luj1
You're all shills
As you said, the rest of the team stayed for TR2 - and it shows.
It is a very good game with lot of nice additions, that JarlFrank already mentioned - and on par with the first one IMHO.
Agreed
Don't see a big disparity
As you said, the rest of the team stayed for TR2 - and it shows.
It is a very good game with lot of nice additions, that JarlFrank already mentioned - and on par with the first one IMHO.
It is a good game with some great levels, but the tonal shift from TR1 and higher focus on combat are very noticeable.As you said, the rest of the team stayed for TR2 - and it shows.
It is a very good game with lot of nice additions, that JarlFrank already mentioned - and on par with the first one IMHO.
I would blame that more on the publisher pushing for a sequel with more action than on conscious decisions by the dev team though.
deafIt is a good game with some great levels, but the tonal shift from TR1 and higher focus on combat are very noticeable.As you said, the rest of the team stayed for TR2 - and it shows.
It is a very good game with lot of nice additions, that JarlFrank already mentioned - and on par with the first one IMHO.
I would blame that more on the publisher pushing for a sequel with more action than on conscious decisions by the dev team though.
Never noticed a big tonal shift from TR1 in TR2
You have to play the first game to really understand Tomb Raider. It's unique, no other game in the series comes close (TR4 comes closest). Exploration in long forgotten ruins, completely alone... no other game captures the sense of isolation quite as well.
RE 2 comes close or maybe Silent Hill 1
deafIt is a good game with some great levels, but the tonal shift from TR1 and higher focus on combat are very noticeable.As you said, the rest of the team stayed for TR2 - and it shows.
It is a very good game with lot of nice additions, that JarlFrank already mentioned - and on par with the first one IMHO.
I would blame that more on the publisher pushing for a sequel with more action than on conscious decisions by the dev team though.
Never noticed a big tonal shift from TR1 in TR2
vs
Same brain rot that happened to many other developers, I'd guess.And yeah I too question Toby Gard's significance regarding the games overall design and vision, given his involvement with Anniversary in addition to that recent game he put out, which seemed like poop.
Hmm, credit where credit is due it seems. See below. I guess come Anniversary he had lost his way and was riding the same realism/story/graphics/sellout/decline train every dev was on.
More like they are just a bunch of hacks with overinflated egos.Same brain rot that happened to many other developers, I'd guess.And yeah I too question Toby Gard's significance regarding the games overall design and vision, given his involvement with Anniversary in addition to that recent game he put out, which seemed like poop.
Hmm, credit where credit is due it seems. See below. I guess come Anniversary he had lost his way and was riding the same realism/story/graphics/sellout/decline train every dev was on.
A lot of people who made great games from the 80s to early 00s suddenly became casual decline enablers from the mid-00s onward due to how awed they were by the technology.
"Wow, these modern graphics look like a movie! So realistic! This is exactly how we envisioned our games back in the day!! Wow!"
The most radical example is Underworld Ascendant. Ex-Looking Glass people who had worked on Ultima Underworld, System Shock, and Thief, get together again after years of taking a break from the industry.
And they waste all their time playing around with Unity's modern design tools, awed at all the physics systems and high poly models that are possible.
The end result is an unfinished game that barely qualifies as a tech demo.
"Wow, technology has progressed so much, we're amazed, wow imagine what we would have done if this existed back in our day!" and then they just forget to design an actual game.
You know what's not automated?It is laughable how automated most of this game is.
Loading screens.
The game has no loading screens, instead you slowly squeeze your way through a narrow gap. And it's not a cutscene, you must actively hold down W to walk forward.
There's nothing I hate more than these loading screen masking sequences, because on a modern state of the art PC the loading screens would be over in 5 seconds. This way it always takes a minute.
Many great games capture sense of isolation very well. Classic Tomb Raider, Ultima Underworld, Silent Hill 1, Resident Evil 1 (not 2 as much! and not the stupid remake!), Arx Fatalis, System Shock 2, Alien Trilogy, Call of Cthulhu: Dark Corners of the Earth, Doom (PSX version in particular), Darkwood.You have to play the first game to really understand Tomb Raider. It's unique, no other game in the series comes close (TR4 comes closest). Exploration in long forgotten ruins, completely alone... no other game captures the sense of isolation quite as well.
RE 2 comes close or maybe Silent Hill 1
I think they got progressively worse as the series went along but they're not terrible if you're in the mood for some light 3rd person combat, nice visuals and a bit of fairly simplistic parkour and puzzle solving.Hi frens, the nu-raider trilogy is on steam for like $15, worth picking up?
The trilogy has no parkour. It was replaced with the boring pickaxe climbing. You can't even run and kick off a wall.I think they got progressively worse as the series went along but they're not terrible if you're in the mood for some light 3rd person combat, nice visuals and a bit of fairly simplistic parkour and puzzle solving.Hi frens, the nu-raider trilogy is on steam for like $15, worth picking up?
Yeah - by Parkour I meant climbing/jumping sections of which the pixkaxe plays a big part.The trilogy has no parkour. It was replaced with the boring pickaxe climbing.
Also her breasts get smaller...Also, Lara got uglier in each installment.
Yeah, auto-crouch combat sucks ass. No idea why so many people praised it, saying how nice it is that she goes into cover from a low position herself rather than having the player stick to it with a button. It looks lame and is still worse than simply moving behind walls and swapping shoulders. I know how to take cover even if the cover is ten meters away from me, meaning I would rather position myself where the cover is between me and the enemy than stick with a button or roll around and dash like a monkey. Just stepping to the side for a couple of shots and then stepping back or pressing the crouch button to stand above cover for a few shots is not difficult. It should be the ideal, because it allows for more movement, less popping moles. Now the third-person shooting standard, whether Uncharted or Control or Tomb Raider or whatever is that you don't even get a crouch button. First-person shooters all have them, but third-person ones, mostly no.You can roll and dash like a monkey.
I didn't care for her face in the first game. Looked like it was made to be sad/distressed.Also, Lara got uglier in each installment.