30-05-24, 17:14 | #1 |
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Joined: Jun 2007
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Mistified by the tightrope mechanic
I have been wondering for a while about how does the rope in Chronicles actually work. Without any input from the player to the left or right, or any error, Lara suddenly starts to tip over to either side after a while. Why?
Is it just generated by a dice roll somewhere in the games code, or do the inputs before you get on the rope matter? Why is Lara suddenly requiring inputs from the player to keep her stable when she never needed them while doing incredible acrobatics before during the previous 4 games? Is she getting old? Is there a lore reason? So, in short, does anyone know the specifics of the tightrope mechanic? |
30-05-24, 18:06 | #2 |
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I think it's a random number. There're a lot of random numbers in TR2–4 as well. For example, the piranhas and the bats in TR3, the locusts in TR4.
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30-05-24, 20:32 | #3 |
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Yeah, I thought as much. It's just that the almost completely RNG tightrope mechanic is so out of place in a classic TR game.
It sure would be great to one day see the exact code behind it and how it works. |
31-05-24, 12:00 | #4 |
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I hate it when you are almost across the rope and you just cannot stop Lara from falling at the last second from the safety of the platform
The worst is when your stuck at a spot and she does not move forward and you have maybe five attempts to stop her falling randomly left and right, before moving on. I pat myself on the back if I get through that without Lara falling So, yes the mechanics is down to a randomness program on moving forward, and tipping left or right. |
31-05-24, 14:48 | #5 |
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Actually, the code can be seen from the tomb5 project.
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31-05-24, 16:26 | #6 | |
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Quote:
It's not that hard just boring. Maybe the rope can be made to be a little more skill based in the remaster, or even better removed entirely, but I doubt it. That's cool, I must check it out... one of these days. Edit: yes indeed by looking at the code it is completely random, it has a GetRandomControl function, which returns a random number. Ok, mystery solved. Last edited by Shirley_Manson; 31-05-24 at 16:46. |
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02-08-24, 12:25 | #7 |
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I'm replaying it yet again despite it being my least favourite old school TR and I too was thinking about the tightrope walk thing's randomness.
You can be pressing forwards using the d-pad, as I do, so there's little chance of the directional input being anything but perfectly straight. Yet time after time she'll just stop at random and you'll have to do a L/R correction before she'll continue. I think it would have made been more interesting by having the rope mechanic capable of allowing shimmying so if she falls off she has a grab chance and then has to either climb up or shimmy to the ledge. But another thing I would have added would be a rope 'spring' jump where she could jump forwards off the tightrope to say catch a crawl space ledge or bounce up to reach something above her or jump off left or right to an otherwise unreachable ledge. Doing no scratch with those two sets of bats in Rome are a major gripe for me. I know it can be done because I've done it but this time I became really bored waiting for the game to allow me to get her through unmolested. I hated the unavoidable/unkillable locusts and scarabs in TR4 too - very bad gameplay idea IMHO and to continue it with TR5 was a mistake. Last edited by fallenangle; 04-08-24 at 13:59. Reason: typo |
04-08-24, 03:03 | #8 |
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Personally, 2 to 3 second wait on first climb on/after any instance of tilting, lessens the chance of her random tilting.
Not sure if this actually applies to TR5 directly as, this is mentioned in heaps of trle walkthroughs |
07-08-24, 19:17 | #9 |
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Really hope they could somehow improve this mechanic if it ever gets remastered, but I’m not sure how to go about it. It always felt a bit like a weird/forced gimmick
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10-08-24, 16:21 | #10 |
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Joined: Aug 2016
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Yep, I hated the tightrope parts. No matter how hard I tried Lara would always wobble and my heart skipped a beat because I knew I was gonna fall
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