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10-17-2018, 02:24 PM | #11111 (permalink) | |
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Join Date: Oct 2014
Location: The States
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Hey, fair enough. In the end, you like what you like, and when it comes to art and entertainment, there's no wrong answer. Except Kenny G.
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10-18-2018, 10:45 AM | #11112 (permalink) |
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S'aight. You basically just run around hacking up vampires dressed like they were going to some ****ty Anne Rice convention. Lots of gore, and pretty fun fatalities, including stage sensitive kills (like impaling bad guys on stuffed rhinos, or chucking them into industrial fans). Rayne also has a sort of grappling hook that she can use to toss people around, which stuns and disarms them. Fun fun fun. The graphics have some nice spots (clothing physics and reflective floors are always a nice touch), but a lot of the game looks pretty goopy in that special budget PS2 game kind of way. Rayne's model in particular just seems sort of off, which isn't good, seeing as how it's a third person action game so you're gonna have to be looking at her like 90% of the time. The platforming is pretty bad. Half of it is so easy that it basically completes itself, and the other half just refuses to work right. And the gunplay is hilariously flaccid. There's no feeling of impact, your bullets don't stun or slow enemies down, and it takes so many shots just to kill one nobody little popcorn vampire in a top hat that the guns are really only useful in very specific instances (meaning pretty much just the boss fights that can't be completed without them). But the hacking is fun, and hearing Laura Bailey (aka that voice actress in every ****ing video game and anime ever made) call a mini-boss a bitch after slicing him to pieces is pretty great. At the very least, it makes ****ing Red Ninja look like a raft made out of used condoms drifting on a sea of diarrhea.
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10-18-2018, 04:19 PM | #11113 (permalink) | |
Zum Henker Defätist!!
Join Date: Jan 2011
Location: Beating GNR at DDR and keying Axl's new car
Posts: 48,199
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I remember the first Bloodrayne getting its dick sucked hard when it came out, then I played it years later and was like, "Okay this is fun but horribly dated and improved upon after probably a year."
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10-18-2018, 08:09 PM | #11115 (permalink) | |
Zum Henker Defätist!!
Join Date: Jan 2011
Location: Beating GNR at DDR and keying Axl's new car
Posts: 48,199
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Damn it, Ori. Now you made me pick Tomb Raider Legend back up and order Tomb Raider Underworld. I don't know if I left off halfway, two thirds, or three quarters of the way through but I'm now in Kazakhstan. There's just something so wholesome and relaxing about Tomb Raider's platforming and puzzles with only scattered enemies.
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10-18-2018, 08:29 PM | #11116 (permalink) |
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Raid well, my friend.
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---------------------- |---Mic's Albums---| ---------------------- ----------------------------- |---Deafbox Industries---| ----------------------------- |
10-19-2018, 05:56 PM | #11118 (permalink) |
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I was expecting this game to be like Legend, since it was made by the same devs just a year later. Yes and no. Legend is focused on a very tight and fun linear experience. Besides a few puzzles that make you run around for a solution, you almost always know where to go. Ledges and ropes are always easy to spot, and the camera is always sort of peeking towards the next spot you should jump for. Anniversary is way more like an old school adventure game (probably because it's a remake of one). Right off the bat, there's all kinds of **** way up out of reach, and you're like "Woah, how do I get to that ****?", expecting the game to eventually take you up there when the time is right, like in Legend. But nope, as you keep going, you find out that all that cool **** was totally optional, and you just didn't look hard enough for the way up. Instead of just health and ammo dropped by enemies, items are now scattered all over the environment, and you have to platform to get them. There's more of an inventory system, with key items (like literal keys) hidden around that you'll need to find. Oh yes, and the platforming is trickier than Legend. Not because the mechanics are different; they're almost identical. It's the layouts. Namely, the way the environments are more open, with different ways to get around. Things are bigger and more branching. In Legends, like I said, you almost always knew where to go. In Anniversary, that certainty is diminished. You start asking yourself "Wait, does the game really want me to make that jump? Can I even make it?" The answer is maybe. You'll just have to try and find out. The checkpoints are forgiving enough that you don't get slingshotted back to the start just for experimenting. Anniversary is still a fairly modern game, with pretty modern conventions. It just has an old-school flavor, it doesn't go all the way. But still, just that little bit of added difficulty and uncertainty is already giving it some fun tension. For example, I found a huge open room with a waterfall and some big wooden wheel contraption, with tons of ways up and around. I used a gear on part of the contraption to shift it around and make another way up. I screwed around for a bit and ended up in a corridor, expecting to find another gear or something, but instead get caught in a trap where the floor gives out (actually, I stepped back in time to avoid it, but then immediately accidentally moved forward and hit the jump button like a moron ) and ended up in another huge place, banged up and surrounded by ****ing raptors. Yeah, raptors. I guess they like raiding tombs, too. And then a ****ing T-Rex came out. I assume at some point, the game is gonna take me back to that contraption with the gears. Maybe. I don't know. There was a cool looking path at the top of the waterfall I could've gone down. Maybe that's the actual way I'm supposed to go, and the wheel is just a side thing? After killing the T-Rex, there are now some other ways I can go, and maybe I can't even get back to where I was. Maybe that floor trap totally ****ed me. I'm not really sure. Isn't that awesome? I really wanna try the original Tomb Raider after this.
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