Quake 2 didn't have characters with pyramid shaped tits that were supposed to pass for hot chicks, though. This really needed an update.New graphics look really bad in TR. They should look at Quake and Quake 2 remasters from Nightdive how to update graphics of old game without destroying game style. I swear both looks exactly how I remember them to look when they were released.
I'm aware that there's no convincing old school tomb raider fans that there is potentially a better version of TR 3's character control that theoretically could exist. It sucks, because I fully believe that old school TR fans and it's specific genre will die on that hill and fade into obscurity.
I'm sorry you had that experience with Soul Reaver 1's controls as I did not
All models in Quake 2 are new, Even levels were rebuild.Quake 2 didn't have characters with pyramid shaped tits that were supposed to pass for hot chicks, though. This really needed an update.
Yeah, the old one still looks terrifying between all those pixels and wobbly textures and limited view distance. The new one looks almost cute.That T-Rex looks atrocious like its some cute Barney character.
Nah, I'll keep my fond memories, don't need to go back.
Ok I understand where you're coming from. I don't WANT tank controls by any means, what I'm trying to say is it can not be changed for these games because too much of the games difficulty and challenge is designed around it's controls. It would simply trivialize all the puzzles and mechanics that were designed around her control. Sure, I agree tomb raider should have evolved faster than it did but I do not agree that the controls can be "fixed" for the older games.I'll try to explain why I consider Soul Reaver to be on the same track as Tomb Raider. Apologies in advance for the long post.
I do not consider the Tomb Raider games to be in their own bubble when it comes to platforming. I think that those games are an evolution from what we were used to seeing in 2D grid based platformers with games such as Prince of Persia, Flashback, OddWorld, etc.
I consider this an evolution path: Prince of Persia ---> Flashback ---> Oddworld
I also consider this to be the 3d evolution path that spawned from the above path: Tomb Raider ---> Indiana Jones N64 ---> Soul Reaver
(I am aware that Indy technically released after Soul Reaver, but humor me for a bit)
Indiana Jones N64 shares very, very close similarities when it comes to it's platforming and level design, to Tomb Raider. However, he controlled better because his movement was not confined to a specific confined variation of tank controls. You didn't need to make him pull out his guns and target an enemy so that he could simply strafe or turn on a dime. Instead, you could move him around in a way that's closer to other 3d games at the time, but you still had to line him up for jumps and play very carefully due to the game requiring it for progression and survival. This means that the character control of that Indiana game didn't suffer as much as TR, as the character controls were not supposed to be the main attraction of the Tomb Raider games in the first place, it was always the level design and the fear of failing a calculated jump or sequence.
Soul Reaver evolved the TR control of the character, by making the controls feel much, much smoother than the other two games I've listed. However, it still relied on many grid based level design features and puzzles even though the character could freely walk in 3d. You still had to line up quite a few jumps. You still had to avoid certain pitfalls. You still had to solve sometimes very obtuse and jumping puzzles by taking a step back and surveying your environment, sometimes through multiple moments of failure. It just did all of these things in a way that didn't completely lock you into very, very slow turning and walking animations like TR and to a lesser extent Indiana Jones.
However, if Soul Reaver did not have it's parachute mechanic and wasn't as forgiving with deaths/had more traps, it would be much easier for me to point this out. I think that people don't view it in the same category as those two games because of these two things that ease the user experience, but it definitely, heavily shares DNA with the other two games.
What should have happened after Soul Reaver was that the PS2 Tomb Raider game(Angel of Darkness) should have taken what's there from it's competitors, while keeping it's own soul, and evolving all of this another step further. If you look at footage of Angel of Darkness, you can clearly see that's where they were going to take things. It was going to do both and Lara would feel much better to control(finally no tank controls) while keeping the grid platforming and difficulty.
Angel of Darkness' problem wasn't necessarily the character control, it was behind the scenes turmoil. Eidos made too many mistakes. Yearly releases for every TR game slowly degraded the value of Tomb Raider and degraded the developers themselves to multiple projects of questionable quality after TR 3, due to working on all of the I.P. like a sports game franchise. They scrapped the story and designs of AoD twice before arriving to a final decision, upper management wanted to compete with too many heavy hitters of the PS2 gen, the game was going to be episodic at some point so some content was forcefully cut, the story was all over the place, the level design was half assed, and then finally you weren't even raiding tombs.
Everything about AoD was a mess, arguably except one thing: Lara was finally able to move around like a 3d character. They finally did it. In the one game where they finally started to fix her movement and evolve it, it just happened to be their biggest franchise bomb.
I want grid based difficult platforming to return one day, but it has to be done right. The biggest obstacle, tank controls, have to go. Only a subsection, of a subsection, of a subsection, of a subsection of gamers want tank controls anymore. Difficult platforming can be done right without it, but fans of TR have to acknowledge that TR 3 should never have been seen as the pinnacle of this type of design because it never reached a pinnacle to begin with. It was cut off at the knees.
This is a fair take regarding this collection. I guess I’m just not against any options if the remaster team decides to add any control options, much like the old Resident Evil games remaster editions. Even with a new option, the original controls would still exist for those who still want it.Ok I understand where you're coming from. I don't WANT tank controls by any means, what I'm trying to say is it can not be changed for these games because too much of the games difficulty and challenge is designed around it's controls. It would simply trivialize all the puzzles and mechanics that were designed around her control. Sure, I agree tomb raider should have evolved faster than it did but I do not agree that the controls can be "fixed" for the older games.
Such a change would require much more tuning and changes to be implemented, then it's not the same game and what would be the point in playing it? There's already a remake.
Relax, the part after I mentioned you was more in regards to posts like this:Edit* oh wow I wish I had read your other comment first. I'm not an old school die hard fan and I'm not dying in any hill. It's just not possible to change the games without completely overhauling the level design. Jesus
Based on this quoted post and his prior one, it feels like(to me) there is no way to convince old school TR fans like emivita of a potential alternative to what already exists. To him, old school TR fans and it’s community of level editors, like what they like and that’s all there is to it.To this day, a lot of old school TR fans still play classic levels - even complete games - created by the community with the TR Level Editor, as I still do, and still are perfectly comfortable with those controls. It's just a different way to control the game character - more 'mathematic' and thoughtful, I can say - and those who have perfectly mastered these controls are always gonna have a really great experience even 30 years from today.
We all want to get physical with Lara, you're not alone.I hope they plan on having a physical release too.
Took me quite a while to realize that the levels of the first few TR games were actually grid-based. But it makes total sense, imho. And they hid it pretty well, imho.grid-based TR games.
So?All models in Quake 2 are new, Even levels were rebuild.
There's a satisfying element to that that no other games provide, I really enjoy it. Once you figure out what makes it tick, the "rules" of movement are actually really tight and reliable.Took me quite a while to realize that the levels of the first few TR games were actually grid-based. But it makes total sense, imho. And they hid it pretty well, imho.
Modern controls would break the game.Very interested in this.
Edit: Oh if tank controls I'm not buying. Surely there's a toggle for modern controls..
Yeah, looking forward to exploring these great levels, full of secrets, with a sexy Lara that simply knows how to shut up. No cringe bullshit, useless features and padding everywhere.Btw has anyone noticed how much attention this announcement has got, a lot of people are hyped for this.
I only played TR1 on Saturn for the first time last year. I have looked into getting a PS1 just to play the other games.Does it matter?
Also, I find it really hard to believe they release it to current audience in tank controls. These belong on the PS1. I think they'd like to sell their collection.
her new model looks how I remember her from official rendersI think generally this looks decent, and i'm usually pretty hard on remasters. The changes are tasteful. Let's be honest, this is early 3D we are talking about here and the original Lara model was not holding up. The new model looks similar to the HD generation and they thankfully kept her big tits.
The general mood of the lighting is also similar. Thankfully they did not decide "fuck it, let's randomly change the time of day for no reason at all", like some other remasters do. They fixed some of the awful tiling of the original's texture placement. Things which used to be a set of flat pixels, like the window frames, are now represented in true 3D. The foliage also looks a lot better for this reason.
It's not the Nightdive level of polish but it's serviceable. I pre-ordered a game key on Steam because it's pretty cheap and this should look and run great on the Steam Deck.
The "assets" look the same size not upscaled at all?Another "remaster" which is using AI upscaled assets?
Played 1 on Saturn last year, which is unquestionably the worst way to play it, and had a blast. I’ll be buying this.
Good excuse to play Sega Rally.Oh ived played it on ngauge.
I like the Saturn version because it lets me play my Saturn. Funny, I just hooked it up like a hour ago.
Good excuse to play Sega Rally.
idk I think this looks pretty good. Keeps the original style
Idk. I think I would have preferred they focused completely on TR1 and just done a full remake. Keep the level design the same, maybe a smidge larger, with modern controls. If that did well, then move on to TR2 and then to TR3.
We already got that.
We already got that.
idk I think this looks pretty good. Keeps the original style