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Old 23-10-24, 20:06   #171
Pietras
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When I think Shadow of the TR, I think about the full package - so DLCs included. They're fantastic and add soooo much to the game in every way: weapons, skills, outfits, and most importantly: GAMEPLAY and LORE!
Yup. With games I always consider them full products along with all the patches and DLCs. Games sre simply way more "fluid" form of art that changes way more often and faster than movies/books etc. DLCs and patches often not only add new content but also fix/modify old content, usually for the better so no reason to pretend it didn't happen
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Old 23-10-24, 20:48   #172
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Well it still sucks even with the dlc included. The only good thing about the 7 dlc like with the main campaign are the tombs and the puzzles. The story and the dialogue for each of the dlc are from mediocre to horrible.
I remember the one with that bald girl: “Together like sisters” 🤮
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Old 23-10-24, 21:11   #173
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Well it still sucks even with the dlc included. The only good thing about the 7 dlc like with the main campaign are the tombs and the puzzles. The story and the dialogue for each of the dlc are from mediocre to horrible.
I remember the one with that bald girl: “Together like sisters” 🤮
And what was horrible about that dialogue? There is far worse than that in the main game itself
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Old 23-10-24, 21:51   #174
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And what was horrible about that dialogue? There is far worse than that in the main game itself
Ehh in general the writing in survivor trilogy sucks, all across the board. Characters, introductions, forcing trust/connection/relationship with Lara too soon etc. Seasoned RPG devs often struggle with all these aspects in this kind of NPC-filled hubs with additional missions, let alone Crystal Dynamics/Eidos Montreal.
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Old 24-10-24, 08:52   #175
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When we criticize Shadow are we doing it just on the main game( optional tombs and crypts included) or we include the 7 DLC into the criticism?
I don’t like how disconnected the DLC feels. The fact that there’s a loading screen means you can’t travel freely from and to the DLC hubs and this gets even worse with the extreme survivor difficulty
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Old 24-10-24, 10:03   #176
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I don’t like how disconnected the DLC feels. The fact that there’s a loading screen means you can’t travel freely from and to the DLC hubs and this gets even worse with the extreme survivor difficulty
The dlc tombs and crypts felt exactly like modern Level Editor levels because of this lmao
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Old 24-10-24, 10:08   #177
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I don’t like how disconnected the DLC feels. The fact that there’s a loading screen means you can’t travel freely from and to the DLC hubs and this gets even worse with the extreme survivor difficulty
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The dlc tombs and crypts felt exactly like modern Level Editor levels because of this lmao
Okay, true - I do agree they could have been implemented better, that is without the loading screens and random cuts back to the main area after you finish them. That is a valid point. I feel like the Score Attack/Time Attack modes might be to blame for this.

Still, the very content inside of the DLC tombs is amazing. You can't tell me Mother Protector isn't a classic TR puzzle level or that Zipacna's Craving isn't badass! Not to mention my personal favorite DLC, The Price of Survival (Sixth Seal tomb). That one drastically increased my respect for Amaru and made his character that much more well written.
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Old 24-10-24, 14:32   #178
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Okay, true - I do agree they could have been implemented better, that is without the loading screens and random cuts back to the main area after you finish them. That is a valid point. I feel like the Score Attack/Time Attack modes might be to blame for this.

Still, the very content inside of the DLC tombs is amazing. You can't tell me Mother Protector isn't a classic TR puzzle level or that Zipacna's Craving isn't badass! Not to mention my personal favorite DLC, The Price of Survival (Sixth Seal tomb). That one drastically increased my respect for Amaru and made his character that much more well written.
100%. Yes the writing in Shadow blows as much as it did in Rise and Paititi is overcluttered with side missions, but overall Shadow was clearly made by devs who understood TR DNA of the classics and brought it in full force. It's the most Tomb Raider game since TLR
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Old 25-10-24, 04:42   #179
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Rise story was nothing exceptional but it was not as bad as some people say it was. Shadow plot is 90% the same with characters almost copying the ones from Rise. Unuratu is the leader like Jacob. Etzli( I despise the kid) is the son like Sophia is the daughter. Dominguez is Konstantin. The box of apocalypse( forgot the real name of it) is the divine source. But to me Rise did it first so I give it a pass. Plus I am not playing games for the stories so I am more forgiving than others. I don’t dislike Shadow for the story. I dislike it for the lack of freedom that Rise give to the player. Even picking up documents and relics feels natural and exciting in Rise while in Shadow feels like a chore. Geothermal Valley is great to explore cause there are only few npc that you do not bump into and you can wear any outfit you want and you have all your weapons and can jump and shoot and run and no forced walking section. And there is Shadow with Paititi. Its a shame cause Shadow starts great. I love Cozumel and Peruvian Jungle and even Kuyak Yaku. But once I reach Paititi I have to force myself to play the game. There are even good locations and exciting gameplay around Paititi and after Paititi. But I have to endure the hell of Paititi to get to those places. I like the atmosphere of the tomb in San Juan where Lara and Jonah go to find the box. I like the optional tombs and the abandoned village around Paititi.
Without Paititi or Paititi being a large city tomb Shadow of the Tomb Raider would have been a much better game.
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Old 25-10-24, 11:23   #180
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Rise story was nothing exceptional but it was not as bad as some people say it was. Shadow plot is 90% the same with characters almost copying the ones from Rise. Unuratu is the leader like Jacob. Etzli( I despise the kid) is the son like Sophia is the daughter. Dominguez is Konstantin. The box of apocalypse( forgot the real name of it) is the divine source. But to me Rise did it first so I give it a pass. Plus I am not playing games for the stories so I am more forgiving than others. I don’t dislike Shadow for the story. I dislike it for the lack of freedom that Rise give to the player. Even picking up documents and relics feels natural and exciting in Rise while in Shadow feels like a chore. Geothermal Valley is great to explore cause there are only few npc that you do not bump into and you can wear any outfit you want and you have all your weapons and can jump and shoot and run and no forced walking section. And there is Shadow with Paititi. Its a shame cause Shadow starts great. I love Cozumel and Peruvian Jungle and even Kuyak Yaku. But once I reach Paititi I have to force myself to play the game. There are even good locations and exciting gameplay around Paititi and after Paititi. But I have to endure the hell of Paititi to get to those places. I like the atmosphere of the tomb in San Juan where Lara and Jonah go to find the box. I like the optional tombs and the abandoned village around Paititi.
Without Paititi or Paititi being a large city tomb Shadow of the Tomb Raider would have been a much better game.
Paititi was absolutely overstuffed and overdone with side missions. I don't even understand how this happened - no one at the studio realized that it had 18472 sidequests attacking the players at every step while the other 2 hubs barely had ANY content?

I can understand they wanted to do more but the structure and mechanics of the game didn't support that. A hub this big, this populated and this story-heavy needs a conversation system. Otherwise you have to do it all in straight-forward cutscenes without player involvement and agency and cutscenes like that can't go on forever. So of course they tried to cram as much backstory within limited line-count as possible and it didn't work, felt too forced, rushed and NOT extensive story-wise enough to achieve what they tried to do.

Rise did it better in that without a conversation system, it kept its side quests' intro-outro very simple and if there was more story developement it happened along the gameplay. And in general it had way less of this side content and characters. It was a small addition, fitting if the game doesn't have a conversation system

Shadow attempted extensive RPG/Adventure-game kind of hubs, expanded stories and storytelling structure WITHOUT having an actual RPG/Adventure-game conversation system. So it couldn't really have worked.

Last edited by Pietras; 25-10-24 at 11:26.
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