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/vr/ - Retro Games

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>> No.9390629 [View]
File: 2.77 MB, 854x576, 1996 psx.webm [View same] [iqdb] [saucenao] [google]
9390629

Didn't expect this thread to explode. I didn't even call the game total shit and don't think it is

>>9385403
>>9388408
I know everything Lara can do, dosen't fix the outdated controls and prearrangements before many jumps and other things, see >>9390552. It feels like parking a car rather than controlling a human person. If you like that in a game with an acrobatic super human protag, I'm happy for you, but long ago as 30 years when looking at game development and reception you could observe how it became a rule of thumb that simple IRL motions should be easy to do in-game as well, that's how games feel intuitive and immersive and not like the protag is your biggest enemy. I also criticize the generally slow gameplay with 1 minute block pushing, the uninspired visuals, the sporadic focus on realism and the easy combat with difficulty spikes that aren't always fair. None of that is fixed by me gitting gud at tank controls

Being one of the first doesn't excuse ignoring things 2D games established that are very applicable to 3D gameplay as shown by games even from the same year. Picrel afaik came out before Tomb Raider and jumping, like in every game today, is tied to physics calculations rather than a preset animation, which means you can jump any time but if you jump as soon as you start running you don't jump as far as you would when jumping in a full sprint. Tomb Raider just doesn't let you jump at all before making three steps, which in actual fact feels like an interactive movie. Good interactive movies have shit going on though. There were also already a number of 3D games with better control schemes that didn't have tank controls by the time of Tomb Raider's release

After reading the thread I just feel vindicated by the fact they kept making the same game and people started absolutely hating them and then they changed the controls and people started liking them again

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