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回報翻譯問題
What mess? Did the level design quality drop compared to the previous games, or what was it lacking that TR1/2 did well according to you?
2 was harder than 1, and 3 was harder than 2. And some fan-made levels on TRLE are even harder than anything made by Core. That doesn't mean they're worse.
We could argue all day about where's the line between fair and unfair difficulty, but there's no definitive answer to that. Dark Souls games are generally considered "fair difficulty" even though a first time player is guaranteed to experience a lot of cheap and unavoidable deaths.
It's usually considered fair difficulty when players realize things are perfectly doable once they figured a good method/pattern/strategy to get through it, even when that means learning by trial and error. Same applies to classic TR games.
Difficulty growing with the players is a design philosophy. Repeating the much slower learning curve from TR1 would have made the early game in the following entries boring to returning players. Not every franchise (especially modern ones) have this philosophy, Pokémon is the perfect example: every main game is designed with a difficulty aimed towards newcomers, that's why returning players find them stupidly easy and need to add personal rules to counter that.
....Don't shoot the messenger, I shoot back.
" Tomb Raider 3 was developed by a B Team at Core. Core wanted at least 2 years to develop their next game following Tomb Raider 2, but Eidos' greed knew no bounds and they demanded Tomb Raider 3 be done in less than a year to meet demand. Core pulled together a team from employees working on other projects to make Tomb Raider 3 while the main Tomb Raider team worked on Last Revelation. "
https://arstechnica.com/gaming/2015/03/it-felt-like-robbery-tomb-raider-and-the-fall-of-core-design/3/
" Tomb Raider's problems didn't end there. "By [the end of] Tomb Raider II we basically thought that's it. Finished," says Rummery. "We were a bit burned out." They felt that they'd done all they could with the existing engine, and their plan was to have Tomb Raider take a few years off from the spotlight while they worked on a PlayStation 2 sequel. The gods that be at Eidos decreed that there would be another Tomb Raider on the PS1, however, and it'd be out that year—made by another team at Core.
Blindsided, the primary team members of Tomb Raider II lost their passion for the series. They went off and did Project Eden, which was unsuccessful, while the new team got roped into doing three Tomb Raiders in as many years. Each of those games was criticized for a host of problems that were unavoidable in such tight turnarounds. Tomb Raider III was deemed too sprawling and too hard by an increasingly fickle press "
--( For the record I loved Project Eden, it's just that PC market was cut-throat during those times. )--
https://www.eurogamer.net/20-years-on-the-tomb-raider-story-told-by-the-people-who-were-there
" For the new Tomb Raider development team, the crunch hit hard. Tomb Raider 3, which had to come out in time for Christmas 1998, was made it just eight months, just like its predecessor.
"We were a super close team," Andy Sandham, who worked on the game, remembers. "I assumed every team in computer game development was super close, and everybody got on with each other. Little did I know, after leaving those teams, mostly, computer game development is people wanting to stab each other in the face."
Sandham was an FMV artist on Tomb Raider 2, but for Tomb Raider 3 he worked as a level designer and environment artist.
"We all just hammered it," he says. "We were all competitive making levels. We were working to three in the morning. We'd come in about 10 and then just hammered the ♥♥♥♥ out of it."
Most developers who worked on Tomb Raider at Core admit they were in part motivated by money. "
And, as mentioned, it is the very first level so the game is telling you what kind of a ride you are in by playing the game
But this is why I love this trilogy. Just like with Dark Souls. Everyone has their favorite level/area and... level/area that they absolutely hate.
When I finally managed to beat it, I was shocked to see how much game is still there to play. Fortunately, the rest went much more smoothly. To this day this nasty piece of crap remains one of my favourite games of all time, and I'm having a blast playing the remake.
I adored the deck as a child, The loop of the map is...well...a loop. You double back twice where as with Aldwych not only can you get lost but you can miss key items and it is the level with the most switches and a god forsake switch maze puzzle. Then the key items are not only entirely easy to surmise where they go, but the activator for them is directly in front of the door instead of the box.
I'm sorry the deck didn't spark the interest that it did me, my god the water levels in 2 really justified the harpoon gun.
Most of the spike trap rooms weren't that bad since I remembered to sprint as much as possible. The one at the end with the water current is a bit awkward but then again in TR2 we had the giant propeller doing a similar thing in Offshore Rig. The ceiling trap one not so long before is annoying though, especially for the achievement since positioning to jump to the highest point on the ladder and the timing to get no damage at all is pretty brutal, took me quite a few tries. There was also one boulder that really was a save-and-reload situation, since by the time you see it move you can't roll and escape, so you have to die once to know which step to roll on in advance.
The statues are a bit of a chore to fight if you only use pistols, but so long as you keep them close and keep back stepping they open up to take damage quite often (just try not to back up into walls or you'll get sliced and diced). If you've been collecting shotgun shells all the time though you should have a lot, and the statues go down pretty quick with around five shots.
There are also some obscurities, like the mud in that flame statue room. I could never find anything to suggest you have to walk at the sides to be able to climb out at the end and avoid drowning, unless I missed something both times I played. Plus a few moveable blocks that barely look different in texture to normal pillars apart from slight shading, though they did amend a few of those in the remastered graphics so it's not as difficult to spot them.
All that said for a first playthrough I think it's a pretty brutal level, even if you have played TR2 before. It's still not a cakewalk if you forgot several things like I did. But that also said, I seem to remember some other levels later in the game that I found more frustrating for ease of getting lost, so I'm interested to see what I think of those second time through. There's also the Lost City of Tinnos, you're in for a treat when you reach that one...
I used no guide or walkthrough...but died lots, sure. I appreciate the save-anytime multi-slot option!
If you want to follow "by this difficulty" I think the London levels are supposed to be last.
I'm the author of the thread. and still stand by my OP ^^ !
Temple Ruins is particularly frustrating when it comes to trial and error. It's also badly placed when it comes to difficulty progression.
The only levels that reach that level of frustration are the one with the Kayak which is even worse in it's own way and the metro level of London.