Arthur gets fucked up because he's 1 inch away from the right spot, he backs up, moves to the side, walks around a trigger, before just "Sliding" into space to do an animation that you didn't even need in the first place. sometimes pressing Y to interact with something does it exactly how you think, other times pressing Y. It's not really thart Arthur feels bad to control, it's that when you start the game, it feels arbitrary. This is a complaint you get alot about RDR2 from people who don't like the game. This wouldn't fly today, when controls feel arbitrary people complain about them. And it wouldn't feel satisfying when you did that, it felt arbitrary. Jumps felt impossible, you'd die on a jump dozens of times and think "Well I guess I'm just not supposed to go this way." until you finally hit it just right. People hated it then, more controllers were broken on that large jump after the Dinosaur section than in a lot of other games. Today, the things like you said, missing a jump by 1 foot for something that feels *so arbitrary* would not be acceptable, people would HATE it. There weren't a lot of 3D platformers with realistic aesthetics, and so Tomb Raider had this novelty that many folks would look past the frustrating controls because it was just so novel to move through a 3D world with platforming elements. There had been many platformers that had a realistic aesthetic in the past, and there had been some games with realistic aesthetics that were 3D. Tomb Raider was one of the first breakthrough hits in realistic looking 3D platforming. When controlling your character in modern games I feel like you have all of these options, but that input feels abstracted away from what the controlled player does in the game, it doesn't feel like I did this move, but that the game did the move for me regardless of what I did as a player.Ī lot of people have nostalgia about Tomb Raider's gameplay style, but I think there's something trapped in time about it that just wouldn't apply to today. I am very impressed with the graphics of NBA 2K23, but I absolutely hate how players control, even while they've improved it in the last 5 years, it still feels like this complex web of quick time events without the QTE overlay, and so much of the game is abstracted away into button combinations and stats. I feel like basketball videogames peaked at some point in the 1990s or 2000s, because as you get higher level of graphical fidelity in the 2010s, you have to take a certain amount of control away from the player and you lose some of the organic nature of movement in a basketball game. I have a similar thought with movement, rigidity, player control, at least it's related to this, not the same thing but a similar idea. Every trope, every crutch, every brain off look how exciting all this is nonsensical weightless fluff is nonsense. The latest Tomb Raiders are the poster children for everything wrong with modern game design. Puzzles you worked out for yourself using your actual brain without flashing interactive items or characters drawing attention to what you had to do, platforming that was dangerous, tense, thrilling but intuitive and completely fair, combat that was shocking in these silence spaces, but mercifully brief, haunting and evocative vistas, claustrophobic tunnels. No witless chatter, no narrative bat to the face at every opportunity, minimal action, no casual mowing down of hordes of enemies just careful, considered exploration, the occasional brief burst of gunfire, but mostly footsteps echoing down long dead halls populated by dangerous animals, and those wonderful, beautiful orchestral stings at moments of import. It understands the power of silence in these ancient empty tombs.
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