Tomb Raider got me :mad:

MeachTheMonster

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Both series influenced each other. If you've played Tomb Raider Legend, you can see how it influenced Uncharted 1's movement and platforming (ledge auto grab + general platforming). Some of the gadget stuff too. Tomb Raider (2013) was obviously influenced by Uncharted as well, from the combat to the action set pieces (temples collapsing and shyt).

The game medium is starting to mature so at this point there's nothing wrong with a game borrowing another game's mechanics. It'd be complaining in the 1960s that a horror film utilized another horror film's camera techniques and editing techniques. I mean, there's only so many ways you can design a game based around guns/platforming/treasure, so the games are bound to be similar at some point.
I agree on everything except the part about set pieces. Tomb raider has had those moments since the beginning.

I guess the same can be said about Gears:troll:
Nah
 

be back in a bit

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I agree on everything except the part about set pieces. Tomb raider has had those moments since the beginning.
true but it was such a different time and they were so basic. In terms if modern day design, Crystal dynamics definitely learned from the way Naughty Dog designed their scripted sequences.The camera work, the way cut scenes and gameplay smoothly transition, the pace stuff collapses so it always seems like the player JUST made it, etc.

The action sequences ND did in UC2 was complicated as fukk. Crystal Dynamics is probably the only studio that came close to matching it.
 

MeachTheMonster

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true but it was such a different time and they were so basic. In terms if modern day design, Crystal dynamics definitely learned from the way Naughty Dog designed their scripted sequences.The camera work, the way cut scenes and gameplay smoothly transition, the pace stuff collapses so it always seems like the player JUST made it, etc.

The action sequences ND did in UC2 was complicated as fukk. Crystal Dynamics is probably the only studio that came close to matching it.
Agreed.

The concept behind them is a bit different. In OG tomb raider they were still part of the platforming/physics puzzle.

In uncharted they are merely for excitement. Player agency has been traded for spectacle.
 

Fatboi1

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Agreed.

The concept behind them is a bit different. In OG tomb raider they were still part of the platforming/physics puzzle.

In uncharted they are merely for excitement. Player agency has been traded for spectacle.
So you don't control Drake on the train sequence? You don't use Drake in the sinking ship in UC3? Oh this is the part where you downplay uncharted and start to use silly terms to drive a false point home right?
 

KushSkywalker

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Agreed.

The concept behind them is a bit different. In OG tomb raider they were still part of the platforming/physics puzzle.

In uncharted they are merely for excitement. Player agency has been traded for spectacle.
The crumbling building you still have control and are in a gunfight. In the train level you have to move according to where the train is on its path to dodge outside objects and go inside to avoid being taken out on top. In the naughty dog documentary they were talking about those two levels were really the first moving set pieces on that level where you still had control of the character.

Also there are lots of set pieces where your platformig while shyt crumbles and you have to make the right jumps at the right time or you die.

Point being they are bit more than just spectacle.
 

Fatboi1

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The crumbling building you still have control and are in a gunfight. In the train level you have to move according to where the train is on its path to dodge outside objects and go inside to avoid being taken on out top. In the naughty dog documentary they were talking about those two levels were really the first moving set pieces on that level where you still had control of the character.

Also there are lots of set pieces where your platformig while shyt crumbles and you have to make the right jumps at the right time or you die.

Point being they area bit more than just spectacle.
He's going to ignore this point like always. Disgusting stan.
 

Khalil's_Black_Excellence

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The first 2 hours are a 6/10 game (with nice production values) but once you do a part with the radio tower, it's great til the end.

I got just a lil bit further than that and that’s about where I think about the game. Maybe a 7/10 till that point. Fun game tho. Will eventually play it thru the end. The only reason I checked it out was that my homie constantly insisted that I try it out, to the point where he damn near forced the controller into my hand 1 day when I chilled at his crib. Played for about 2 1/2 hours. Game seemed quite easy tho, but fairly entertaining. I copped it for cheap on PSN, but my backlog is fierce.
 

MeachTheMonster

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The crumbling building you still have control and are in a gunfight. In the train level you have to move according to where the train is on its path to dodge outside objects and go inside to avoid being taken out on top. In the naughty dog documentary they were talking about those two levels were really the first moving set pieces on that level where you still had control of the character

Also there are lots of set pieces where your platformig while shyt crumbles and you have to make the right jumps at the right time or you die.

Point being they are bit more than just spectacle.

In OG tomb raider if you and I play through the same set piece and record it, our videos would be very different.

In uncharted if we did the same our videos would be the exact same.

That's the difference.

Sure you still have control of drake, but you have to make the exact move at the exact time the scene dictates it and you will always get the same result.

They are more similar to QTE with no button prompts, then they are actual dynamic gameplay.
 
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