07-03-19, 17:54 | #351 |
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I’d like this. It’s been missing since Underworld.
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07-03-19, 19:14 | #352 | |
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07-03-19, 19:45 | #353 | |
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But nah, its pretty much responsible for most of my deaths in 2013. (The others were due to how the QTE's for the bosses are practically impossible on Hard mode.) GTA V also did this and it was annoying in that game too. |
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07-03-19, 19:52 | #354 |
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The videos Wooxman posted on the "Things the Survivor Trilogy nailed" thread made me think of something. That the cover doesn't need to be a system, and it'd probably be better that way. Lara could hide herself behind stuff, with a manual crouch. It would be better for gameplay (because it's more hands-on and freeform) and also for realism (because in real life you also don't know if you're "covered").
Last edited by paulojr_mam; 07-03-19 at 19:54. |
08-03-19, 17:15 | #355 | |
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09-03-19, 21:50 | #356 |
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Joined: Oct 2014
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For me, I’d like to see Lara swimmimg or diving in the open ocean/sea. There could be a even a shipwreck section and enemies can include sharks as well as human divers.
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09-03-19, 22:02 | #357 |
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11-03-19, 11:46 | #358 |
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Joined: Oct 2017
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The death animations were really entertaining in the trilogy, I hope theyre back.
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11-03-19, 13:23 | #359 |
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Joined: Mar 2018
Posts: 3,162
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Climbing integrated into combat. Enemies in challenge tombs. Braid and backpack (I find them way more iconic than dual pistols or shorts). Climbing with bare hands. Egypt. Completely reworked animations. Bigger tombs (like whole ass gigantic tombs) filled with a ton of climbing and levers......I want the tomb to act as the whole level compared to something on the side! Opening doors with keys. Combining items would also be fun. No supernatural enemies. Lara being in her mid or late 30s.
Last edited by johnanonymouz; 11-03-19 at 13:24. |
11-03-19, 13:57 | #360 |
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Joined: Dec 2015
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^Oh the braid, it must come back ASAP.
I also want the return of the unfathomable, unexpected, exotic, bizarre and quirky. Rooms with weird geometry, unintelligible architechture. Underwater sphinxes, underwater caves with sinked ships, breathing walls, floating islands. Like this thing with a weird building embedded in the ceiling, fiery things everywhere and a pyramid-like structure. Even the rooms with random platforms you didn't knew how people moved around in, levers and devices that don't make sense, contraptions with hidden mechanisms where you don't know if it's magic or sufficiently advanced science, those things helped the sense that you were in a place where once lived people you can't even begin to understand. It was the perfect, if accidental, storytelling through gameplay. Probably that means better art direction for the tombs and less realism. Last edited by paulojr_mam; 11-03-19 at 14:42. Reason: completeness |
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