24-12-18, 21:43 | #11 | |
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Especially during deaths. I think in the classics the camera would be the usual angle, then after a few seconds go to lara. |
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28-12-18, 19:35 | #12 |
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I think TR should try to adopt the level design of Metroid Prime and also Bloodborne. In the latter, is simply mind boggling to journey so far, unlock a door and end up right at the start of the game.
In terms of the hubs in the current TR generation, this is what they feel like: |
29-12-18, 10:19 | #13 |
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Agreed. I couldn't care less about massive hubs, but imagine having a tomb the size of the Geothermal Valley from Rise or Paititi. And maybe for it to not get dull, we explore part of it, leave for an hour or gameplay to a different area, and then return
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29-12-18, 21:30 | #14 |
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Yes that is something I want in the next game. I couldn't care less for villages or urban social hubs that have useless side missions. I want big level like tombs. I'm hoping they get rid of the optional side tombs and put more depth into main game tombs. As for the side things I propose an idea where we can solve little puzzles to unlock collectables while we explore.
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04-01-19, 11:55 | #15 |
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In-depth Tomb Raiding for me, means re-structuring the pacing of the game to match the original by re-simulating the mechanical reality (the game). Nothing more in-depth than those original methods of existing in and interacting with the game world. Such a detailed experience, and emotionally rich.
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04-01-19, 12:14 | #16 | |
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Nah, challenge tombs should remain, for me they are the natural evolution of the classic secret areas. The only thing they need to do is remove the annoying "Challenge Tomb Nearby" notices, and let them have more than one kind of reward. Like, not only collectables or skills (if they return), but maybe even shortcuts or alternate, but more advantageous paths for the next main goal. You are right that that main tombs should have more depth though, even if SotTR was a really big step up in the right direction (though without animals/monsters to kill they felt too empty). |
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04-01-19, 16:51 | #17 | |
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Last edited by JuditePrince12; 04-01-19 at 16:57. |
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04-01-19, 18:56 | #18 | |
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12-01-19, 12:56 | #19 |
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I think secret areas in tombs was better than secret tombs. It's clear to me the devs have to choose between making many small tombs or a few huge ones, they've been trying to balance it out since 2013 without success. That is why I think it's best if they make fewer tombs, which means getting rid of optional ones, but put more effort into these few. Make them larger and put the secrets in them. Also, having only one thing to collect per tomb is formulaic and artificial.
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12-01-19, 19:34 | #20 | |
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