We have a first play of the forthcoming Tomb Raider remake and speak with its developers. Can they improve on the gameplay without losing what made the 1996 original such a classic?
The reboot trilogy was a bit too close to Uncharted. I enjoyed those as shooters but they never felt like a true continuation of classic Lara Croft games.
Death Stranding style of traversal challenge is closer to classic Lara Croft than Uncharted ever was. The bean counters only follow trends though.
They’re quite different, but I think the more you try to adhere to classic Tomb Raider, the more visceral distaste you’ll get from people about how poorly those old games controlled. The puzzles in that reboot trilogy, though they often could have benefited from multiple additional steps to make them more interesting, were better than anything in Uncharted, since Uncharted loved to just give you the answer out of a magic notebook rather than let you solve things yourself. The second and third games in that TR trilogy were better about this than the 2013 game. The Legends era of Tomb Raider didn’t have much in the way of high highs, but there were definitely very low lows, and you end up with RPG skill trees in the reboot trilogy so that you can both A) decide how much optional content you want to do but also B) have a tangible incentive to do it, unlike what SkillUp pointed out in Wolverine’s progression elements in how those systems can be thoughtless.
As for chasing trends, they did a bit, but it became a real ouroboros when Uncharted 4 added a mechanic or two from the Tomb Raider reboot trilogy into its kit, and at least if TR was going to rip off some stuff from Uncharted, the combat in those three games was the best across either franchise.
I’d also recommend that recent Indiana Jones game, if you haven’t played it, speaking of ouroboros.
I haven’t tried the Indiana Jones game. I usually stay away from games with preexisting licenses because they tend to be more for general audiences than people that are into gaming.
All of those things were in the reboot trilogy, and those games hardly played themselves.
The reboot trilogy was a bit too close to Uncharted. I enjoyed those as shooters but they never felt like a true continuation of classic Lara Croft games.
Death Stranding style of traversal challenge is closer to classic Lara Croft than Uncharted ever was. The bean counters only follow trends though.
They’re quite different, but I think the more you try to adhere to classic Tomb Raider, the more visceral distaste you’ll get from people about how poorly those old games controlled. The puzzles in that reboot trilogy, though they often could have benefited from multiple additional steps to make them more interesting, were better than anything in Uncharted, since Uncharted loved to just give you the answer out of a magic notebook rather than let you solve things yourself. The second and third games in that TR trilogy were better about this than the 2013 game. The Legends era of Tomb Raider didn’t have much in the way of high highs, but there were definitely very low lows, and you end up with RPG skill trees in the reboot trilogy so that you can both A) decide how much optional content you want to do but also B) have a tangible incentive to do it, unlike what SkillUp pointed out in Wolverine’s progression elements in how those systems can be thoughtless.
As for chasing trends, they did a bit, but it became a real ouroboros when Uncharted 4 added a mechanic or two from the Tomb Raider reboot trilogy into its kit, and at least if TR was going to rip off some stuff from Uncharted, the combat in those three games was the best across either franchise.
I’d also recommend that recent Indiana Jones game, if you haven’t played it, speaking of ouroboros.
I haven’t tried the Indiana Jones game. I usually stay away from games with preexisting licenses because they tend to be more for general audiences than people that are into gaming.
I’ll add it to my wishlist.