«Box Art Reimagining: Akihiko Yoshida»
[https://tombraider25.square-enix-games.com/en-us/rottr/blog/rottr-boxart/]
Чёрт, а хорошо получилось. Даже больше скажу, на данный момент это чуть ли не лучшая обложка из цикла переосмысления артов серии, на мой вкус.
#RiseOfTheTombRaider #tombraider #TR25
С третье попытки невзначай полностью прошел «Rise of the Tomb Raider», как раз в аккурат её очереди на праздновании 25-летия серии. Было довольно странно, учитывая, что давние предыдущие попытки постоянно застревали. А тут она довольно неплохо и даже почти на одном дыхании поскользила. И мне даже понравилось.
Сейчас игра реально смотрится как демо-версия перед «Shadow of the Tomb Raider». Многие механики, например то же плаванье, выполнены довольно криво и шероховато. Канаты, как аналог шорткатов также работают. Ну и картинка и арт в целом выглядит куда лучше, чем Я её помню. Хотя до этого трогал PC-версию, а на этот раз заценил её на «Xbox Series S».
Гробницы и головоломки всё ещё сосут просто неимоверно. Вот именно тут всё, как Я и помнил, и даже хуже. Просто отвратительно тупо и просто.
#TR25 #tombraider #RiseOfTheTombRaider
A worthy successor to the Tomb Raider reboot, it had everything the original had: engaging story, great environments, tomb raiding, secret societies, wild parkouresque terrain navigation, hitting nazi standins in the face with an ice axe.
Unfortunately, it also carried over all the downsides from the original: extreme ludonarrative dissonance ("Hurry, we need to fooble the macguffin before the allegedly time-critical event occurs!" "Also, there are 300 optional bonus items, side quests, and challenges to find and complete, and you can never come back to this area once you move on."), mandatory stealth sections with halfass stealth mechanics, and mandatory combat sections with clunky combat controls.
However, I still really enjoyed it, and I'm looking forward to playing Shadow of the Tomb Raider at some point.
Wow, that was some Raiders of the Lost Ark shit
This whole thing is revolving, and then each individual piece is also rotating. Seriously‽
Press X to chicken
Ok, one thing I actually do love is the little animation where, after getting out of the water, Lara squeezes the water out of her ponytail as she's walking
I love that there are literally just cans of XP lying around everywhere. Not relics or collectibles, no flavor text, just "open can, get XP".
Forced player death/near-death to advance the plot is a pretty standard thing in games now, but usually it's very blunt and obvious - what they've done here is really subtle and perfectly balanced.
There's a place where you dive under the ice to escape pursuers, and you have to swim full speed directly toward the next opening in the ice.
However, they made it just far enough that you're running out of air by the time you get close, and the "you made it" trigger is farther away from the thing than normal, so the "about to drown" animations are playing and you still have a little way to go, and then the screen goes black like you died. Then, after a second, it suddenly jumps to a cutscene of Lara bursting out of the water and gasping for breath, and I feel like they did a masterful job of creating a moment of tension there – both in the cinematic "did she make it" sense, but also on a meta level, like "do I have to load now, where was the last checkpoint even, how am I possibly going to do it better than that".
me: *making flying leaps across chasms, catching narrow ledges by my fingertips, landing on snowy branches more slender than my arms*
the game: :valid:
me: *trying to hop onto the second or third step of a staircase from the side*
the game: you heathen, you heretic, you absolute fool
:hammer_and_sickle:
Scenic Vista Simulator 2015
Here we go!