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Old 20-11-23, 13:56   #21
floaus
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Originally Posted by HarleyCroft View Post
I like the idea of reconciling '90s video game tropes with New '20s realism and it's a rich topic of discussion but the remasters aren't the place to start. The next canon TR entry is.
Exactly this. When I play the remasters, I want to feel like I'm playing the classics, just with a nice lil makeover. I think some of the suggestions would literally change the whole dynamic of the games, and it wouldn't be fun (for me, and I guess a lot of other people here ) Anyway, I think the question should be, exactly what HarleyCroft said, for the next TR entry, what's the right combo of modernity and classic gaming tropes? Maybe for a different thread?
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Old 20-11-23, 14:30   #22
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My god… why are y’all so damn dramatic… holy crap… so negative for no reason like damn… toxic af
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Old 20-11-23, 14:46   #23
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Faster climbing.
The current climbing system in the classic games makes climbing as slow as molasses. Shimmying can be vastly improved too with quicker and faster shimmying animations.

The rest is questionable but I agree with this tbh.
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Old 20-11-23, 18:52   #24
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My god… why are y’all so damn dramatic… holy crap… so negative for no reason like damn… toxic af
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Old 20-11-23, 20:40   #25
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Hello there. With the remasters coming in February, I thought of some of my most common gripes about the classics, and how the remasters could improve upon the classic games. (I love classic Lara and the classic games so don't misinterpret me.) I'm also fully aware the likelihood of any of this being added is probably zero. But, it could make for interesting modding work once the remasters are officially released.

No small unnecessary enemy animals such as bats, birds, rats, or small spiders except in the spider cave in TR2 in the Temple of Xian.b Why?: It’s a bit silly that Lara would have to go against enemies like this. Their inclusion in the game can just be used to make the environments more lively, no need to kill them or be hunted by them.

Human enemies & damage from firearms in general need a bit of a rehaul. Why?: Realism. Real humans do not take dozens of bullets before they fall. Lara is still a mortal human and should be able to only take a couple. Lara should have a certain amount of “luck” or “armor” that absorbs damage before they start taking health damage. It could be explained that enemies shooting at her are simply missing and/or Lara is dodging the bullets, until that “armor” runs out, actually hitting her. It makes for more realistic gameplay. Not sure how feasible this is. Perhaps a basic iteration of this could be just lowering the health of mortal human enemies.

Medipacks should be replaced with notes and other level and story lore around the maps. Why?: No medipacks would realistically be found in the areas Lara explores. Especially tombs and caves that have been undisturbed for millennia. If medipacks were introduced, they should only come from fallen human enemies. Also, notes and story lore common in the reboot games made the environment far more interesting for those who took the time to read and understand them.

More sensible ammo and weapon placement in the world. Why?: Same reason as medipacks. You’re not gonna find shotgun ammo in a cave unless you stumbled upon a dead treasure hunter or the like carrying the ammo/weapon themselves.

Appropriate attire: TR2 (swim shoes for swimming levels, pants for snow levels) Why?: When Lara explores the sunken Marie Doria, she walks over many surfaces including wet and corroded metal, broken glass, wood, etc etc. She is still human, and it would be silly for her not to take precautions to avoid unnecessary injuries. A simple solution is water shoes. For the Tibet levels in TR2, It’s silly to think Lara would be fine in shorts in those frigid temperatures. It’s not unthinkable that she could steal snow pants or something to protect her from the elements.

Faster climbing and perhaps animations where Lara climbs with an ax. Why?: Climbing up icy walls or mountains is extremely unrealistic without some form of climbing gear. The current climbing system in the classic games makes climbing as slow as molasses. Shimmying can be vastly improved too with quicker and faster shimmying animations.

Jade necklace. Why?: If we are following the unification idea proposed, then this would be a simple addition to the game and wouldn’t take much work at all.
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Old 20-11-23, 20:59   #26
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Faster animations for shimmying, climbing, pushing a block, etc all sound good in theory until you implement it and she moves like the game’s speed gets doubled, but only for certain moments.

Very jarring and awkward to see Lara do her usual moves and her normal pace, and then zoom up a ladder like she’s a VHS tape on fast forward.
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Old 20-11-23, 22:00   #27
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I think we've learned by every CD game since 2008 exactly why animations shouldn't be sped up.
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Old 21-11-23, 18:36   #28
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Originally Posted by Quebsenuef View Post
Faster animations for shimmying, climbing, pushing a block, etc all sound good in theory until you implement it and she moves like the game’s speed gets doubled, but only for certain moments.

Very jarring and awkward to see Lara do her usual moves and her normal pace, and then zoom up a ladder like she’s a VHS tape on fast forward.
Yeah it probably wouldn’t look good. Would love if they implemented the forward roll, the crouching sections can be incredibly tedious.
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Old 21-11-23, 18:50   #29
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I'm sure there is a way to make faster animations without getting TRU's level of junkiness. A middle ground like Legend/Anni. I think the only movements that can be a bit more quick would be ladder climb, shimmy, block push and crawling, I agree. But those can be hard to implement, you can't just sped up and give it a day. It could look bad or "break" the game (clipping, buggy collisions, cross into the walls, for instance).
Some fans succeed to do that in custom levels, so it's manageable.
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