chromatic9
Member
That was a great rundown of Tomb Raider. Never knew how bad the sound was on the Saturn.
I always thought the texture warping and "swimmy" vertices of the original title added to its charm, but seeing the modded pc version (for the first time thanks to DF), it looks like how it should ave always been played.
Yep, it would, PS1 games look great on PSP.Wouldn't the original game on a psp be pretty alright today? If anyone still has one of those xD
Best version, go for it!This video has me hankering to play Anniversary again. How's the PC version of that game?
One thing I don't understand about the Saturn vs PlayStation is the ability on PlayStation to have Laurie flip up on ledges where you couldn't do that on the sega version.
Seems like a really wierd difference.
Every time I consider playing this, I see someone complain about the controls. Is it worth playing this over Anniversary?
I didn't realize the PS1 Tomb Raider had ran that game so well at 30 fps, for some reason my memories it more like the framerate of the Saturn version as I tend to associate some of slower framerates from that generation despite me playing the game on my PS1. The game being a more puzzle heavy slower game than I thought it would be playing it as a kid skewing some of my perception.
Quite neat how the devs handled the polygons and texture effects on the Saturn trying to come to grips with the hardware and quads.
I followed the instrunctions at pcgaming wiki and the game is working great on Windows 10, wide screen and all! Too bad it seems that it's impossible to make Steam recognize that I'm playing it, so I don't get the Steam functions like the community modes for the Steam/DS4 controllers and the play time in my profile since it runs another executable file, and a simple shortcut won't give me all those options.
I think it would be great in these videos to talk about how emulation improves original console release, for example with Tomb Raider where dancing textures and unstable polygons are all over the place: http://www.libretro.com/index.php/mednafenbeetle-psx-pgxp-arrives/
It looks like the NGEmu forum where the PGXP fork of PCSX-R was initially posted (by author iCatButler, as noted here) is pretty active... Many folks seem to prefer Mednafen/Beetle over PCSXR, and apparently iCatButler recently introduced PGXP to Mednafen/Beetle (video comparison of TR1, with and without PGXP, here).
Got the PS1 version running beautifully on PCSXR-PGXP. The only issue I still have is missing save crystals which does suck but I'm circumventing it by allowing myself 2 to 3 save states per level, which is the approximate amount of crystals as far as I recall. I've tried a vast variety of graphic settings but the save crystals don't visually show up. You can run into them and indeed save but they're invisible. I have to say that the game is quite beautiful with a nice resolution and smoother textures, especially the large open areas had me quite in awe even now. When you first enter the colosseum in level 6, it's really beautiful and quite reminiscent of Team ICO games. The relative emptiness really suits the desolate and tranquil atmosphere.
...The modded version seen in the video is really just based on the old ATi 3D Rage Pro patch that was originally released in 1997 (I think?) by ATi... So the game has multiple 3D acceleration patches from different video card manufactures. 3DFX, Matrox, S3, PowerVR, ATi and others (though no Nvidia support) all had their own unique drivers...
After looking at yesrushdt's link, I see that the Steam version of the game can be run without DOSBox, via the 'GLRage' wrapper. Does anyone know if the 'Tomb Raider Xtra' revised TR1 textures (video here) can be used via the GLRage (ATi 3DCiF API) wrapper? Apparently Tomb Raider Xtra was made to work specifically with the 'Glidos' (Glide API) wrapper, though others have apparently reverse-engineered their own personal Xtra-compatible solutions (see here). Or are there any other efforts, similar to Tomb Raider Xtra, to revise the textures in TR1? For the PC version of TR2, for example, it looks like someone actually went to the effort of introducing the textures from the recent iOS/Android version (differences shown here), and there's a post in the TR forums about running TR2-TR4 in DX11/4K resolution & Stereo 3D via the 'dgVoodoo' wrapper.
One thing I don't understand about the Saturn vs PlayStation is the ability on PlayStation to have Laurie flip up on ledges where you couldn't do that on the sega version.
Seems like a really wierd difference.
I followed the instrunctions at pcgaming wiki and the game is working great on Windows 10, wide screen and all! Too bad it seems that it's impossible to make Steam recognize that I'm playing it, so I don't get the Steam functions like the community modes for the Steam/DS4 controllers and the play time in my profile since it runs another executable file, and a simple shortcut won't give me all those options.
How faithful is Anniversary to the original exactly? Does it have the same basic level design with minor changes or is it more of a "re-imagining"?
Just beat it. 12:05 was my finishing time.
What an absolutely fantastic remake and a fabulous game on the whole. Excellent graphics, great music, a nicely retconned and written story, great delivery once again from Hawes and companions, creative level design, tight gameplay, and that "Tomb Raider" feeling all over again.
I was consistently impressed by how creative Crystal Dynamics was with the source material, yet I am even more impressed with how closely they managed to update 10 year old gameplay design without deviating too far from the original game.
I feel like the game is a bit looser than Legend on the whole. There are some sections you will repeat many times because of a botched jump or a tricky situation that I feel I just couldn't believe made it through considering how incredibly tight and polished Legend was. For example, in the last level, there is a pathway through lava that you have to run through and there is a slight crack in that pathway. Seems entirely graphical, but if you step in the crack you can actually die. Lara will sink through the floor. I must have fallen for that one at least three times. I lol'd. Anyway, yeah, the team had like nine months to work on this, so it's forgivable. The camera can also be a bit wonky at times. Often I wish I really had "FULL" control when the game makes it difficult to swing it around to where I want it.
The levels are absolutely enormous. Everything has been amped up in size. St. Francis Folly's famous pillar now seems twice as tall, the Lost Valley is no longer dark and claustrophobic, and the Tomb of Qualopec is perhaps the most innovative and creative change to any original level in any remake of any game ever. My mouth was open with that level; it's completely unlike the original in progression and platforming and yet completely the same in structure and objective. It was an absolute pleasure revisiting all these old levels and seeing how modern technology really brings them alive. The Coliseum in particular is impressive, just because the old Coliseum was so particularly square and unbelievable. The new one is just awesome. St. Francis Folly's opening hall is stunning in the new game.
The music is nice. The vibraphone is back, as is the main theme of the original game-- redone nicely. Sometimes I miss some of the old music, but the new stuff is great too. I love the "level introduction" music. Some of the dialog has been preserved from the original, such as, "Pierre, you litterbug," though other lines are not present. I miss Natla's "Can you leave tomorrow?" line from the original game.
I think the QTEs are nicely done, largely because Lara's actions in the cinematics actually correspond to what you would do in reality. Lara jumping in a cinema is X, just like jumping in the game is X. It feels natural, and that's impressive. Consider Spider-man 3's QTEs, which are essentially just, "A RANDOM BUTTON WILL FLASH AND YOU WILL HIT IT."
The boss battles were significantly improved from the original just because the control doesn't limit the possibilities anymore.
The new Tomb Raider style may be slightly derivative of Prince of Persia, but in my opinion, Lara's new character is more interesting and better written than the past two Princes, and the story is actually really going somewhere. The gameplay can only be described as natural and smooth. Platforming is an absolute dream in this series. It's so fluid, there are no hangups or repositionings or anything like that. You can feel Lara jump the way you want her to jump. There is no fussing with the controls for the large majority of the game. Like I said, there are a few areas where it could be tightened up.
Crystal Dynamics has yet another winner on their hands. Tomb Raider has risen from the grave and is the premier adventure platformer once again.
One thing I don't understand about the Saturn vs PlayStation is the ability on PlayStation to have Laurie flip up on ledges where you couldn't do that on the sega version.
Seems like a really wierd difference.
It's interesting that the ios/android ports look like they still possess some of the texture warping of the original console releases. What version are those ports based on? pc? I might want to buy it just to have in case I feel nostalgic.
How faithful is Anniversary to the original exactly? Does it have the same basic level design with minor changes or is it more of a "re-imagining"?
I see. My fear was that they took a game with a substantial amount of exploration and, as is sometimes the case with remakes, replaced it with something more linear. Sounds like that didn't happen, and the complaints from series fans are more focused on the controls, which were always a turn-off to me in the original games.It's faithful in spirit...mostly. The level design is redone in a lot of places and kept in a lot of places. Overall, they are very thoughtful about how they redo things. If you don't mind that the complexity of platforming is not there (the CD games are pretty fluid), you'll really love it.
They ruin a few key moments (the poor T-Rex), and they merge two levels later in the game, but it's still just a really fun game that captures the spirit and tone of the original in an era when most games are like Press A to move forward. And SOME of the remade levels are brilliant in how creative they are with their license.
It's faithful in spirit...mostly.
...Some of the dialog has been preserved from the original, such as, "Pierre, you litterbug," though other lines are not present. I miss Natla's "Can you leave tomorrow?" line from the original game...
...Here is how we were introduced to Lara for the first time: https://www.youtube.com/watch?v=XHJuFhcRICE
To summarize: we are shown a magazine showing Lara on the cover saying that she caught bigfoot. She makes a witty remark rebuffing the advances of a man that hits on her. Natla offers her money and Lara tells her she only hunts for sport. Natla describes how dangerous and unexplored the adventure will be Lara smiles. Lara treks to Peru and opens the door to the caves. Her sherpa is attacked and she tries to save him but is unable to.
In this small cutscene we know all we really need to know about Lara. She's a famous, badass, confident adventurer who goes on adventures for the fun of it. Core went on to flesh her out a bit. She got the adventure bug after her plane crashed in the Himalayas where she survived for several days before she was rescued. Her rich parents didn't approve of her lifestyle and sent her on adventure with famed archeologist Werner Von Croy to get it out of her system and eventually disowned her. Here's Lara on her first real adventure as cocky as ever: https://www.youtube.com/watch?v=hTS1XvqRrCA
When Crystal Dynamics took over, for whatever reason, they decided Lara couldn't just WANT to be an adventurer. She needed something forcing her to do all this stuff. They changed her backstory so that her father was a famous adventurer, too, so she's just following in daddy's footsteps. And her reason for going on these adventures is because her mommy disappeared in the plane crash in the Himalayas and she wants to find her...
Those water effects....we've come a long way guys
I used this guide from the Steam community, god widescreen, music, visual improvements, and Steam still launches it when I click play in my library.
http://steamcommunity.com/app/224960/guides/#scrollTop=100