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".they learned more about the most interesting ways that Lara could interact with this grid-based environment, and began to think of more intricate puzzles involving sliding jumps and timers, and the full extent of Lara’s acrobatic abilities. Switching to a grid-based system, with a purpose-built room editor, would have huge ramifications for the game’s development." It meant that the game would have a fully realized 3D world, but also a clear and consistent internal logic. ".This is the moment, perhaps more than any other, that defined what Tomb Raider would become. Tomb Raider’s grid was game-changing, it defined and confined the problem space for both players and developers in such a way that it became liberating…" you had all the tools needed to devise some masterful environmental puzzles.
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when you coupled all these abilities with the grapple button that allowed Lara to try to catch a ledge while airborne, plus a few environmental elements like movable blocks she could push or pull, and steep inclines that she could slide down. And you knew that you could execute a running jump, without fail, by walking to the edge of a block, hopping back, running, and jumping. Likewise, three steps forwards or backward were equal to the length of one block, as was hopping backwards, while a running jump took three steps to prepare and traveled a distance of two blocks forward. These were all defined by the grid.The grid meant that players would always know that if they jumped forward, backward, or sideways from a standing start, they would finish exactly one block away. Lara’s almost iconic movements, her backflips and sideways somersaults, her swandives and 180 degree forward rolls. the cavernous chambers and ruins and outdoor areas that provide a sense of isolation, of solitude and discovery.
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Everything comes back to that: the majority of the puzzles, and certainly all of the platforming owe their existence to that decision.
![tomb raider 2 remake fan tomb raider 2 remake fan](https://draggedgaming.files.wordpress.com/2020/08/tomb-raider-2-remake.jpg)
".And all of those things might have been totally different if not for one simple decision during development, one pragmatic choice to lay the levels out on a grid of square blocks. There were multi-jump maneuvers, desperate leaps across chasms, dives between poisoned darts, spike traps, backflips up to secret areas." But that was a small price to pay for the intricate environmental puzzles that this enabled. Controlling her at times felt like moving a remarkably agile tank. Lara Croft moved predictably and consistently. Richard Moss: ".an alluring world that demanded a kind of patient precision. The game was still good, despite the negatives, but for such a legendary game it was disappointing.Īnyway, time to put on the Tomb Raider Suite in celebration while I work today. They kill off some bosses in a cutscene! The T-rex battle was just dumb instead of scary, etc. Actually all the bosses themselves were dreadful. The last levels/bosses in particular were really really disappointing. The controls and some of the reworked levels were actually very good, but a lot of the original's visual identity was kinda ruined. Speaking of anniversaries though, I was working my way through the 3 Legend-era games back in 2019 (fell off around halfway through Underworld though). I wish they'd dump at least the first 3 games on modern hardware.
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The Steam version of the original seems ok when you patch it, but I had a lot of issues getting a controller to work on it correctly.
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I did own the PC version of 2 but it ran like shit on my 486, never got very far (and tbh, the constant human enemies was a bad idea). Since that was the only Saturn TR though, it was the only one I ever completed.
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I had this game around release on the Saturn, I was obsessed with it.