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No
The website does have a Peru puzzle challenge and the new artwork he's talking about with the T-Rex is confirmed to be related to "Tomb Raider NEXT"
And Phoebe Waller Bridge is responsible for writing in all 3. So abandon any hope, she ruined Indian Jones, and now she is going ruin his step sister Lara Croft even worse than Rhianna Pratchet did.
https://www.youtube.com/watch?v=mMlcakcbOuY
https://youtu.be/Cm7gizjRvWQ
Crystal Dynamics like all wokes does no lear from their mistakes and keep repeating them and pushing them again like if they have no ability of rational thinking, analysis and prognosis (prediction) and no sense of self preservation.
Chances are very high that if new TR will be woke garbage which will flop like Indiana Wokes and Saints Woke - Embracer will close Crystal dynamics and will give Tomb Raider franchise to other studio. So this is their last chance... and most likely they will screw it.
There are a lot of signs of that, starting from Phoebe as writer and oversighter of entire TR and ending by latest action figures they released with Lara lacking boobs, having short legs, and having man like face, and also that Fridge Raider Lara operator from Call of Duty, where lara looks like Abbie from TLOU 2. I sence a strong presence of dark side woke force here...
So abandon any hope!
It still fine tho but not as good as any of the previous Tomb Raiders before, better just than AoD.
Exactly!
New game, besides having lara similar to origina games or Legend Trilogy, should innovate and evolve in terms of climbing, it should allow to basically climb everything realistically possible, not some white color painted linear path as in recent games where you could not even climb a tiny box if it was not marked as climable.
New tomb raider game should invent freeform climbing system and should focus like 70% of gameplay around it and 20% around puzzles that should be interconnected with freeform climbing , and remaining 10% could be action but only if absolutely necessary in situion, it should not be forced.
One game that comes into my mind that was build around fully free form climbing is GROW HOME and its sequel GROW UP.
https://store.steampowered.com/app/323320/Grow_Home/
it was basic but way more fun than overcomplicated gameplay of TR 2013 trilogy where a lot of unncessary non working elements (like stealth, rpg progression and skill systems, crafting and upgrades, all barely functional and frustrating) was mashed together (almost like it was done in Angel of Darkness where all popular gameplay trend got mixed together and game was jack of all trades and master of none) and it still was boring and frustrating to play.
Something like GROW HOME climbing needs to be dont in Tomb Raider with fully procedural Euphoria like animations of climbing. This game is kinda close to original TR1 except that its not blocky and allows you stick to any shape of size of surface.
Also there is another somewhat similar game Human: Fall Flat
https://store.steampowered.com/app/477160/Human_Fall_Flat/
Which also based on separate control of arms and legs and using them to climb things up and solve physical puzzles.
New TR game needs to be just like TR1 - absolutely immersive and realistic with no hud, no tips on screen and better without separate pause menu inventory and with more realistic realt time inventory switch, It should be not just immersive it should be a complete simulator based on climbing (where you have to control each hand and each leg similar to how you do it in GROW HOME) and physics and attempting to overcome obstacles and solve realistic physics based puzzles, aboid traps and do other things like in original TR1.
Just imagine original TR but with climbing where you control each separate arm and leg and looking for a way to climb something and with puzzle solving that also require separate controls for each arm and leg! That would be real fun if its done realisitic way!
Look at scores of both GROW HOME and HUMAN FALL FLAT - they are very positive (94% and 87%) people like them a lot!
Another good thing that could be done is metroidvania progression inside one massive location, similat to TR4 and also similar to Soul Reaver 1 (not 2 or anything dumbed down else in series) and from modern games similar to hot progression was done in
Supraland (especially its stand alone addon - six inches under which is almost Indian Jones games original tomb raider was trying to be)
https://store.steampowered.com/app/1522870/Supraland_Six_Inches_Under/?curator_clanid=4777282
Hob
https://store.steampowered.com/app/404680/Hob/
And Journey To The Savage Planet
https://store.steampowered.com/app/973810/Journey_To_The_Savage_Planet/
Last one is especially intersting because you have to learn local flora and fauna and not simply go to you goal, but trully explore the world, study it, and utilize features of various environments and animals etc. Also what i loved about Savage Planet and what i find similar to Tomb Raider is that in game you have some massive ancient building (made by aliens) and you dont know how to get there, and you studying world to slowle get there, and there is some mistery about of who built it, whats inside, what happened to them and why nobody can be seen, and you find pieces of lore told via environment (not by dumb logs written by someone and scattered around the world unrealistically like in 2013), discover some artefacts that gives you some powers, discover some tombs, secret passages that are hard to get and require use of physics and smart trick, and so on.
Some of it will be hard to translate into more grounded and realistic tomb raider and i surely dont want it turn again into convoluted mess of barely working mechanics as in TR 2013, so i prefer it to stay minimalistic and close to Grow Home and Human Fall Flat and Hob, but still something about world exploration and utilization of some specific mechanics could be learned from Supraland and Savage Planet as well as good old original Soul Reaver 1 ( i repeat, not the 2 that ruined most of what was good in 1).
One more good (but not the best) example of how things could be done in TR is this:
https://store.steampowered.com/app/433170/Die_Young/
Actually it was inspired by TR 2013 but tried to fix it by adding actually working and meaningfull survival system, good climbing mechanics more similar to classic game of series at least LAU trilogy with a more challenging controls. I cant say i was a fan of survival mechanics here, i would prefer game to be without them, but it was totally better than TR 2013 failed attempt.
But what i liked about this game is how you feel clueless of where to go and what to do on fully open island and should observe thing around, see some naturally poping out points of interest like some abandoned house, or some half ruine tower, go there, climb, explore, gather some info and useful tools, without any RPG crap, also run from or fight against many dangerous animals to try to stealth around them, this was done really good and way better than in TR 2013. This low budged indie Tomb Raider wannabe gave me more joy and pleasure than high budged AAA TR 2013 which gave me nothing but frustration (and i finished this game for 100%, collected everything and tortured myself by this game).
Doing something like that of mentioned befor is what will keep original TR formula and yet will evolve it to a next gen level in terms of gameplay, something that never happened after innovative origina TR1 after which series mostly was departuring from its innovative, realistic and immersive roots and free form climbing and exploration of massive expansive world.
I think the best climbing was that in Tomb Raider 6, even though the game is mostly bad (my favourite bad game
Wrong proportions, origina TR1 was way more than 50% about exploration and climbing, it was the core of game. Puzzles was not that offent and mostly they was seamlessly integrated ( mean they did not feel like something separate) into climbing and exploration and kind belong to them and they took probably around 80% of game time. So perfect balance is no less than 70-80% of gameplay time for climbing and exploration.
Yes i agree with everything should be climable and there should not be invisible wasll or physiciall geometry that does not match what you see, everything should be exactly as you see it, and if you think its climable in real life it should be climable in game as well, and yes no path should be highlighted, actually there should not be any path, because everything is the path if you can climb it.
Besides using some bare hands and legs for climbing some things, Lare should also use professional tools to climb anything.
I want to see and feel something like this:
https://www.youtube.com/watch?v=F4KUUWU2Lqs
https://www.youtube.com/watch?v=FNmH2hpzZO8
And i want to be in control of each hand and leg to actually do each step of climbing, not just press forward and "grab", i want to feel like those duded on video, i want to be in control of each move, choose any bump and crack i can see and want to move hand toward it and then release other hand and find another bump or crack i can use to climb, and same for legs (could be done using RT\LT\RB\LB for control of each leg and arm, while pointing camera up should switch to moving arms and pointing down should swtich to moving legs when you do climbing). I dont want game to do that for me, i want it to be core of gameplay challenge, i want to calculate path and want path to be possibe to find everywhere with no predefined poitns but with natural physics of surfaces and body.
Thats the innovation series really needs to feel fresh and mindblowing like it was when origina TR 1 came out!
But i dont agree that TR6 aka Aod had good climbing. It was grid bases as previosly except that geometry was not grids and it was very buggy and imprecise. What i suggested is far more advanced and better and next step of evolution of original grid based blocky free climbing.