Quote: (09-23-2017 09:57 PM)AnonymousBosch Wrote:
Here's a great example of the sort of puzzle I rarely encounter in gaming anymore, because the solution isn't based on pulling levers, physics, or moving blocks. It's assumes that by this far into the game, the player will recognise how Lara moves in a clockwork, almost mathematical manner.
![[Image: TR1-palace-midas.jpg]](http://www.tombraiders.net/stella/images/blog/challenge/TR1-palace-midas.jpg)
I think the designer overestimated the audience there. It sounds like most players get stuck, so do what I did the first time I played it: burn through their medipacks until they can pick up the needed Lead Bar and jump into the water to put the fire out.
The second time, I sat down and figured it out. All you have to do is start in the right place, and never let go of the Jump and Forward keys. She'll do her runs and leaps in a predictable order and make it just in time.
Did anyone ever figure out a way past the Lightning Ball in the 'Thor' room in 'Saint Francis' Folly'? I could never identify any solution to that other than taking a severe health hit each way.
I wasn't able to solve this particular puzzle but I did figure out the Thor room. If you watch the lightning ball, it fires in a particular pattern. If you jump to the left or right then jump forward into the next room (following the pattern, and without stopping), you won't get hit.
Like how the torch puzzle relied on the players noticing that the game had grid-based movement where your jumps would always work if you did them in the right spot, this puzzle relies on the players noticing that Lara moves faster when she's jumping instead of running.
Honestly, I wasn't a huge fan of
Tomb Raider when it came out (never played the sequels), mainly due to the awful controls. I always thought the grid-based movement was a band-aid by the developers to hide the fact that they couldn't design Lara to move with any more precision than a tank. I also hated the "crystal" save system, where you could only save twice or three times per level (though from what I know, the PC version lets you save wherever you want).
In hindsight, though, you're right.
Tomb Raider was pretty revolutionary and the absence of games like it today speaks to a generational shift in mass media. The idea of quietly, patiently exploring an unknown area, fighting off the occasional enemies and solving puzzles with no more hints then contextual environmental clues that you should be paying attention to anyway is anathema to kids these days, who just want to press X to win.
I first noticed this shift ten years ago when
BioShock was released. The
System Shock games were the epitome of nineties exploration gaming: you're cast into a hostile environment full of creatures that want to kill you and you need to solve puzzles, gather equipment, and explore your surroundings to win. It took me forever to beat System Shock 2 on normal difficulty because hoarding ammo and medipacks was essential, as was spending your cybernetic modules wisely: screw up and it's back to the beginning. And even though it was hard as hell, I loved exploring every nook and cranny of the Von Braun, looting corpses, finding hidden weapon caches and hacking vending machines for discounts.
When I first fired up BioShock and went to the options menu, there was an option to make plot-critical items glow brightly, as well as an option that would show an arrow on your HUD telling you where to go for your next objective.
"What the hell?" I thought. "Who needs an arrow to tell them where to go or flashing highlighters for stuff you're supposed to pick up? You're supposed to figure all that out
yourself."
Alas, every game of that type has both those features now and you can't turn them off. Couple that with smaller environments (what's the point of all this advanced graphics technology if it can't make areas as big and varied as the Engineering level of
System Shock 2?), no RPG elements, and a bogus moral choice system that was completely broken (if you save Little Sisters instead of harvesting them, you end up getting more
ADAM, defeating the point of taking the virtuous route), and you have the modern game in a nutshell.
Or take
Deus Ex: Human Revolution. The original
Deus Ex: again, an open-ended game about exploring large, expansive environments and dealing with enemies.
Human Revolution? It has an instant takedown "press X to win" button. Now, instead of methodically sneaking up on your enemies to conk them out with a crowbar or baton, which requires actual
skill, you merely get within B.O. sniffing distance and let the game do the work for you.
I watched a YouTube video of
Tomb Raider: Anniversary and even that game, released in 2006, exhibits the problems of modern gaming. The original game had a bare bones plot that didn't make much sense (e.g. why would Natla betray Lara over the Scion?), but no one cared because it was confined to between-mission cutscenes that were short.
The remake shoves cutscene after cutscene of contrived plot in your face, complete with quick-time Simon Says button presses and boring dialogue. Previously quiet moments of revelation and horror in the original game (such as encountering the T-Rex in the Peru levels) are turned into cutscenes that sap the joy of discovery and replace with it mere spectating. Even Lara destroying the Scion and causing Atlantis to self-destruct is turned into a cutscene in which the player has no input. The gameplay itself is less about exploration and more about
Prince of Persia-style jumping around.
This seems to be part of the pathology of millennials in general. Not only do they have no curiosity about life, they don't even have curiosity when it comes to hobbies. They don't want to explore, discover, and learn on their own: they want to be spoon-fed and given participation trophies. Note the insipid rise of Steam Achievements and the like around 2007 as well, as well as the fact that they've been retrofitted into rereleases of older games. They can't even experiment with juggling gas canisters with the Gravity Gun in
Half-Life 2 without getting a pat on the head for it.
As for the Tomb Raider movie, when the first one came out, I snuck into it with a couple of friends after going to see another movie (which I can't even remember, that's how irrelevant and forgettable it was). I'd have forgotten
Tomb Raider too had it not been for something hilarious.
At the beginning of the movie, there's a shower scene with Angelina Jolie. About midway through the movie, there's another shower scene. The camera starts out at the top of the stall, slowly pans down... and it's a man.
At the sight of this, some guy in the audience yelled out, "Ew, gross!" and the entire theater groaned in disgust.
Now
that was funny.