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Old 05-12-18, 16:01   #1421
AimlessThunder
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Originally Posted by the_end90 View Post
Awesome...
As Tsuki said, they are so beautiful that I am tempted to play it again!
If only the facial animations were as beautiful as Rise or Shadow .
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Old 05-12-18, 16:24   #1422
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If only the facial animations were as beautiful as Rise or Shadow .
IKR?
but, hey, it already felt "old" when it came out (graphic-wise)
we can only hope in some good modder
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Old 05-12-18, 19:54   #1423
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Originally Posted by TsukiHoshi View Post
IKR?
but, hey, it already felt "old" when it came out (graphic-wise)
we can only hope in some good modder
I'm replaying the game on the PS4 PRO and the facial animations are so distracting. Yeah call it nit-picking, but they are sub-par. Also sometimes her new face looks good, but other times, oh my god..
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Old 08-12-18, 00:57   #1424
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Now I like to ask a great question! Was Crystal Dynamics thinking about using the 16 year old Lara from TR4 & 5 as a source of inspiration for the final version for this Tomb Raider game? At some point, I believe they were using that Lara as a source of inspiration as much as I see it all came right off her own head how will she ever go out there to take on adventures to the point when she was 16 in TR4 & TR5 at the other hand, she very much absolutely cached EVERYTHING inside her head to go out adventuring! Now in TR9 at the other hand it all came right off of her own head while she finally left college to the point that it all felt like that her very silly recovery was all rapid!

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Old 10-12-18, 18:38   #1425
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Thank you guys! ^_^

Quote:
Originally Posted by TsukiHoshi View Post
oh my...
this thread makes me want to re-play this game for the millionth time.
Quote:
Originally Posted by the_end90 View Post
As Tsuki said, they are so beautiful that I am tempted to play it again!
That's awesome.

Quote:
Originally Posted by AimlessThunder View Post
If only the facial animations were as beautiful as Rise or Shadow .
Yeah. If I recall correctly even Brian Horton was not a fan of it. I don't remember his exact words though, and where I heard this. Maybe in his let's plays/livestreams...? Or perhaps my mind just making this up.





Anyway. Let's continue!
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I wish her feet wouldn't be stuck underground on two shots, but whatever now. xD I noticed it during editing.

Last edited by MicheleMouse; 10-12-18 at 18:41.
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Old 10-12-18, 19:36   #1426
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This one is especially good. Perfectly timed action shot. Your screenshots also make me want to replay the game
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Old 10-12-18, 21:16   #1427
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There's something about Yamatai's atmosphere I just really like; that's what I felt it was missing in Rise, but in Shadow they seem to have been able to replicate that feeling (at least for me!).
This amazing screenshots made me remember that.
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Old 13-12-18, 19:47   #1428
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Quote:
Originally Posted by TrustyBow View Post
This one is especially good. Perfectly timed action shot. Your screenshots also make me want to replay the game
Thanks! I waited for the falling animation (I just like the pose), so Lara actually died for this shot.

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There's something about Yamatai's atmosphere I just really like; that's what I felt it was missing in Rise, but in Shadow they seem to have been able to replicate that feeling (at least for me!).
This amazing screenshots made me remember that.
Aww, that's cool. ^_^
I agree, there's something alluring in Yamatai. I think this is my main reason why I'm able to come back to this game. Even though looking through Brian Horton's Art Bible, it could've been something much more (like the whole game), butů there's still a lot of interesting parts remained. I guess the trip to Japan for reference stuff was worth it. I love how the old houses and its items look like; or just listen to these things as the wind moves them, or hearing the creaky wooden planks as you step on themů Ahhhh.
And you're surrounded with steep mountainsides almost everywhere; it tells me that "one wrong step, and you slip to your death". Not that it's really a true part of the gameplay, I'm just complimenting the design here.
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Old 14-12-18, 18:50   #1429
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Originally Posted by MicheleMouse View Post



Aww, that's cool. ^_^
I agree, there's something alluring in Yamatai. I think this is my main reason why I'm able to come back to this game. Even though looking through Brian Horton's Art Bible, it could've been something much more (like the whole game), butů there's still a lot of interesting parts remained. I guess the trip to Japan for reference stuff was worth it. I love how the old houses and its items look like; or just listen to these things as the wind moves them, or hearing the creaky wooden planks as you step on themů Ahhhh.
And you're surrounded with steep mountainsides almost everywhere; it tells me that "one wrong step, and you slip to your death". Not that it's really a true part of the gameplay, I'm just complimenting the design here.
This is exactly what I wanted to say but I wasn't able to put it into words
I just loved how the island really felt deadly (even if it wasn't really), I loved how scary most of the scenes were (like the woulf in the cave, or the crazy-cannibal prisoners inside geothermal cavern); they really created a world where you can tell that Lara is never safe, every step she makes could potentially kill her (and not just her, but the whole survivor group).
Even if most of the gameplay was scripted, the impression was there!
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Old Yesterday, 18:03   #1430
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Even if most of the gameplay was scripted, the impression was there!
Indeed! Shame for the gameplay, really.




Mooore shots!
album







This could be a good cover for something.












By the way, I never payed much attention to what's up with the others. I mean it's weird enough that they just popping up out of nowhere in a cutscene, and then they disappear again... So I just noticed it now how ridiculously well-equipped they are!

Look at them! Reyes has a pistol; Jonah has a shotgun and a huuuge machete; Grim has a submachine gun; Alex also has a submachine gun, aaand dual pistols. Isn't that too much for a start? lol
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