It's almost entirely automated and impossible to fail. Just enjoy the ride.How is the platforming in this? Think I'm going to Redbox it either way, but is it just the move the stick like in AC or Uncharted or actual platforming?
It's almost entirely automated and impossible to fail. Just enjoy the ride.How is the platforming in this? Think I'm going to Redbox it either way, but is it just the move the stick like in AC or Uncharted or actual platforming?
Holy crap,just got it also seeing that hehe...nice one OP.
slightly better than the uncharted games, very much still move the stick in one direction. More room for error in TR than those games IMO
I think this thread is starting to divide by zero.Yes, it looks pretty, but that's all Uncharted has going for it...
They don't flank. Good AI is not 2 dudes throwing moltovs while 3 other guys bum rush you with Axes. There is no AI movement to flank you from a weak side. If you move to higher ground the guys don't try to reformulate to your position in any way.
A picture of a linear level with easy-ass platforming isn't what I'd call a great argument.
Yes, it looks pretty, but that's all Uncharted has going for it (that and humorous dialog). Uncharted has a bad cover system, boring guns, and enemies with x-ray vision--Tomb Raider forces players to move constantly, or use stealth or whatever, or change up really distinct weapons (like the rope arrows, fire shotgun, silenced pistol, dodge stab, etc).
Tomb Raider gives player more control. Tomb Raider, as the game progresses, involves more and more interaction from the player. Yeah, it's still got lengthier cutscenes than I'd like, and yeah, there are bits where I haven't got control, but it still provides far more control and requires far more skill than anything in Uncharted.
Tomb Raider's hanging boat> any set piece in Uncharted.and ensuing ziplines
Better story, better weapons, better AI, better/more puzzles, better gameplay... Tomb Raider does everything better.
EDIT: I haven't played Uncharted 3 or The Golden Abyss. Maybe those are better games, but I kind of doubt it.
I didn't say the whole game was one big set-piece. I think there is something getting lost in translation here between us. I am telling you when there are set pieces they are bad. Also as regards the jumping = bad. This isn't a case where you are having to time your jumps perfectly or spot the only landing spot that isn't crumbling you literally can jump anywhere as long as your pressing forward and hitting the jump button you will get through the cut-scene. Furthermore any interaction that is required of the player outside of mashing the jump button is handled by engaging slow motion so you can't possibly fail. The devs assume the people playing this game have OCD and judging by some of the impressions they might be right.
If the platforming didn't have the slowmo segments it would work out better. The endgame showed that if they strung together some of the systems more there was some sort of potential to make that aspect less braindead.
I got flanked a lot in specific encounters like when you first get the grenade launcher. The shotgun enemies kept moving around to my sides when I moved up.
But otherwise, yeah, stuff like getting the high ground doesn't make them do anything special but get wrecked. I do disagree that Uncharted does AI all that much better though, especially in UC3 they are fucking dumb and rush you in moronic ways.
I was actually thinking about this last night, while playing through the aforementioned setpiece that I almost loved until the gameplay insulted it.
I'm kind of a sucker for gorgeous setpieces, but I want them to have some meat, some teeth. If every setpiece in this game required creative agency from a player, quick decision-making and timing, and a complex set or combination of abilities required to overcome or explore it, I'd be in love with this game. The most complex thing they ever ask from you is to fight another wave of suicidal madmen, and that's terrible. As it is, I might as well be watching TV.
Fundamentally, a setpiece without complementary gameplay is simply impotent.
If the platforming didn't have the slowmo segments it would work out better. The endgame showed that if they strung together some of the systems more there was some sort of potential to make that aspect less braindead.
I enjoyed this a lot. It felt like Arkham Aslyum more than an Uncharted. The exploration was fun, and I actually got everything, which I haven't done in a game in while. I was a little confused with GPS thingies though:Lara says something like "there is a note inside" with the final one, but I got distracted by my wife and didn't see if there was any other message by that.
Pretty good review by John Teti, just posting it in terms of showing a well-written one:
http://gameological.com/2013/03/review-tomb-raider/
I give the game a 3/10, maybe a 4
The list can go on forever, but I'll just limit it here until I finish the game. I give the game a 3/10, maybe a 4 because I fucking adored the way Camille Luddington or whatever her name says that bit of dialogue on the green fan
Shinta said:Man, you make real game reviews look good for once. 3/10? Unreal lol.
My Grandfather was still climbing on rooftops at 80, I call bullshit
Good write up. I agree with all your points and I have several I could add to that too. But ultimately for me, it was more than the sum of its parts. I think they nailed the feeling they wanted people to have with this game, and I still find myself capable of awe-ing at setpieces and vistas (maybe I don't play enough AAA games). On your grading scale, I'd give it a high 6 or low 7, assuming you're grading on a scale where 5 is average (and not IGN-ing it where anything under a 7 is below average). I personally enjoyed the game a lot (probably even more than it deserves to) but I can't defend the stuff it does shittily.
Shinta said:Man, you make real game reviews look good for once. 3/10? Unreal lol.
Derrick01 said:You know what's funny? God of War has tougher puzzles than this Tomb Raider. Just a neat and sad little tidbit I thought I'd throw in since I'm playing it now.
It's called using the whole scale. I gave it a 4 so it's in the same ballpark. You're just conditioned to seeing nothing but 7s and higher for AAA games so you think a 3 should only be for the worst kinds of shovelware.
Nice write up Amirox, I agree just about 100%.
You know what's funny? God of War has tougher puzzles than this Tomb Raider. Just a neat and sad little tidbit I thought I'd throw in since I'm playing it now.
But was he nearly blind with crippled hands? I THINK NOT!
You notice I didn't even make a write up on puzzles because seriously... what puzzles? The challenge tomb shit I encountered was so lmfao simple that it could barely constitute such. But... to also be fair to God of War, the Pandora's Temple segment was legitimately great in the first game. Probably comparable to a good TR game series of puzzles. But that was the only time that happened in the GoW series
I'd use the whole scale, and honestly I'd put Tomb Raider in the 6-7 range. If you're ranking 1-10, where 5-6 is average, I'd say Tomb Raider is an average game. The controls are competent, it's not a huge glitchy mess, it's playable. While the setpieces are bland and it suffers from trying to put this generation's greatest hits into one game, it doesn't make it a bad game. I didn't dislike it, but it didn't do anything to wow me. It never did anything to put it into the "bad" range for me.
Obviously, some people consider different things attributing to a game's quality. But I don't think that just because it didn't do anything new, that makes it a bad game.
Fine Ham Abounds said:This makes me sad, and also kinda makes me consider playing it in spite of never getting into GoW.
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In which Lara screams a lot
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● Why do we have the ability to change platforming jumps mid-air? There's essentially no real way to fail at platforming unless you actively try to kill yourself just to remember what games used to be like, back before they sucked:
● Why is the whole island littered with bullshit?
● Why is there a WIN button? (survival instincts) Because an 80 year old nearly blind grandfather needs to be sure he can see GIANT GLOWING MARKERS over anything of import. It's not even remotely subtle, it's like a fucking satellite guided ULTRA beam, of the sort government militaries might be capable of summoning with a 500 million dollar budget. I'm sure Lara Croft can manage, she is rich after all.
● Combat is definitely improved from past TR games
● This game has to be the most pointlessly sadistic game ever. Lara Croft just dies endlessly in the most brutal ways imaginable if you let her, or you fail some QTE. Of course you're far more likely to randomly fail a QTE than anything else in this game on Hard difficulty, because I'd say the game is easy as pie but that's probably an insult to pie. Lara Croft is sad and completely horrified every time she has to overcome some new hurdle (EX: "oh god I have to climb THERE!? I was afraid you'd say that..." Even though she had already run out of a burning building, been nearly eaten by wolves, made hugely exaggerated leaps with considerable height), and then literally within 10 seconds she is fucking Gabe Walker in Cliffhanger or Rocky Balboa. There is incongruity between narrative and gameplay and then there is THIS. Game has no idea what it wants to be at any point.
They're extremely impressive in all versions of the game in my opinion. The weather effects, the mud and grime, the varied and detailed animation, all extremely impressive and better than the vast majority of games out there.● The visuals are fairly nice on a top of the line rig, which I do own.
● The story... LOL. I mean I'll not post more on this until I beat it, but seriously... LOL.
Haven't encountered any major glitches yet personally. Playing on PS3.● Can this game glitch out more often (PC)?
● Set pieces. Here they are, the much vaunted (lol) core of the Uncharted copycatting, and it's probably more shameless than even the worst detractors would expect. Most of them are tension-less minute or two long segments of dumb nonsense which are sometimes almost literally ripped straight out of an Uncharted game or some other game which copied Uncharted. Oh look she's climbing up an airplane fuselage, oh look it creaks and falls down slightly with no danger to Lara Croft's personage whatsoever. What a shock! Oh look, a building is on fire, now you have to run out of it before it falls on you - of course, you'd basically have to be petrified by some enemy in FFVI to actually fail this part... or, conveniently, be a nearly blind 80 year old grandfather. Hey, some bridge or boardwalk is collapsing. Hey, blah blah blah. You could probably predict what else I would say just based on how much time you've wasted with modern AAA videogames. Shamefully, I've wasted more than I care to admit. Segments are neither enjoyable or particularly well designed spectacle... just dumb. They are always devoid of challenge, with an extremely obvious exit out of the fake danger, and act basically as a cutscene where you can occasionally press forward or maybe stab an enemy quickly. Or maybe QTEs!
I know how numbers work, it's just that the game isn't even close to as bad as you guys are saying. I don't think you're really reviewing it objectively at all and are just trashing it because you want it to be something else other than what it is. If you review the game for what it actually is, it's pretty fantastic and a 3 or a 4 seems entirely undeserved.It's called using the whole scale. I gave it a 4 so it's in the same ballpark. You're just conditioned to seeing nothing but 7s and higher for AAA games so you think a 3 should only be for the worst kinds of shovelware.
slightly better than the uncharted games, very much still move the stick in one direction. More room for error in TR than those games IMO
Well it's still a GoW game, I wasn't trying to make it seem like Portal now or anything. It's just that I'm comparing it to this game which has puzzles that can be solved in 20 seconds to a minute, so anything looks better in comparison.
I get that lots of people don't like QTEs. But they are not objectively bad. Everyone seems fine with shit games like The Walking Dead that have vastly inferior QTEs compared to games like Tomb Raider, Asura's Wrath, or Resident Evil. It makes no sense to me.
The concept is a fairly decent one, if you only look at it on the surface - a giant island, metroidvania-esque (although this element is almost comically exaggerated by the game's defenders, so far as I can tell so far), maybe some disparate survival elements and some BASIC platforming mechanics that wouldn't necessarily be a bad foundation for a game which didn't have platforming designed by (or at least inspired by) someone who is a nearly blind 80 year old grandfather whose hands are contorted into a shape like a truck ran over them and whose entire idea of games is 'i think that is something on the screen; I like when things are on the screen' and whose sole idea about life is 'i think the whole point of sex and human interaction in general is to be a serial killer'.
Can you find me an example of a person who says QTEs are AWESOME in Tomb Raider!
I hate QTEs in Resident Evil?
Also, haven't yet missed a jump. She turns in to Dhalsim when she's in the air.
That and not hitting the pick-axe button when jumping to craggly rocks, something they used more and more as the game went along.The only room for error in this Tomb Raider's platforming is that you might not react to a sudden QTE prompt in time or the game doesn't register your input correctly.
The GS exclusive Tomb is awesome, over 1000 salvage iirc. Helped out maxing my weapons finally.
That and not hitting the pick-axe button when jumping to craggly rocks, something they used more and more as the game went along.
I liked the QTEs in Tomb Raider so far. Why do I need to find someone else for you?
Climbing out of the cave as it was crumbling in the beginning was better with the QTE. What's the alternative? Simply hold the joystick up and watch her climb? Not as frantic, and not as interactive even.
What else? A QTE to grab ledges if you fall suddenly. I like it. Keeps you on your toes.
A wolf QTE? Seems fine to me.
I did one where she kicked a guy off a bridge, I thought that was neat too.
I get that lots of people don't like QTEs. But they are not objectively bad. Everyone seems fine with shit games like The Walking Dead that have vastly inferior QTEs compared to games like Tomb Raider, Asura's Wrath, or Resident Evil. It makes no sense to me.
Because you said:
EVERYONE!
I don't like Asura's Wrath, Resident Evil or Tomb Raider. So maybe the people you see saying I like QTEs are different from the people here saying I HATE QTEs!
Uncharted's train sequence is better than anything here, and I still prefer Uncharted to this formula if only because there is a range of difficulty on offer. TR has more variety, but without depth.So for those of you who have played Uncharted and Tomb Raider...whichsections were you more impressed with?burning building
Do you like The Walking Dead?
With games like this, I think Transformers. No one had to justify why they liked Transformers. It was big, stupid, full of explosions and fan service. Some people liked it, others didn't but, there never really was a serious conversation because beneath it all, everyone knew what it was - a popcorn flick.
The amount of explosions, bone shattering falls (it's ok because it was an area transition) and amazing feats of grip strength; this isn't high art
That and not hitting the pick-axe button when jumping to craggly rocks, something they used more and more as the game went along.
Most people like games IN SPITE of QTEs. RE4 is a classic not because it has gripping QTEs (they are ass) but because the pacing is sublime.
TWD is a game that breaks the barrier of what is considered the standard for character development and intense story in video games. If TR had even 1/10th the quality of characters in TWD it would be seen in a better light.
I really didn't think she screamed all that much, and I think the pre-release talk of her constant gasping and supposedly sexualized yelping was 100% exaggerated.
You can fail jumps, and I fell a few times already just in the first four hours. Especially on the rock climbing things, it's not automated and you have to hit the axe button every time to grab back on after a side or vertical jump.
A few times she will go for a long jump and really reach out far like you said. It's not that often, and I think it's really just giving it more variety in animation, which is something they take great care to do throughout the entire game.
I do like that you can air-control your jumps. It's an improvement over things like Uncharted. The jumping generally feels pretty good. Still, I get what you're saying on this one and I think it's a fair complaint, regardless of the fact that I personally haven't minded it in this game.
Because it's fun to collect things, and that's what you do in most platformer/exploration games? It encourages people to thoroughly explore each area. I enjoyed having more things to do, and if you don't like it, you can simply not do it. There's literally no downside.
I thought it worked pretty well honestly. I like how it stays on only if you stand still, and automatically turns off when you move. I found myself scouring areas for an hour, then doing a quick survey of the area with it and it was nice to have. Seems like a complete non-issue.
If you do something dangerous, it doesn't mean you're immune to fear for the rest of your life. I don't see the big deal in doing something tough, then being overwhelmed because you have to then do something else on top of it. That's kind of how Die Hard goes. Just because he killed a bunch of terrorists doesn't mean he didn't have to sit and literally talk himself into jumping off the building before the roof blew up. Seems like a complete non-issue.
They're extremely impressive in all versions of the game in my opinion. The weather effects, the mud and grime, the varied and detailed animation, all extremely impressive and better than the vast majority of games out there.
:/ I'm not that far so I won't comment on it either, but so far I like it. I think the dark tone of the game is vastly superior to previous TR games, and to Uncharted. I have no complaints. Really enjoying it so far, and I don't really play these games for story.
I like QTEs. I've liked them since they first appeared in Die Hard Arcade, then Shenmue, then Resident Evil 4, then Resident Evil 5, then Resident Evil 6, Vanquish, Castlevania: Lords of Shadow, Asura's Wrath, Heavy Rain and on and on.
Tomb Raider has lots of moments where the camerawork is extremely cinematic. They have several extremely good shots in the game that heighten the experience, whether it's the changing camera angles when climbing the radio tower, or the claustrophobic caves with close-ups on her face. The game is shot beautifully. Set pieces and QTEs are really a very natural extension of that for a game focused on delivering cinematic action. It's done well. The QTEs are extremely easy too, and as far as I know only used one button (they do for me so far).
Its a bummer to imagine what these game makers must think of their audience.Unless things dramatically change in the last third of the game, what makes it even more frustrating than Uncharted - as I stated in my post - is that Tomb raider feels like they COULD have done more with the gameplay foundations and they simply chose to not trust gamers and do shit all with it. So in my head all I can think is "why... why aren't you going further? LET Gamers learn from their mistakes, christ!"
Its a bummer to imagine what these game makers must think of their audience.
I don't know about the console versions, and I'd drop "extremely" from the line, but I'd largely agree... except for the animation, which is seriously piss poor compared to the top games this gen. It's so janky at times that it's embarrassing.
The worst is when Lara Croft puts her hand up to stable herself against a wall, ala Uncharted. Because that's where you see how large the gap is between a game developer who is clearly well versed in animation technology, and a game developer who seems to be just learning the ropes (whether they are or not is besides the point). It frequently seems completely unnatural and at times downright creepily puppet-ish.
Most people like games IN SPITE of QTEs. RE4 is a classic not because it has gripping QTEs (they are ass) but because the pacing is sublime.
TWD is a game that breaks the barrier of what is considered the standard for character development and intense story in video games. If TR had even 1/10th the quality of characters in TWD it would be seen in a better light.
That being said TWD has non-existent game play and should never be brought up as a game known for its game play. TR has way better game play than TWD.