You are viewing a single comment's thread from:

RE: Rise of the Tomb Raider from the perspective of a woman who last played Tomb Raider: Anniversary

in #game7 years ago

This is a very critical but varied summary of the game. I understand your consternation but keep in mind that this is a younger, less seasoned Lara Croft. :c) The T-Rexes and stuff come later (or earlier) in the series.

You claim that it has less challenge. Not having played it I cannot contradict you - but sometimes the loss in difficulty is a result of better game design in the accessibility department.

By any chance, does the game's settings allow you to turn off certain features that make things less challenging? If not then your point stands stronger.

Also - I personally don't think that there is anything very wrong with different games in the same series having different levels of difficulty - as such allows a series to appeal to a broader audience. There is, however, a right and wrong way to go about it.

(Got through TR2 with just the original (infinite ammo) pistols (and a lot of reloads) - Got my butt kicked by TR3 ...well - up until the CD-reader died ^_~)

Sort:  

I thought there would be someone who would argue with me :D
I didn't switch off anything, because if it were there, then I would use it. It was just a sum of what is different.

I understand that the creators want to go with time, but again I find it unnecessary to switch to another concept and make Lara an RPG (In Witcher, Geralt has his witcher sense, he collects herbs for potions, skills, and so on. The same is main heroine in Horizon Zero Dawn - I do not remember her name - she also has the gadget to see tracks, she crafts ammunition, collects herbs ...). There are so many games like this here, so why to create the same one with Lara? At least the Uncharted is not an RPG.

I thought Lara was about the main story line, not about collectibles. I would probably collect them on the console just for the trophy but on the computer? I have no motivation.

I don't know if I'd call this an argument - but I certainly introduce a different perspective to the mix. :c)

Again, from my out-dated perspective of the TR games - such were 3D platformer-shooter-adventures - certainly with a level-design and narrative driven kind of play. Whether a designer can remain 100% true to that concept and justify so many games in a series without a degree of expansion and innovation - is debatable - but all kinds of games have seen growth as the potential of the platform evolved - including classics such as Mario.

I would quite agree that certain design decisions with the latest installment of TR were contrived (the Hunger-Games-inspired shift to a bow for the traditionally dual pistol-wielding protagonist) - and I'd agree that the top-down digital map inclusion was not what it could have been (it would have been more authentic to implement it in a pocket journal - reflecting areas already seen - in rough-to-more detailed format). I would even agree that some accessibility features shouldn't have been turned on by default - or could have been implemented much more subtly (such as in the form of "visualizing" certain less intuitive stunts).

However having such optionally in the game enriches the game for certain players - and experimenting with new techniques could lay the groundwork for better games further down the line.

Thank you kindly for both the response and critique @pipiczech. ^_^

What an exhausting comment again :D
Now I am playing the previous episode - Tomb Raider - and I found it funny that there are almost the same puzzles like in the last game. E.g., using strong wind to destroy some obstacles or to get to the treasure. There should be something new.