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Old 09-02-20, 03:20   #1
New Dwight
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Default Origin Lara - New Dwight's thoughts on Tomb Raider moving forward

Can we just refer to reboot Lara as Origins Lara? Even if the attempt in the trilogy may not the best at portraying it (its strengths/weaknesses), this series in the TR franchise can be considered that when we look back at it.

Our TR eras:
  • Classic (contingency)
  • LAU (median)
  • Origins (ascension)

Since Origins is the start and rise, it would then lead back into the classic region. (Lara's origin story - even if reimagined, even in 'another universe' it alludes the classic region still in many ways).

Now that we know how Lara gained the knowledge, strength and classic traits we've seen in the beginning, further games should continue that, not lose it. Is there any more origins to explore? Shadow of the Tomb Raider marked it as the end, final game in the trilogy.

Those visual graphics brought in a chunk of the profit they dont want to see go. Keep that. You can still have classic traits on Lara; simple classic traits wont diminish profits severely as a downgrade in graphically quality might.

Call it, Classic Etiquette - A proportioned Lara.
-For those who feel her proportions in the classic era were caricature-ish. Origin's Lara's facial and body structure can be kept in such model even.

Origins's Lara can still be created classically by:

Changes to personality
This is where u can look into Lara's classic traits, her sassy, wittiness, attention to detail, and not always serious personality of the classic era.

Changes in Hairstyle
PureHair is a hair rendering solution. It can still work with a braid containing hair cards. Hair is Hair.

Outfits
That fit a specific environment well with a touch of fashion. So shorts in a jungle or desert can work, and technical sides, well u dont need that much in a video game on this. You see hot Egyptian desert or jungles and u think:

shorts, breathability, mobility. Even if its her trademark hot pants, it don't have be made overtly sexual. That can be done with pants too given the artist's style via counterargument.

Weapon versatility and quantity
Clearly its not a requirement, but because for over decade since her birth, we've known Lara Croft well with dual pistols, and pistol upgrades for those could still work. Heck maybe even have the final pistol upgrade to be Dual-wielding, a good sense of accomplishment for the player to work for and actually look forward to utilizing.

Other weapons, maybe even suited for the environment (like harpoons for deep underwater-only locations) and allow more versatility. Her bow can even stay there too, with its upgrades, added to her arsenal.
Firearms such as SMGs can have the same upgrades as the pistols, a final one u work towards that enables dual-wielding.

Have weapon attachments as there own. Grenade launcher itself as a separate weapon with its own upgrades the player works for.

EXP
If this stays, it can be strictly reserved to be received only completing well-thought out and cleverly designed tombs and puzzles.

Tombs
Should be the priority throughout the level design. In the beginning, the player's feeling of solitude while controlling Lara throughout the tombs, and spending the majority of your time solving their complex puzzles, and doing a bit of globetrotting should make a hefty return.

Globetrotting
In the plot, should allow the player to do more global trotting instead being situated at one/two locations. If the plot allows, let it be connected to various locations across the globe. If not, the level design can and should mostly be still focused on tomb/crypt exploration and solving well thought out, cleverly designed puzzles, allowing the player to think while still being engaged.

Be tailored to novice players to not allow them to run around the tomb/puzzle with heads missing, while still having that complex feel in them. This way, visual tailoring such has white paint on ledges (props to SoTTR for turning that off) and dialog/hints foretelling each step process to solving the puzzle. However, it can still be implemented has how it is in SoTTR, the option to turn it off (choice to include player tailoring from a developer stand point).

Versatile Enemies/Foes
More enemy variety types should be created. Depending on the plot's focus and location the enemies there would fit; just more variety than shoot offs with human enemies as its recurring theme in the Origins trilogy. For most of the remote locations, include/create more visibly endangered species to encounter along the way. Get clever with their design and keep them balanced through the progression. Make them react to different weapons on Lara's arsenal, etc. Depending on the plot, include supernatural ones too ftw.

Lara's health
Consider the option (options are always great for players, brings a since of versatility) to allow the player to toggle ON/OFF Lara's Health bar. For some who enjoy the lack of GUI on screen during gameplay, it can also be a good touch for those or like/prefer/don't mind have an indicator of her health. (As it currently able to turn off/on the screen effects including blood)
Features such as Auto Health regeneration should be removed, added as a literature par the difficulty setting, or as a skill (given skill upgrades still exist) the player works to achieve.

RPG elements
Skills & Base camp
While base camps where a good presence in TR 2013 par the environmental and plot setting, it has carried over the trilogy as Lara's Inventory, situating all her current weapons, skills upgrade progression and fast travel capabilities. However, moving forward, it can still exist, and be implemented in a new way.
If Lara's backpack makes a return, the classic Inventory can be recreated, maybe similar to how it was done for Anniversary, and be divided into the same sections (if rpg elements still exist) to host all her upgrades and skills, etc.

The backpack doesnt have to be there for the Inventory to be redesigned to not be art a base camp and do fast-travel.

RPG elements continued
If elements such as skills much a return, they should more refined. They each need to all feel like they have a significance or of some sort of usefully to the player and in the game, something that can be utilized well during playthrough. Just a bunch of skills to appear fully probably isnt a good thing. as you're then just grinding for exp to get skills you wont even make use of in a playthrough.
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