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You have no idea.
Battletoads SNES, Ghouls 'n Ghosts NES, Teenage Mutant Ninja Turtles NES, Contra NES, Ninja Gaiden Master System (yes that version is harder due to the piss poor Master System controller)
And yes these are just a few examples and some of these games would be hard even today with a modern control but the control itself was a limiting factor while the gameplay itself was the other (slow and for today standards deemed clunky af) and still these games sold and were praised for it.
You was born in an era (as you had 9yo by 2006) where games were becoming easier and easier and more like "playable movies" so even the first level of Tomb Raider was something this incredibly difficult (by how you described it yourself):
Games were way harder and most of the 80s games were ports of arcade games that were meant to eat coins the players had to purchase with real money (and it had to eat coins fast because if 1 single player kept playing for 30min to 2h or more there with 1 single coin it would not be profitable for the machine owner so yes these games "start hard already" to start eating coins from there), meaning these games were "meant to be beatable" but nowhere close to be "fair" by today standards because the purpose of those games was for the player to spend money on lives and continues.
Modern games? Oh, they’ve traded exploration for hand-holding, haven’t they? “Stuck? Here’s your glowing trail of breadcrumbs.” Need a hint? Don’t worry, the game’s basically whispering sweet nothings in your ear. And those random yellow walls? What a delight—nothing screams “immersive cave adventure” like neon paint shouting, “Jump here!” They might as well add flashing arrows and a spotlight. It’s like, congratulations, you’re a passenger now—just sit back and let the game play itself.
At least we earned our victories, didn't we? With blood, sweat, tears, and maybe a few rage-quits along the way. Ah, the golden age. 😉
Sorry couldn't resist xD
Exactly this, sure the graphics on the next gen tomb raiders were sweet and all, there was a real lack of tombs or a tomb raider feel, brainstorming puzzles (add a cookie to the cookie jar job done) with a couple of mini-caves with puzzles for toddlers thrown into the mix, rest of the game felt like a scavenging deer hunting simulator experience, with some "timed-events" thrown in, to make the game feel somewhat exciting... let's not forget the yellow paint and the constant I should use my focus here commentary from lara every 5 seconds of the game.
Tomb raider 1 wasn't all that difficult, and the chances them adding a mini map is around 0.000000000000000%. defeats the purpose.
https://www.youtube.com/watch?v=HXZuTr-vMRU
Puzzles at Tomb Raider games:
https://www.youtube.com/watch?v=OMJmyt9YDGY
It is the whole level (so the whole level would be represented by a tomb at the later trilogy before the remaster and usually the tombs are just passageways into a room or a small area with some mechanical puzzle to be solved)
That is the difference, we have "mini Tomb Raider experiences" within the Uncharted experience and the best exploration experience at Shadow is within the Hidden City that have a lot of stuff literally hidden behind "not so obvious" passages and locations inside or under the houses and underwater, not being "just scavenging" like most other areas, meanwhile Shadow is deemed by the Uncharted 2013 fans to be the worst game of the trilogy because it lacks combat and have too unnecessary stuff that require walkthrough to get by (lol,the tombs and finding the way through the hub areas like the Hidden City, even considering all you mentioned)
Yeh pretty much, sottr did have some nice underwater areas, still, had more fun from the remasters of 1-5 so far, considering I have never played TR4 or 5, they still make modern tomb raider games feel like an idle walking ledge jumping, bear hunting simulator in comparison. (TR6 is absolute dogsh1t let's be honest)
Anyhow, good luck to you guys out there if you managed to play these games without a minimap "cringe moment"
TR 4 is more like a metroidvania between levels as the "actual level" is "multilevel" and you have to go back and forth through the levels collecting items and solving puzzles to get what you need to solve a puzzle in the middle of the "multi-level" or at the end of it, sometimes you have to go back and forth multiple times depending on the route you take.
TR 5 is more streamlined in regard to thatr but like a "gauntlet mixing plenty of stuff", mechanical puzzles, not easy or hard platforming and shooting enemies (more true in the later levels) where the final level may work like a giant gauntlet of that and TR 5 was being made as an expansion of TR 4 but ended up as a standalone game.
Now go buy one of those AAA "I explain and do everything for you, poor player" games, that seem to be more down your alley.
WTH is wrong with the kiddos these days? They really got pampered too much.
In my day young whippersnapper, we didn't need no stinking minimap.
I think with some of the bigger titles, they trying to make it more appealing to wider audience, then what happens is features/mechanics are added to make it easier and over time it went too far. Like with many other things wrong with the industry these days.