Finaika
Member
I wish I had a better PC
Game doesn't look any better than on xbone with my 960
Your 960 murders the Xbone.
I wish I had a better PC
Game doesn't look any better than on xbone with my 960
Glad I finally got into the classic games recently too then. TR2, despite having some issues with human enemies, is sooo good, especially the second half.
I wish I had a better PC
Game doesn't look any better than on xbone with my 960
That sounds like a bug tbhSo I guess Lara never shivers anymore after the main story ends(?), and it subtly changes her demeanor. Her shivering was convincing enough to make me avoid her jacket-less outfits the whole game, but now she's standing snow covered at night in a thin sweat shirt, stoic like the Brawny man.
I wish I had a better PC
Game doesn't look any better than on xbone with my 960
Just not this one.
One of the ugliest areas I've played in. And it's snowy. What a waste.
Edit: anybody playing the game on the hardest difficulty? Looks really appealing to me and might make the combat feel more "survival-focused", which people ITT seem to want.
Lara holds the long jump world record and has the fingers tips of the incredible hulk. The problem with the set pieces is that there are no stakes. They play out the same almost every time too (hold forward and jump sometimes). Very linear, some have zip lines incorporated but at the end of the day there's little variation. How about if you actually had to figure out and orchestrate your amazing escape? When it comes to those sceneries the designers have absolutely no faith in their audience. There's no, "oh shit! How am I supposed to get out of this?"
Also, keep them to like 5 tops per game. I swear the intro is a non stop shit breaking sequence.
That's...blatantly false in rise though. Literally every 'chase' setpiece uses every platforming/exploring mechanic you've learned until that point, and they keep building throughout the game. Are they hard? not really, but the notion that it's up and sometimes hitting jump makes it sound like you didn't even play the game.
Chapter replay. You need the cards for the outfits you want.
Really? I thought you could unlock it for the rest of the game somehow
So I read wikis and watched streams to convincingly make it appear I played the game? Having posted multiple times in the thread. Sure buddy.
The escape scenes range from literally hold forward to at their pinnacle requiring the rope axe or zip lines intermittently. I'm not including the ones that require climbing because there are a good dozen plus of the archetype I mentioned. The set pieces are very much scenic jaunts that demand little thought or build any tension and that's because you're never at a loss. Do you ever go backward? Do you ever go sideways? Are you ever given multiple paths?
So you're just going forward right? Sometimes grabbing or climbing shit. They're very similar exercises each and every time. The only variation being the different scenery you're blaring through. You do the exact same kind of climbing and grabbing when shit isn't collapsing around you. Where's the urgency? There's no thrill to the sequences in this game because they're formulaic as shit.
You can, but you have to finish the game. (iirc from the XB1 version)Really? I thought you could unlock it for the rest of the game somehow
A shame they only ported the PS2 version to PC and not the remastered PS3 version. But then again hard to compare due to different approaches. I just take it as it is [the new TR]. As a reboot. With a different approach.Sorry Crystal D, this is still your best Croft game...
You get way more supplies than you'll ever need so it's trivial. Also the bonuses you get from tombs go a ways to nullifying the modifiers that characterize that difficulty. As is you'll always have full health, ammo and special arrows aplenty.
Such a pity.
I played more of the combat night and the game's pretty dang good, imo.
It would probably have been better if it was globetrotting instead of one location. The prospect of the entire thing being in Siberia really doesn't fill me with joy.
Kind of nitpicking a bit? I'm around 14 hrs played so far and the setpieces are very short and are a very small part of the game.
That sounds like a bug tbh
At any point do you get to explore the mansion in this game?
This is akin to saying Mario is just going right and sometimes hitting A.So I read wikis and watched streams to convincingly make it appear I played the game? Having posted multiple times in the thread. Sure buddy.
The escape scenes range from literally hold forward to at their pinnacle requiring the rope axe or zip lines intermittently. I'm not including the ones that require climbing because there are a good dozen plus of the archetype I mentioned. The set pieces are very much scenic jaunts that demand little thought or build any tension and that's because you're never at a loss. Do you ever go backward? Do you ever go sideways? Are you ever given multiple paths?
So you're just going forward right? Sometimes grabbing or climbing shit. They're very similar exercises each and every time. The only variation being the different scenery you're blaring through. You do the exact same kind of climbing and grabbing when shit isn't collapsing around you. Where's the urgency? There's no thrill to the sequences in this game because they're formulaic as shit.
This is akin to saying Mario is just going right and sometimes hitting A.
The camera turns, you do go left and right, if the camera didn't turn you would do it yourself and be annoyed, so the camera following you appropriately is mostly a concession to keeping it moving quickly. That's the only difference between going any other direction in the first place. So...ye,s you do in fact run and 'do things' - every platforming related thing in the game. Crazy. The game doesn't automatically grab walls, climb walls, use grapples, jump, scramble, turn your character, shimmy, use broadhead arrows, any of it. So if you want to be reductive you're doing a good job of proving yourself completely ignorant on the matter. I'll just be playing some other games now, where all I do is move the stick where I want to go and sometimes press buttons, they just fucking play themselves
How many of those instances of those involve the broadheads? On the run, I can't recall any. Are you denying that they're not intentionally reductive for the purpose of spectacle? Before you get the grapple you don't even have that in the mix for those and that's not for a good 10h iirc. You don't deny that they move in straight line. Of course the camera is on your back moving you forward, right? From the jump I don't like that, I don't care for those scenes. I'd be fine with them if they didn't happen so damn often. If that all seems dynamic and engaging to you, that's cool. The game (as a complete package) has an audience, I think those parts are the worst but that's just me.
Odd that you'd bring up Mario that has a great deal of nuance to both it's movement and jumping. That's definitely not what's going on here. I can see what you're saying but for something without any real mechanical complexity to put blinders on you and say go this way is just a bit much for me. You say climb, shimmy. Can you fuck up either of those? Once you get on the wall that's it really, then you move up. If you're shimmying Lara hangs on indefinitely. The wall grab I can see, climbing, that's just forward to me. Alternate paths or dead ends could jazz it up but neither of those are ever really employed.
As far as the jumping goes I could see those scenes being a lot more exciting if the jumps had specific lengths and didn't auto-correct like the older games. That way making jumps with the clock against you could actually be nerve-wracking. Unless I was being bull-headed testing the limits of what the game would and wouldn't allow me to do, I never really wondered whether or not I could make a jump. That's kinda disappointing to me.
You say tomatoe I say tomato. Those scenes feel like glorified QTEs to me, they don't to you. No hard feelings.
The only long action scene that occurs after you get broadhead arrows includes them. Right near the end of the game.
You're saying you can't fuck those things up, but you absolutely can. They're not hard, but they're not automatic, if you're not paying attention to what is coming at you you can absolutely just miss them, which is the point. Those sequences demonstrate that you're learning what the abilities are and to recognize when you need to use them, the fact that they seem natural to you means the game did its job and you learned when to press X, when to press Y, when to Jump, when to wall-scramble, when to use rope arrows, etc. They're visually interesting culminations of what you've learned to that point.
https://www.youtube.com/watch?v=kPCDpqW8hIo
My own video from near the launch, broadhead arrows like 2 minutes in and again at like 2:45
And no, no hard feelings, but you're actually flat out wrong in what you're saying, so no opinion is necessary. If all I did was press up and jump from time to time, she would've literally either fallen into a pit or stared into a wall the instant that bit started. Oh, now that I rewatch to confirm, it uses broadheads RIGHT at the beginning too, good job game. Take any sequence like that in the game, you'd fall into a pit and die at any point if you tried to do what you're describing.
Need help in getting a document: It's at a high area in the Greek Fire Depot, how do I reach it?
Welp, game over. I liked the previous game better. The tombs weren't much better. The geothermal valley and soviet installation appealed to me less than the island. The combat was marginally better but the pacing was significantly worse. Writing in the first was hilariously bad but at least it was funny. The characters in this were bland just like the game as whole.
I really hope the next sequel comes with some significant additions or changes.
The only long action scene that occurs after you get broadhead arrows includes them. Right near the end of the game.
You're saying you can't fuck those things up, but you absolutely can. They're not hard, but they're not automatic, if you're not paying attention to what is coming at you you can absolutely just miss them, which is the point. Those sequences demonstrate that you're learning what the abilities are and to recognize when you need to use them, the fact that they seem natural to you means the game did its job and you learned when to press X, when to press Y, when to Jump, when to wall-scramble, when to use rope arrows, etc. They're visually interesting culminations of what you've learned to that point.
https://www.youtube.com/watch?v=kPCDpqW8hIo
My own video from near the launch, broadhead arrows like 2 minutes in and again at like 2:45
And no, no hard feelings, but you're actually flat out wrong in what you're saying, so no opinion is necessary. If all I did was press up and jump from time to time, she would've literally either fallen into a pit or stared into a wall the instant that bit started. Oh, now that I rewatch to confirm, it uses broadheads RIGHT at the beginning too, good job game. Take any sequence like that in the game, you'd fall into a pit and die at any point if you tried to do what you're describing.
This is the first time I've felt that child-like sense of wonder and joy of exploration since Jak & Daxter: The Precursor's Legacy. The environments are just lovely to look at and run about in, and they have a fantastic degree of verticality and depth and 'sandboxeyness'. It helps that traversal feels slightly less floaty than TR2013 and she has some nice new moves, like the tree climbing stuff.
Also, the new approach to Tombs and Caves is fucking brilliant. Each area I find at least a couple of well hidden and well designed Tombs or Caves. Some of them are very well hidden. (Some not so much, but still cool af to find.) If you put on Lara's classic blue shirt, it feels right up there with Tomb Raider Anniversary and Legacy, too - it's weird how much difference a simple skin-change makes.
Combat seems OK to me so far. I've only encountered a couple of bigger fights, but I like how streamlined it is, and I like how the arenas have more moving parts (some environmental triggers and more explosives etc lying around). Stealth is also still totally viable, which is a big deal for me.
If they've downgraded the hand-to-hand combat, though... That's really disappointing. I've not used enough of it yet.
ICYMI https://twitter.com/Hattiwatt1/status/695702561177866241Cross posting from the other thread, latest ROTTR patch has broken Hattwatt1's freecam tool for me :/
Agreed. Just a few less collectables, more tombs for the main story, and slightly better combat and we have a new Tomb Raider that should make both camps happy.
Pretty much. Get rid of the survival/coin/gps caches. There are enough resources to collect in the environment and coins are useless. Keep them in tombs only or something as a reward. If they want to keep the translation/monoliths have it lead to hidden secret areas not just a spot to dig coins. Missions should either be in depth or elimated. Optional tombs should be larger and more difficult. Main story should focus on areas like the prophets tomb, abandoned mines, and flooded archives while expanding on the nested puzzles.