ZebMacahan
Regular
So they mattered even more than the trinkets in Uncharted?
Nah, I was thinking about tomb raider.
So they mattered even more than the trinkets in Uncharted?
That is freaking hilarious! Thanks for sharing.Anachronox called them TACO's ( Totally Arbitrary Collectable Objects )
Thank you! My son pretty much uses that account but I have access. Gonna try it after RDR if nothing else big drops...Buy it I think you'll like it
Anachronox
Welcome to Anachronox, an abandoned alien artificial planet at the centre of the universewww.gog.com
Edit: I've gifted it to you on Steam
I´m playing the third of the new tomb raider games at the moment. Its pretty fun, but there so so much crap and busy work to do which feel more like a chore many times.
"You picked up 2 underwater plants, pick up 3 more to complete the challange"
"Return later when you´ve learned a new dialect to scan this wall painting to get more xp".
"You can stop and shoot every animal you see for more quick xp"
Etc.
Some of the environments look really good but it really stops the flow and mood of the game when you´re switching to batvision contanstly to see the glowing orange things you can interact with. This game would have been so much better if they had cut all that crap.
A huge detraction for me in the original Uncharted, 2007, was the collectables. They ruined the flow of the story to complete the full game. Trapped in a burning building about to die? Don't escape just yet - explore all the flaming timbers and dark corners for a shiny trinket first.
Widescreen Fixer will sort you Fov issue
When you've finished that you should play DeadSpace 3 it's also a good gameReleases · dlrudie/WidescreenFixer
Contribute to dlrudie/WidescreenFixer development by creating an account on GitHub.github.com
I do not play action adventure games for the mindless set piece action, I can tell you that. I absolutely welcome devs trying to give characters actual humanity rather than them being some blank vessel for your inner 8 year old going shooty shooty bang bang at everything.Finished Tomb Raider part 3 of the reboot trilogy last night. At one point Laura cries after blowing up a military helicopter. Wow, I never realised violence could be traumatizing to a person before. I hope we get to see more protaganists in our action adventure games cry after big action set pieces in the future. Isnt that why we play action adventure games?
I do not play action adventure games for the mindless set piece action, I can tell you that. I absolutely welcome devs trying to give characters actual humanity rather than them being some blank vessel for your inner 8 year old going shooty shooty bang bang at everything.
I do not play action adventure games for the mindless set piece action, I can tell you that. I absolutely welcome devs trying to give characters actual humanity rather than them being some blank vessel for your inner 8 year old going shooty shooty bang bang at everything.
I do not play action adventure games for the mindless set piece action, I can tell you that. I absolutely welcome devs trying to give characters actual humanity rather than them being some blank vessel for your inner 8 year old going shooty shooty bang bang at everything.
I like a good story and characters too, but showing the real life emotional trauma of killing people when a third of that game is about killing people can get a little weird to say the least. It might work for some games, like last of us, but in a game like tomb raider it just seems pretentious.
Are we going to see Indiana Jones have an emotional breakdown after he blows up a nazi tank?
I feel that's a pretty insulting statement. Good gameplay is good gameplay and isn't childish. Combat provides a structure for a lot of good gameplay. You can have good adult stories, and good 'adult' gameplay - neither should be seen as inherently derisible.rather than them being some blank vessel for your inner 8 year old going shooty shooty bang bang at everything.
You don't play action games for the action set pieces?
Agreed. It could have been earned, but it certainly wasn't. Don't build your game around killing people if you want your protagonist to feel guilty for killing people. Unless maybe you're trying to put the player in the shoes of some conflicted serial killer.
Put Lara in the position of just being a treasure hunter who occasionally fights monsters, and it makes perfect sense to be devastated by destroying the helicopter: she just had to kill humans. But after I've spent hours skulking in tree canopies, firing rope arrows through the necks of mercenaries before leaping down, yanking the rope so that their final, gasping breaths are spent suspended from a branch, in agony and confusion, as their colleague looks on in horror before I slit their distracted throat too... Yeah, crying over the helicopter doesn't make sense.
We accept the conceit in action games and films that whoever we're killing are "the baddies" and we put it behind us. This maungy nonsense of "oh but one must be conflicted" doesn't belong in the action genre and seems solely to serve the purpose of pretending to be above simply enjoying something silly.
Explosions are cool. Vanquishing your enemies is glorious. 2013-2018 Lara Croft is a psychopath.