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#31 | |
Hobbyist
Join Date: Aug 2017
Posts: 95
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![]() ![]() Seriously though, TR2 was perhaps the best proportionally for its time (peak popularity of the series), but compared to TR4 it's significantly inferior: from graphics and cinematics to platforming and exploration and yes, even action sequences, TR2 is less good than TR4, and what puzzles me most is you mentioned puzzles being better in TR2 when TR4 is clearly superior here as well! The only thing which seems potentially "objectively" a bit better in TR2 is the story, which is deep and moving and philosophically challenging and - nah just kidding! TR4 relies on the system of interconnected levels to expand beyond what was possible with single map files, so it's forgivable that some individual levels are indeed limited in scope (they're part of a bigger whole, you can't judge them individually the way you'd judge individual maps in the previous games). There were some growing pains with the way they expanded the amount of possible interactions, but in the end it is the best game with the original (albeit much improved) Tomb Raider engine. Last edited by Sat42; 19-09-23 at 17:08. Reason: Grammar |
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#32 |
Historian
Join Date: Feb 2016
Location: The Floating Islands
Posts: 267
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I've never had any bugs playing TR4 that were game-breaking except when I was using mods, but that's a whole other story.
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"You are the light and way that they will only read about..." |
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#33 | |
Professor
Join Date: Aug 2011
Location: New York
Posts: 3,908
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#34 |
Explorer
Join Date: Apr 2010
Location: Beijing, China
Posts: 914
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#35 |
Archaeologist
Join Date: Jul 2020
Location: United States
Posts: 1,482
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Honestly, the only problem I have with TR4 nowadays is retroactive from Chronicles and AoD. The whole thing of Lara ostensibly dying but she didn't really just created a mess that, by AoD, they just sort of had to gloss over because of switching writers, plus it never really being made clear what happened with Lara during that period and thereafter.
The ending of the game is what really set all of that in motion. Sure, they were sick of the series and wanted out, I get it. But we also know that if they'd had their way they'd have come back to the series much later possibly, and you could have just framed it as a "the adventure continues..." type of thing by the end of TLR. But, wasn't meant to be I suppose.
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"Rodents, I wouldn't wonder. *Big* rodents." |
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#36 |
Hobbyist
Join Date: Jan 2022
Posts: 6
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Hi all. I'm playing TR4 on a Mac using Porting Kit.
I believe I'm experiencing a bug when attempting to move the shelves to access the secret in the Sphinx Complex. I can move the first one, but not the second. Any suggestions? ![]() Last edited by Salvatore_crof; 22-10-23 at 04:55. |
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#37 | |
Relic Hunter
Join Date: Jan 2006
Posts: 6,945
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#38 | |
Hobbyist
Join Date: Jan 2022
Posts: 6
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This is the spot: https://www.youtube.com/watch?v=5v5yBdx7Q3k&t=3s edit: made it!!! thank you so much! ![]() Last edited by Salvatore_crof; 22-10-23 at 05:29. |
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#39 | |
Relic Hunter
Join Date: Jan 2006
Posts: 6,945
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#40 |
Archaeologist
Join Date: Apr 2006
Location: NW London
Posts: 2,120
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Try pulling or pushing the shelves there in a different way to however you did it before.
In that YT video LC pulls the first shelf towards the exit door side of the room. I noted that in Stella's web site walkthrough of that area it suggests pulling then pushing the first shelf across the room (towards the crawlspace LC used). Then pull the second shelf towards the crawlspace too. https://tombraiders.net/stella/walks...mplex-4.html#2 I'm thinking there may be a collision detection issue if you pull the shelf away from the wall which may also be solved by pulling or pushing it out more than one 'square' (if there is enough room) before trying to pull the second shelf towards the crawlspace. Last edited by fallenangle; 22-10-23 at 13:18. |
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