holy Grail. I'm expecting there will be a complete overall of animations, we have been seeing the same animations since Reboot and even then I am sure there were some reworked animations from LAU. Lara needs much better combat capabilities, especially melee, why wouldn't she know how to fight? Give her real combat skills, a similar style to how she fights in last years movie. There also should be a dodge button. I really like the customisation of difficulty levels in Shadow, that should be kept, especially turning off white ledges!! I actually think Tomb Raider would do really well in taking inspiration from games like Dark Souls and Bloodborne, I really think less is more, less action pieces that are clearly trying to emulate the epic action scenes of Uncharted and more being left to explore a maze of tombs that all intertwine. |
27-09-19, 11:58 | #6 |
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Joined: Oct 2018
Posts: 3,449
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Problem solving oriented, intuitive and challenging exploration, engaging controls, no optional bs.
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27-09-19, 14:25 | #7 | |
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Joined: Sep 2018
Posts: 258
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Quote:
With regards to lost cities and ancient civilisations, I am hoping for unique ones that has never been covered before in this franchise or Uncharted (El Dorado, Shambhala, Iram of the Pillars/Ubar, Libertalia, lost cities of the Hoysala Empire). Something like the lost city of Kalahari in Southern Africa, the mythical Polynesian island of Hawaiki, the mysterious curse of Palmyra Atoll islands, and the lost legendary city of Gangga Negara in Malaysia. Last edited by Alterjano; 27-09-19 at 14:30. |
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27-09-19, 17:42 | #8 | |
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Joined: Apr 2018
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Quote:
Though I don't know if making it even more metroidvania like than that game would be the smart idea, as a lot of people have already complained about how easy it is to get lost in there. ---------------------------- I think my ideal game would have TR1's atmosphere, a level design that mixes TR3 (Wide open levels; bright color palette; variety in locations & enemies) with Shadow (Hubs, Puzzles and emphasis on platforming), and a Lara that's a mix of her portrayals in TR4, Legend and Shadow. |
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27-09-19, 19:41 | #9 |
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Joined: Jan 2008
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From a gameplay perspective I actually created a thread sometime ago. It's TL/DR was: "No to open-world, yes for 3D-Metroidvania game, where exploration is mandatory, platforming is more consistent, puzzles are complex, combat is more varied in both enemy types and strategies, with a return of action puzzle-based boss battles. Globetrotting is doable but maybe try the 3D-Metroidvania formula on one location before, and let sequence-breaking be a thing." But I explain my ideas better in the thread.
Only thing that I would add is that areas should have more than one purpose. SotTR really shows why this is necessary with both good examples and bad examples:
All this to say that, even if one of the gameplay pillars is the main focus of one specific area, the other pillars should not be ignored in that same area. As for narrative, for me they just need to abandon the too serious tone the three reboot games have, and go for the tone the reboot comics had: not afraid to go dark and emotional, but not afraid to go lighthearted and fun either. |
28-09-19, 10:39 | #10 |
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Joined: Aug 2003
Posts: 5,754
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.- A continuation of shadows Lara. (not another reboot)
.- more isolation, less people to interact with. .- more supernatural enemies and the choice to avoid combat alltogether. .- complex level design with multiple paths and secrets that encourage hard core exploration. .- more platforming .- gradually increassing supernatural elements .- some metroidvania elements and backtracking .- easter eggs to previous and future games. |
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