Tomb Raider

It is still a fun game. In some regards it's actually pretty outstanding. Like I said, I think the traversal mechanics are pretty damn fantastic. Climbing around in TR feels nothing like the scripted on-rails traversal you get in Uncharted for example. It's really fluid, really consistent, very organic and incredibly responsive. It almost feels like a 3d jump and run, except somehow they managed to make it all feel very grounded. Lara feels incrediobly connected to the world despite the fact that you even have a ton of air control in the game. There aren't really any instances where she'll suddenly jump twice as far because a set-piece demands it. Neither are there any jumps you'll just fail because that's not where the game wants you to go. That part of the game is a lot of fun. Controlling Lara is an absolute delight in general. Combat in and on itself is pretty damn great as well. It's just way too effortless and arcadey for a game telling a story about harsh survival. Lara doesn't survive the island in that game. The island survives her. The action in that game is just completely at odds with the narrative at all times.
I think if they tone down the manslaughter for the sequel and expand the traversal and puzzle aspects, the next TR could be utterly spectacular.

For what it's worth, I think in terms of pure mechanics, TR is completely mopping the floor with Uncharted.

Oh, and I love how Nixxes used the DS4. What a fantastic piece of hardware that controller is.

Actually there are, the game is full of gaps larger than Lara's usual reach resulting in her getting magnetically pulled towards the ledge. Even my room mate who is oblivious to these things noticed this.
 
During jumps that lead to cut-scenes maybe, but it all seemed very consistent during actual gameplay. I especially loved jumping around high up in the mountain village. It just worked so well. Even deliberately missing jumps in order to catch ziplines far below yielded positive results. I simply wasn't expecting it to be quite as free-form as it was.
 
It is still a fun game. In some regards it's actually pretty outstanding. Like I said, I think the traversal mechanics are pretty damn fantastic. Climbing around in TR feels nothing like the scripted on-rails traversal you get in Uncharted for example. It's really fluid, really consistent, very organic and incredibly responsive. It almost feels like a 3d jump and run, except somehow they managed to make it all feel very grounded. Lara feels incrediobly connected to the world despite the fact that you even have a ton of air control in the game. There aren't really any instances where she'll suddenly jump twice as far because a set-piece demands it. Neither are there any jumps you'll just fail because that's not where the game wants you to go. That part of the game is a lot of fun. Controlling Lara is an absolute delight in general. Combat in and on itself is pretty damn great as well. It's just way too effortless and arcadey for a game telling a story about harsh survival. Lara doesn't survive the island in that game. The island survives her. The action in that game is just completely at odds with the narrative at all times.
I think if they tone down the manslaughter for the sequel and expand the traversal and puzzle aspects, the next TR could be utterly spectacular.

For what it's worth, I think in terms of pure mechanics, TR is completely mopping the floor with Uncharted.

Oh, and I love how Nixxes used the DS4. What a fantastic piece of hardware that controller is.

If it plays well, then thats the game I want ! Should reach me tomorrow most probably. Going by what you said, I think I will like it. I want a world to get immersed in, I think except for the long cutscenes, the game does offer that.

As for DS4 lightbar thing, even warframe uses it very well. if u r busy hacking a console, and enemies start shooting at you, the light flashes red as if really bullets are zipping around in ur room :D ! It actually is fun and really had an impact on me,kindof like what they demoed with Illumiroom, but in a simpler cheaper way. but u can't notice such things during day.
 
Not talking about the lighbar actually. If your tv is big enough and emits a substantial amount of light you're probably not really gonna notice it, even in a completely darkened room (I certainly didn't). It's the speaker it puts to great use. It basically adds another channel to the surround experience.
 
During jumps that lead to cut-scenes maybe, but it all seemed very consistent during actual gameplay. I especially loved jumping around high up in the mountain village. It just worked so well. Even deliberately missing jumps in order to catch ziplines far below yielded positive results. I simply wasn't expecting it to be quite as free-form as it was.

You want me to make a video showing what I said? I will if you want me to :p
 
Not talking about the lighbar actually. If your tv is big enough and emits a substantial amount of light you're probably not really gonna notice it, even in a completely darkened room (I certainly didn't). It's the speaker it puts to great use. It basically adds another channel to the surround experience.

Interesting. Turning off the speaker on the DS4 was/is the first thing I tend to do, as the first impression I got of it was, woah, what a gimmick, I don't want that. Then again, I have high-end speakers and audio system carefully set-up, so the concept of having an added, likely distorted, channel through a tiny 1cm speaker on my controller seemed kind of daft too me... :oops:

Perhaps I should give it another chance? What's so special about it? I truthfully only ever got to hear it once when I played Resogun the first time and since then, it's been deactivated...


BTW: I feel the same way about the game as you do. Then again, what you think is a bit off in Tomb Raider... felt rather 'off' in Uncharted as well. The concept of a rather misfortuned adventurer to end up in the wrong place in the wrong time and being a highly efficient killing machine from pretty much the get go....

For a Tomb Raider, it has too many human enemies for me. I think as a game, I enjoyed the first original Tomb Raider the most - where your main enemies were traps, puzzles and dangerous animals like wolfs or in the later stages lions, gorillas... it just was kind of epic. And then when you did encounter a mercenary, it felt a bit like a mini boss because it was rather rare and a bigger challenge. For the next Tomb Raider, I really hope they add more exploration, more adventuring, platforming and puzzles and limit enemy encounters to dangerous animals with perhaps the odd encounter of humans or supernatural mythical stuff towards the end. Not every game has to end up being a 3rd person shooter for it too be good. It's something I feel applies to the Uncharted games as well (too much shooting / sandboxing) although I feel Naughty Dog got it pretty spot on in part 2 and 3 in that it didn't feel as much as "sandbox fighting" as it did in their first game. The game was very fluid and had lots of variation to make up for the lots of gun encounters. That's just Uncharted though - Tomb Raider for me has always been more about the adventuring...
 
It basically doubles some of the sounds, like the clicking noises of a reloading animation, bones that crack under her feet or the lovely squishy noises when you headshot someone. It's a gimmick for sure, but I like it. That said, I also liked it in Resogun.
I also have similar qualms about Uncharted. Difference being that Nate is never ever portrayed as anything but a competent killer during gameplay. He never laments the death of a deer. ND also didn't try to convince me that I was playing anything but a silly, pulpy adventure story with some loveable characters, so I'm having a far easier time accepting the dissonance there. The fact that Lara Croft can even take out a single islander in direct confrontation is a bit hard to swallow, but then she goes and takes out a whole army.
 
The difference between Drake and Lara is that Drake although skillful and smart he communicated human traits of vulnerability in a manner that we could almost identify with him. He had also a very strong natural personality which was absent from Lara. Lara is distant from the player. Her mishaps, the game's context and environment feel disconnected and disjointed. They werent directed in a way that they blend in naturally and believably. The game feels very directed and its trying to shove Lara's hardships and her ability to get out of them without finding the best time, best frequency and the best way to do it. She faces more difficult situations and more often than Drake and she recovers faster enough to get back in action and obliterate armies. TR sometimes reminds me of that ridiculous Rambo scene where he takes out the bullet from his abs and cauterized his wound with gun powder and fire
Lara is the new Rambo or Chuck Norris, while Drake is Indiana Jones or Bear Grylls
 
The difference between Drake and Lara is that Drake although skillful and smart he communicated human traits of vulnerability in a manner that we could almost identify with him. He had also a very strong natural personality which was absent from Lara. Lara is distant from the player. Her mishaps, the game's context and environment feel disconnected and disjointed. They werent directed in a way that they blend in naturally and believably. The game feels very directed and its trying to shove Lara's hardships and her ability to get out of them without finding the best time, best frequency and the best way to do it. She faces more difficult situations and more often than Drake and she recovers faster enough to get back in action and obliterate armies. TR sometimes reminds me of that ridiculous Rambo scene where he takes out the bullet from his abs and cauterized his wound with gun powder and fire
Lara is the new Rambo or Chuck Norris, while Drake is Indiana Jones or Bear Grylls
I only "played Uncharted on youtube", and watching some of the videos I concluded that he seemed to be the typical smart aleck, which to me would be a huge turn off. Maybe I was wrong but technical accomplishments aside, it wasn't a franchise that caught my attention because of that.

Additionally, does anyone know if Tomb Raider features Sterescopic 3D on consoles? If so I'll buy it.
 
TR sometimes reminds me of that ridiculous Rambo scene where he takes out the bullet from his abs and cauterized his wound with gun powder and fire

I actually thought she would do that from the wound she got in the beginning of the game. But that healed overnight so it couldn't be that painful....
 
Sorry but, whatever you think of each game, Uncharted has a sense of credibility TR can never have. In the way the story is told, the way the characters interact. You never get that 'bullshit' sense you get when Lara has a piece of metal in her chest one minute then is running around the next, and most importantly the whole drama the first time she kills someone, only to then kill 50 guys in the following 3 minutes... Uncharted is just that little more credible. And better acted.
 
I guess we have to realize that they wanted to reboot the series, and how better to do that then start all over with a prequel? Then you build a story around this weak little adventurous girl that becomes the Lara we kind of liked way back when the first Tomb Raider came out.

The point though is, we don't really wanted to play the hurt little girl walking around in pain, but the kick ass responsive Lara. So in that sense, I think I can overlook some of the credibility issues the plot/narrative has to bring us a game that plays a bit like a Tomb Raider should, but gives us an above interesting plot to make us keep playing.

The same kind of applies to Uncharted too (and I'm thinking of the first one) where likable Drake ends up being an highly efficient killing machine. If the game lost all its combat in favour of a more realistic/believable setting, the game likely wouldn't have been half as good (even though I didn't really enjoy the combat as much as most in the first part anyway). In the end Uncharted, especially with the 2nd part, was an extremely entertaining and enjoyable ride.

I think the same can be said about this Tomb Raider reboot as well. Once you get over the first 20 minutes of the game where Lara is still portrayed as this fearful girl in need of help and start seeing her as a more skilled grown up Lara, you start to enjoy the game for what it is.

To be honest, this Tomb Raider ended up being way better than I had imagined. I may still think back of the good old times with the original Tomb Raider, but for a current/last generation game meeting todays standards, this Tomb Raider is very solid and best of all, it's a very solid reboot that makes you hungry for more. I think the "acting" in this Tomb Raider is also worlds better than the last few below-average Tomb Raider games we've had. IMO of course. Aside the killing machine and credibility issues - it's a lot closer to Uncharted which IMO is quite a feat.
 
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Yeah, as much as I like the new Tomb Raider, Uncharted game just do a much better job at pulling everything together even if they are fake as hell. The supporting characters in TB are absolutely horrible, better if they were never there.
 
Don't get me wrong, I loved TR and planning to play it on ps4 when the time is right. My point is... Don't make a huge drama about the chest wound and the first kill, if you're going to brush them off after literally 5 seconds. That's my main point really. They could have told the story of weak little innocent Lara in a much more credible way. Still loved it.
 
This game has one of the worst cases of ludonarrative dissonance. Remember all that bullshit they talked about gamers getting a sense to "protect Lara" ? yea that was something. When I heard they were doing a reboot I prepared myself to come across a weak and inexperienced Lara, after all she's only 19 or 20 years old in here compared to say Underworld where she's a veteran clearly in her mid to late 30s. It was even more exciting when they mentioned that it was going to be an open island with mythical creatures where Lara learns new things from mentors she meets on the island, instead we get Roth who supposedly trained Lara way before they even boarded the ship. Don't even get me started on the story.
 
It is still a fun game. In some regards it's actually pretty outstanding. Like I said, I think the traversal mechanics are pretty damn fantastic. Climbing around in TR feels nothing like the scripted on-rails traversal you get in Uncharted for example. It's really fluid, really consistent, very organic and incredibly responsive. It almost feels like a 3d jump and run, except somehow they managed to make it all feel very grounded. Lara feels incrediobly connected to the world despite the fact that you even have a ton of air control in the game. There aren't really any instances where she'll suddenly jump twice as far because a set-piece demands it. Neither are there any jumps you'll just fail because that's not where the game wants you to go. That part of the game is a lot of fun. Controlling Lara is an absolute delight in general. Combat in and on itself is pretty damn great as well.

This! It's one of those intangible things that's hard to explain, but Tomb Raider just feels so good, they nailed that aspect of it.


It's just way too effortless and arcadey for a game telling a story about harsh survival. Lara doesn't survive the island in that game. The island survives her. The action in that game is just completely at odds with the narrative at all times.
I think if they tone down the manslaughter for the sequel and expand the traversal and puzzle aspects, the next TR could be utterly spectacular.

Yeah it is very the top how a little girl basically massacres everyone, although somehow that didn't bother me. Maybe that's because I expect Lara, even though she is young here, to still have that inner badass. She does take quite a beating in the game though, and I thought the combat was executed far better than other games in the genre. Definitely needs more puzzles though! Or at least have many more tombs to explore.


For what it's worth, I think in terms of pure mechanics, TR is completely mopping the floor with Uncharted.

Tomb Raider definitely feels less mechanical and scripted than Uncharted does, that series of games never felt that fluid to me. Uncharted always felt like it was leading you on, pushing you to do very specific things in very specific ways, I never really felt connected to the world like in Tomb Raider which gives you much more freedom. Same with combat, Tomb Raider handles it far better to me. I think a better comparison actually would be to Infamous if anyone here has played that. That game also gave me that hard to explain connected to the world feel, gave you lots of freedom but at the same time just felt right.
 
Kinda wonder how they'll handle the sequel. I'd like to see more of a hub-design so you're travelling all over the world at your own pace looking for things. On the other hand, that's easy to implement poorly... Forget about finding random artefacts placed in random nooks & crannies or shooting silly targets.
 
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