Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden
Lara's French friend Jean Yves in TR4 is a direct virtual version of the real archaeologist Jean Yves Empereur. He sued Eidos and Core for using his image. That's exactly why he's not in TR5. I don't know if Embracer and Aspyr could remaster the game with his image, unless he agrees. TR5 is fun but too short for the effort and depends on TR4 remaster coming as well. And TR6 would need to restore a lot of cut content, stabilise controls, etc. It's hard to happen. The good thing is that gamers are fixing TR6, in a close future we'll see a better version of it.
Legend have a lot of protections that sort of automate the gameplay making it sort of boring in some cases ... in part because of the highlighting if where to go and the auto targeting too, player dont have to think or even explore with the camera, just react to cues and it takes away from the free exploration and free puzzling, it still Tomv Raider but "way easier" or "for those lacking attention abd patience"? I dont know how to describe but TR 2013 not being a TR and TR 1 and 2 from the 90s being and prime examples of how a TR game should be (and I dont mean blocky) LAU is like a transition between "full Tomb Raider experience" from the 90s and "it us everything but a Tomb Raider game" from TR 2013.
I would say that Shadow did better just by hidding the cues and the tombs, despite being sort of linear, are more fun to replay for the puzzling and engaging plqtforming, some even requiring some exploration too.
AoD had far bigger problems than controls and physics: http://web.archive.org/web/20130531052922/http://www.edge-online.com/features/making-tomb-raider-angel-darkness/
It's simply a game not even its creators were happy with. AoD isn't something you can fix by just adding better controls.
Paying dude or convincing him it's a good promotion for him and that he is part of culture and history is not a big deal.
In worst case scenario ai could be used to revoice few lines with slightly different name pronounced to sounds the same with same voice over.
https://www.youtube.com/watch?v=dVjzTrbvBSQ
Even at the end of the game the one guy comes out of nowhere for 5 minutes and then it's over
The fixed cameras dont help at all and the controls are clunky and unreliable either way making it be a pita just to do simple things.
Ye,s I know, "speedrunners" of AoD do exist, still how long had they played until they could do it anywhere near like that until they could try to speedrun?
The "feeling second nature" at AoD takes... I dont know how long it takes, I finished the game once back in the day and it never felt anywhere near "second nature" (to do normal stuff wiithout bumping and fallling off everywhere).
Classic TRs felt second nature within a few hours even when it was my first game of the kind, "LAU" and the "Uncharted trilogy featuring a female char named Lara Croft" also felt second nature quite fast (well, a bit faster also classic TRs were one off the first 3D games I played too and without analog stick whatsoever, still it did not took me long)
AoD movement and camera need refinement to the point of requiring a whole remake of both systems for it to be "properly playable" without goingg through a crash course of tens to maybe over hundred hours to have it playable anywhere near as 2nd nature as any other TR game.
AoD isn't entirely a bad game. Anthony pointed to some of it's glaring imperfections; and I remember AI enemies falling off platforms in the Serpent Rouge nightclub, levers not working, jumps in the Hall of Seasons rooms being almost impossible to control, etc. However there are some really good scenes in the game that make playing it worthwhile.
Yeah, the game had a serious case of identity crisis and conflicting direction. Pointless currency system, pointless stamina upgrades, NPC interaction mechanics borrowed from Shenmue, Stealth borrowed from Metal Gear or Splinter Cell, Kurtis who was supposed to have unique abilities but they didn't have the time to implement it. Too many ideas cramed in, but with the lack of time and vision to integrate them properly.
All that while also trying to have a more serious, dramatic, and realistic story, as Lara escapes after being framed for Von Croy's death... and begins her quest to find the truth and prove her innocence, while shooting guards in her way. Seriously, that's why it's important for writers/developers to realize when a franchise just doesn't have the framework for serious stories, something the first TR games were perfectly aware of.
First half of AoD feels like the game wants to be too many things, until later in the game it's like "Screw all that, let's go back to being Tomb Raider", and can't even get that right since it already lost most of its predecessors' charm.
"Production of The Last Revelation began in mid-1998, with development running parallel to Tomb Raider III.[12] By this point, series developer Core Design had produced games annually for publisher Eidos Interactive since completing the original game. This led to both franchise fatigue, and emerging physical and mental health issues among the staff. They were also running out of ideas for keeping the franchise relevant.[13][14] Since they were being given a large amount of creative freedom by Eidos, the staff secretly decided to kill off Lara and close the series. They formed the plan over a fortnight, and managed to keep it secret until it was too late to make any changes. When Core Design CEO Jeremy Heath-Smith discovered the team's plan, he reprimanded the team.[15] Despite ultimately failing, the team were generally happy to have killed off Lara.[14]"
Also, you are very wrong (you can check more details onm the team at the link):
https://core-design.com/article2.html
Most of the team had worked previously on previous TR games and some even on TR 1 and 2 too.
"From the original" seem like only 1 but there are people that worked on 2 and 3 too.