Former Tomb Raider combat was 'behind the curve'
Tomb Raider's increased focus on combat was an effort to pace the game between it and puzzle-solving, after modernizing a lock-on system from the old games that the creative director says was "behind the curve."
The reboot of Tomb Raider put such a higher emphasis on combat that our own review called it a very different design ethos. Lara is less apt to push blocks around and leans more on gun-play (or bow-play as the case may be). So why the change?
"In some ways, combat, we felt, was behind the curve, that it wasn't a pillar that we could lean a lot of weight on in its previous lock-based mechanic form," creative director Noah Hughes told Shacknews. "We really wanted it to be one of the three main pillars that we celebrated."
Hughes said that the three pillars are traversal, puzzle-solving, and combat. The team made a conscious effort to balance those three elements and modernize the combat so it could stand with the other two. "We wanted the best modern, Lara-informed version of those three pillars that we could possibly have and then distribute them through the adventure in a way that, before you ever got bored of one thing, you were moving onto the next," he said. "It was less about pushing action or gun-play specifically and more about pushing pace and variety. For us, it felt more like balancing out each of the mechanics in a way that it could be an honest pillar within that mix."
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Steve Watts posted a new article, Former Tomb Raider combat was 'behind the curve'.
Tomb Raider's increased focus on combat was an effort to pace the game between it and puzzle-solving, after modernizing a lock-on system from the old games that the creative director says was "behind the curve."-
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I Totally agree bro! All that platforming and puzzle shit is so gay (420 evrday). Now shootin scrubs in the face with a c0v3r 5y+3m and r3g3nerative H3@lth is so rad DUDE! Tey N33d to stR3@m line dat jumpin shit nobudy like's dat. Totally appeals to my highly intelligent bong smok3ing demographics.
Camera problems only existed in the early tomb raider games as with every single 3d game that existed at the time. Newer ones played great and never really had much problems with the camera.-
It's not that.. it's that type of weird 3rd person shooter.
There's 3rd person shooter like Mafia 2, GTA games, etc, that uses strafing (left direction MOVES the player left, not turns left).
Then there is the type of 3rd person shooter like the tomb raiders which when you press left, the character actually turns to the left; making it annoying to navigate around properly.
Yah ok ok, call me a noob, I can't play it properly etc lol,
It's just annoying to deal with (for me)
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Improving the combat is a fine objective as it always felt very barebones in the previous games. Although I don't see how making it into another cover-based third person shooter is that much of an improvement.
This shouldn't come at the cost of the other things that made TR a good series though, the puzzles and platforming. From the looks of it the puzzles are very dumbed down and the platforming has gone the way of Uncharted/Enslaved autogame style, where you just hold jump in a direction and you WILL catch that ledge.
In this style platforming is used more as an 'easy break' between shooting or action sections, where you lazily glide through a pretty environment as a breather before shooting 300 people in the face again. It's become a pacing setpiece rather than an actual gameplay mechanic and that is why I have little interest in this reboot.
Check out this article I just came across about some of the platforming in the original TR:
http://www.gamasutra.com/view/feature/187601/untold_riches_the_intricate_.php
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"Hughes said that the three pillars are traversal, puzzle-solving, and combat. The team made a conscious effort to balance those three elements and modernize the combat so it could stand with the other two."
They didn't do a very good job with the balancing part. From what I've seen and read, the game is about 70% combat, 25% traversal and 5% puzzle-solving. Pretty much the exact opposite of the previous games. -
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