Comments on: What Tomb Raider gets wrong http://www.anatomyofgames.com/2014/01/27/what-tomb-raider-gets-wrong/ Defunct, amateurish, game design analysis by Jeremy Parish Wed, 25 Nov 2015 23:31:21 +0000 hourly 1 https://wordpress.org/?v=4.5.7 By: AgentNein http://www.anatomyofgames.com/2014/01/27/what-tomb-raider-gets-wrong/#comment-2346 Wed, 29 Jan 2014 05:22:03 +0000 http://www.2-dimensions.com/?p=9814#comment-2346 Just wanted to chime in (super late to the party I’m sure) with my love of the original two Tomb Raider games.

Sure, they had finicky tank like controls, but they worked for me because I was forced to play cautiously, methodically even and think about every move I made. They’re a couple of the few games that made me feel (on a visceral level) that I was way too high in the air for any sensible person. I had to navigate those games like I’d probably navigate cliffs and ledges in real life. Which is to say extremely slowly and extremely carefully.

And for my money TR1 beats TR2 (aside from all the other very good reasons people have already mentioned) because almost every room was iconic and unique. It’s been years and if I really thought of it I could probably recall a good portion of every area. In contrast TR2 areas were a little too cut-and-paste for my tastes.

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By: Nick http://www.anatomyofgames.com/2014/01/27/what-tomb-raider-gets-wrong/#comment-2345 Tue, 28 Jan 2014 19:03:39 +0000 http://www.2-dimensions.com/?p=9814#comment-2345 @Flipsider I think my favorite stages for TRII would be venice or the Opera House, I half smiled playing Assassins Creed 4 with the main climbing and doing a jump to a wall behind him.. I can remember specifically doing that in Tomb Raider II but really those mechanics come from the original Prince of Persia. The ending of Tomb Raider II with the house it was a general awesome way to end the game.

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By: Flipsider http://www.anatomyofgames.com/2014/01/27/what-tomb-raider-gets-wrong/#comment-2344 Tue, 28 Jan 2014 16:09:11 +0000 http://www.2-dimensions.com/?p=9814#comment-2344 I don’t blame you Jeremy. But I’m just saying that when used sparingly, ambush/trial and error game design can work, and that underwater scene in TR2 is an example of it being used well. Unfairness when used sparingly can create some memorable moments, and the underwater scene is unfair in a way that makes sense to the story and creates a tense and memorable scene. That’s why I think it works, and I know I’m not the only one who remembers that particular scene fondly.

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