I do appreciate the approach to ordnance in this game. Usually due to the amount of animation work required to essentially flip everything. Being able to shoulder swap is such a fundamental tool for combat and is regularly overlooked. I’m not sure if I can even call it a puzzle section because the only puzzle to solve was working out which obstacle the dev team didn’t put a kill zone over.Īny third-person game that lets you shoulder swap gets bonus points from me. Just to add insult to injury, that platform in the video is crossed safely later in the puzzle. It took me a good 10 minutes of jumping to platform before I found the one that doesn’t kill you. But if you touch anything but the correct one you just get instantly killed. There’s loads of environment around that is clearly within a safe distance to jump to. The video above has this puzzle with many bridges crossing over a circular pit. This became ever more frustrating in the puzzles. I feel the level design could have done a better job of making the environment actually look inaccessible, rather than just not letting you grab this ledge, not climb this wall, or not jump this tiny gap. Why can’t I climb that easier, shorter section of the wall? This dissatisfying feeling repeated itself throughout the game, where the same environments would repeat itself, but 90% of it was essentially invisible walls classifying that particular bit as out of bounds. But next to it, is a shorter piece of wall with the same texture. There is a path that directs you to the section of the wall that you can climb. One section feels like a bit of a valley, encircled by raised ground. It quickly became frustrating seeing the same environments appear around each area, but only one specific bit could be interacted with. Sense of AdventureĪs Lara gets dropped into the Jungle, I thought the handholding of the tutorial would be over, and that I would be free to explore the jungle. Lara then changes into SANDALS and continues climbing into the depths of the jungle. Later in the game, I did find a merchant that was selling a Descender so props to the dev that added that detail. So maybe we can let that side of the climbing details slide. I came to the conclusion that Lara has a harness on under her clothing, with a hole in her pocket to feed rope in and back out through the zipper. “Where is the harness? Where is the descender? Why is Lara feeding rope through her zipper? I can see the coil of rope around her hip!” I sat there for a good 10 minutes asking: Even if this isn’t motion captured, they’ve definitely researched climbing well, and the details show.Īt the start of the game, you are walked through how to descend from a cliff. The dynamic moves flow so nicely.Īlso the static climbing on overhangs. It really looks spot-on and adds to the experience. I’m pretty convinced they’ve done a fair bit of motion capture for this game, and it pays off. As someone who has worked in the climbing industry and has multiple years of climbing experience, one section I can get specific about is Climbing Animation.
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