Loakum *takes a sip of grape juice* The Great Awakening is happening…. (10 Weeks ago)
gigantor21 We getting any Tekken 8 demo footage? (> 3 Months ago)
dc_coder_84 Playing Half-Life 1 with ray tracing mod on Linux, yay ;) (> 3 Months ago)
nostradamus MS-Bethesda-ABK does have some ring to it. My oh my, (> 3 Months ago)
Loakum Sony’s PlayStation Showcase was weaksauce….except for 5 great upcoming games. (> 3 Months ago)
Loakum *takes a sip of grape juice* Ah…such a good vintage. (> 3 Months ago)
nostradamus @dc_coder_84: [url] (> 3 Months ago)
Driftwood Download is now functional again on Gamersyde. Sorry for the past 53 days or so when it wasn't. (> 3 Months ago)
Driftwood Another (French) livestream today at 2:30 CEST but you're welcome to drop by and speak English. I will gladly answer in English when I get a chance to catch a breath. :) (> 3 Months ago)
Driftwood GSY is getting some nice content at 3 pm CEST with our July podcast and some videos of the Deus Ex Mankind Divided preview build. :) (> 3 Months ago)
Driftwood For once we'll be live at 4:30 pm CEST. Blim should not even be tired! (> 3 Months ago)
Driftwood More Quantum Break coverage coming in a few hours, 9:00 a.m CEST. (> 3 Months ago)
Driftwood We'll have a full review up for Firewatch at 7 pm CET. Videos will only be tomorrow though. (> 3 Months ago)
Driftwood Tonight's livestream will be at 9:15 GMT+1, not GMT+2 as first stated. (> 3 Months ago)
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I just want a good story, larger maps, insane visual lifts, and fun quests. i liked the buffs and De-buffs added in the second game too. it added more replay value.
I can't wait to see where the team is taking the series. it would be also nice to see some optional co-op added to the story mode. i haven't had good co-op since Halo and gears back in the day.
On the story, as long as they don't turn this into the Spanish were in South America as part of Trinity or some BS like that, I am ok with it. There is a lot of vilifying/undermining the Spanish efforts of that time taking place in recent years.
the return of Kurtis!
https://pre00.deviantart.net/5fab/th/pre/f/2013/04...
after all these years where did he go?....that would be a trip.
In my opinion these are the areas that require extra effort on the part of the developer:
-animations
-gameplay innovations
-exciting set pieces (no more bear crap)
- music (it was fine but I wish they had Hans Zimmer on board)
- as mentioned by KORNdog it now seems almost impossible at this point, but changing the voice actress
-more linear level designs with more control and quality
-OPTIMISATION !!!
-sound design was terrible ! (the old guns sounded like squirt guns)
one thing that really got on my nerves was the fact that Lara refuses to accept her true nature. she has killed hundreds of people on all her expeditions and yet she is still depicted as an innocent girl who just wants to study the ancient ruins of the world. she was never given the choice to embrace this dark side of her personality, to face a dilemma, to feel regretful. her conscience never seems to trouble her.
the way the writers shove her down our throats is idiotic and somehow offensive. it is insulting to one's intelligence to be forced into ignoring this fact and going on like nothing has ever happened. she is a murderer at this point in the story and yet there's still no inner-struggle or conflict of some sort.
the fact that she is still indifferent to all this, and not haunted by those gory violent kills, even slightly, makes her a maniac and a lunatic.
my apologies to TR fans here, I don't mean to be harsh, but that's the truth
There is of course the question of why Lara keeps chasing after artifacts when she knows she will put the lives of her friends in jeopardy and also put herself in a position where she is hunted. But that aspect hasn't come up too blatantly yet since in the first game, one could argue that it wasn't her fault for landing in such circumstances. In the second game, it could be argued that she just wanted to understand her childhood tragedy with her father.
That being said, the general experience is that this sort of exposition on "oh, look at how many lives I took" in action/adventure video games do not usually translate to enjoyment. Ninja Gaiden, a series I love very much, tried this route and it pretty much destroyed the franchise!! The fact was, no one played Ninja Gaiden for the deeply philosophical story. In that vein, I don't think most people really play Tomb Raider for a deeply philosophical story either. People just want a serviceable story around solving puzzles, environment exploration, and combat. When the game tries to delve into more philosophical subject matter (like its laughable attempt at analyzing the "divine", "faith", "religion" etc. in the previous game) it falls flat. So I have no doubt that if it decided to explore some trauma issues due to her past experiences, it will only drag it down further.
Back to what I want from shadow of the tomb raider though
I want them to ditch trinity (it's a tedious story arch no-one cares about and it only exists to have a human enemy component to the combat) and I want them to ditch the mystical powers approach to the story. Uncharted had similar problems but they gradually moved away from it. I don't want yet another magically powered ancient army (they've done it twice already and it's boring)
I knew this would come up. yes one can argue that she has killed in self-defence on several different occasions however killing in general has never been an issue for her. she has never hesitated to kill, and I'm not talking about flanking enemies and avoiding contact, a choice made by the player, I'm talking about story-driven sections where she is given a meaningful choice to reflect on all the violence she perpetrates.
all in all, I believe Tomb Raider will be most effective if designed as a survival experience
This does become a rather blurry issue in the second game because she is actively putting herself in danger. But then again, perhaps it made sense from her perspective because she was trying to "save the world".
I think with all these games, there is an understanding that you are playing the good guy who is justified in regards to the use of force. The first thing that these games usually try to sell to you is that you are somehow morally justified for the acts you are committing. Otherwise it will be a mental drag to even keep playing the game.
However, in the event that we do get into exploring these moral/ethical issues in-depth, I think the biggest issue is that most developers (and most of the population) do not have much experience of rigorously analyzing a situation within ethical frameworks. For most people, ethics/morality do not go beyond what they deeply feel on a given day. For many, the only ethical principle they know is the golden rule, which really isn't saying much. That is why for most people, every ethical issue starts to look like a moral/ethical dilemma these days lol. whenever they run into decision that causes emotional conflict, things start to look like a dilemma.
That is why I personally would like Tomb Raider to just be a shooter/exploration simulation with a story that is more of a thriller/mystery/puzzle solving rather than a morality piece. I do not think that we live in an age where we can expect a writer to actually create and analyze a moral situation effectively. Even if they were capable, I do not think we could say the same about the audience.
Generally I think being this weird mix of Indiana Jones style adventure but then sometimes also addressing the morality of her actions and trying to be realistic doesn't work well, at least in how they tackled it so far. You can do it well and find a balance ofcourse but I would much rather if they went all in either direction. The realistic /gritty survival path or the over the top fighting trex stuff.
in conclusion, morality and survival should not be explored unless the developers commit themselves to the two. using the idea as a gimmick in a desperate attempt to capture a larger audience is inexcusable.
I am also not very sure that Nathan Drake is presented to us as the scum of the earth. Rather, we are always shown Nathan in contrast to a villainous character who makes us root for Drake. It is a cheap trick, but that is pretty much what it is.
At the end of the day, that is why I said that no developer/writer today seems competent enough to handle the subject. Even if they were, the audience just isn't capable of grasping the nuances of the subject either. So the best thing is to just leave it out and concentrate on making a fun game (in terms of unraveling a mystery, game mechanics, and puzzle content).
I should also mention that I do not understand why you (and others) are interested in the psychological scarring to this degree. If we want that sort of realism, then why are we ignoring the physical scarring? Or while we are on the topic, we could even ask what chances a teenage girl has of surviving alone in an island full of hostiles who have already become hardened by living there for years. Lara should most certainly have not made it out of Yamatai.
The fact of the matter is, we have already made many leaps of the imagination to buy into the premise so that we can enjoy some nice game mechanics and proceed with unraveling the mystery of the island. It just doesn't make sense to insist on psychological realism when one has already made such huge leaps of the imagination to begin with. If one suddenly starts insisting on strict realism, then I don't think anyone would like playing a game that actually has that. Why? Because that is called real life! You are already playing it 24/7 and I doubt anyone wants to keep playing that same game in a virtual world lol.
I am also not very sure that Nathan Drake is presented to us as the scum of the earth. Rather, we are always shown Nathan in contrast to a villainous character who makes us root for Drake. It is a cheap trick, but that is pretty much what it is.
At the end of the day, that is why I said that no developer/writer today seems competent enough to handle the subject. Even if they were, the audience just isn't capable of grasping the nuances of the subject either. So the best thing is to just leave it out and concentrate on making a fun game (in terms of unraveling a mystery, game mechanics, and puzzle content).
I should also mention that I do not understand why you (and others) are interested in the psychological scarring to this degree. If we want that sort of realism, then why are we ignoring the physical scarring? Or while we are on the topic, we could even ask what chances a teenage girl has of surviving alone in an island full of hostiles who have already become hardened by living there for years. Lara should most certainly have not made it out of Yamatai.
The fact of the matter is, we have already made many leaps of the imagination to buy into the premise so that we can enjoy some nice game mechanics and proceed with unraveling the mystery of the island. It just doesn't make sense to insist on psychological realism when one has already made such huge leaps of the imagination to begin with. If one suddenly starts insisting on strict realism, then I don't think anyone would like playing a game that actually has that. Why? Because that is called real life! You are already playing it 24/7 and I doubt anyone wants to keep playing that same game in a virtual world lol.
Lara used to be the same sort of character as those 2, she was an unopologetic treasure hunter who happily killed people and endangered species for the sake of the next bit of treasure, and it was fine, but the origin reboot made it about something else. They introduced the attempted rape scene, the first kill scenes, the psychological and physical affect of that...but then followed it with a no-shits-given death march through the island where you upgraded your abilities to include close range brutal kills and ripping out throats with arrow tips. They made it jarring. If they didn’t want this expectation, they probably shouldn’t have pushed the narrative in that direction in the first place.