30-06-08, 21:25 | #1351 |
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I'm sorry, but that's just awful reasoning. I think they called it a re-imagining so that newcomers would look at it and say to themselves "Look, it's new. Maybe it's nothing like the last few games." Traditional gamers seem to not like the series anymore. Re-imagining? Psh! They took 80% of the game, remade it, and then deleted the rest. Sure, they added their own twists here and there, but it wasn't nearly as different to get the title of a "re-imagined" game.
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30-06-08, 21:26 | #1352 | |
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The rest was totally different and some levels were so poor - ie Colusium(Sp?) |
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30-06-08, 21:42 | #1353 | |
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30-06-08, 22:11 | #1354 | |
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01-07-08, 02:33 | #1355 | ||||
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I'm too lazy to type this out again, so I found a few old posts where I explained my view on it: Quote:
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Last edited by Ward Dragon; 01-07-08 at 02:35. |
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01-07-08, 03:51 | #1356 |
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Wow I've never thought of it like that before. Lara doesnt like Natla's plan so just shoots the Scion, thats badass.
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01-07-08, 09:13 | #1357 |
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The nixxes engine used in TRL and TRA (I'm talking about the PSP ports, of course) is way more powerful. Physics are more realistic, lightining is better, it moves more stuff on screen and things like that.
I tried Free Runing just to test the engine and imagine how TR:AE would perform. It is great, but nixxes is better, I fear. |
01-07-08, 09:21 | #1358 | |
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01-07-08, 12:16 | #1359 | ||
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Surely not level design and atmosphere which are the 2 most important things about a TR game |
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01-07-08, 20:10 | #1360 |
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I only played Free Running on PS2. I enjoyed it immensely, and the *feel* of the game was one of the things I enjoyed most.
The player still felt weighted in that world - something I critisiced about legend/TR:A, where it feels like Lara simply glides over the surface/through levels. This might have something to do with control sensitivity, but I suspect there's something more to it. I also loved how everything had collision detection (if that's the term)! It annoys the heck out of me that in the latest two TR games, invisible walls coating everything prevent me from feeling like Lara is truly grounded in those levels. When you run into a wall, do you continue to run all floaty-like? Or do you stop, because you know - there's a wall there? Of course, this is purely design choice - I'm sure both engines from both games could've featured this if the developers so wished. The physics didn't bother me in the least. I enjoyed it a lot! I've been gagging for large jumps to return to TR since the end of TR6 way back in 2003. The ragdoll (and ragdoll minigames!!) were pure pleasure. The animations were fluid and gorgeous (especially on long combos!). The graphics were on the cartoony-side of realistic, but definitely nothing to turn your nose at - the game looked really nice. Definitely another notch up from AoD. Speaking of AoD, this engine/game felt nothing like AoD - thankfully none of the problems from that engine exist on the Free Running one. The levels were all massive and included space for many things. I'm not sure how you can judge it's more limited than the current TR engine, seeing as TR has more things going on in it. Multiple NPCs on screen at the same time, all fighting Lara, running around, shooting, hitting, hiding, explosions, motorbikes, climbing etc. In comparison, what does Free Running show? One player (or 2 in the races) Free Running, jumping around. It's not exactly fair to judge. Gah, now I want to play it again! |
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