Archive for March, 2019

Checking in

So it’s been well over a week since my last post, and I just wanted to pop in and say that I haven’t given up on Tomb Raider: Angel of Darkness yet. I stopped at a natural stopping point, just as it goes all open-world, so that when I get back to it I’ll be able to play that section from its beginning. But I’ve spent the last week or so completely absorbed in a different game, which, for various reasons, I will not be posting about here. I finished that last night, just in time for the release of two other games I’ve been greatly anticipating, one of which I even kickstarted. But I’ll post about those. I just wanted to get this exposition out of the way so I wouldn’t have to include it in a post about a game.

TR6: Changelog

More ways in which the sixth Tomb Raider game differs from the first five:

The business of perfectly lining up a running jump across a gap by walking all the way to the edge and then taking a hop back seems to be impossible now, because there’s no way to take a hop back. Moving backward always takes a small step back, like in Walk mode.

No Secrets. That is, there are no officially-designated secrets. There are certainly places where you can solve optional puzzles to pick up a few more healing items, and the result may be that I spend more time backtracking and exploring alternate routes doing the equivalent of secret-hunting than I would if the game tracked secrets and thereby told me that I was done.

Adventure-game-style interactive dialogue sequences, where you pick what to say next out of a simple menu of, usually, two or three choices. A sign of an intended genre shift, perhaps. Lara is playing detective here. It seems like most of the choices I’ve seen so far are basically fake: you get a choice of two topics, and immediately after Lara’s finished asking about the one you choose, she immediately asks about the other one. But I’ve already seen one case of an NPC varying her behavior, choosing whether to give you the notebook Von Croy left for you or not depending on how nice you were to her.

In addition to a Walk mode, there’s a Stealth mode, where Lara creeps along and flattens herself against walls like Solid Snake. I’d say this is another sign of the genre shift, but it also seems like an attempt at doing a better job of the stealth sections of Chronicles. I haven’t gotten much use out of this yet, so I don’t really know how well it holds up. The police are sometimes amazingly oblivious to Lara’s presence even without it.

There’s no infinite-ammo pistols, but there is brawler-style hand-to-hand combat. If the Von Croy Tower section of Chronicles had this, it would have been very different.

Limited grip strength, like in Shadow of the Colossus. If you spend too long dangling from a ledge or climbing a drainpipe, you fall down. And with this comes an upgrade system: certain actions — for example, crowbarring a door open — are considered to be exercise that increases your strength, like in Quest for Glory. Apparently there are also exercises that upgrade your jump distance, but I haven’t found any of those yet. I’m not sure how I feel about this. It’s certainly not mimetic, and seems mainly suited to nonsensical gating. Also, I’m a little worried that missing some upgrade opportunities early in the game will lock me out of goodies later. But on the other hand, it’s nice to have some kind of progression other than accumulating ammo.

The levels seem very short in comparison to the older games. Probably the target hardware put limits on how much nicely 3D-modeled stuff they could hold in memory at once. Admittedly, most levels in the previous games were effectively several levels strung together, with chutes or self-locking doors keeping you from going backwards. Past a certain point, Angel of Darkness does the opposite, creating a large explorable space out of multiple nonlinearly-connected levels that you can travel among freely. This, too, seems like a genre shift. Tomb Raider games have a very specific structure, and it’s breaking that.

Tomb Raider: Angel of Darkness: First Impressions

Going straight from the fifth Tomb Raider game to the sixth, it’s immediately striking what a change it is. After five games in basically the same engine with incremental improvements, suddenly there’s been a complete overhaul in the look of the thing. Environments look 3D modeled, instead of cobbled together out of tiles (however artfully). Lara herself is a bit less of a cartoon. The dialogue never cuts off slightly too early. Even the menus look slicker and higher-resolution. It’s all very next-generation — it’s been three years since the last game, and instead of the Playstation, they’re now targeting the Playstation 2. I wasn’t really paying attention when it came out — I don’t even own the game on physical media. (It periodically goes on sale for less than a dollar on Steam.) So all of this came as a surprise to me. The whole thing is just modern enough that it can run under Windows 10 without installing any additional DLLs, albeit only if you fiddle with the graphics settings a bit first. (The main thing you have to do is enable VMR9, whatever that means.)

The controls are basically the same as before — you’ve still got the core movement/jump/action controls, in the usual places. Crouch/crawl is in a different place. Hitting the Walk button now toggles walk mode on or off, instead of walk mode being active only while you keep the button pressed. More generally, the new-model Lara just handles a little differently, like driving a different car than the one you’re used to.

And she’s less of a pure puppet now. That is, the controls are less tightly coupled to her actions, more contextual, more semantic. I’m thinking there’s a sort of spectrum ranging from “the player’s controls map directly onto specific motions on the part of the avatar” to “the player’s controls are treated kind of like verbal commands, subject to interpretation”. Old-school Lara was near the former extreme, but not quite at it: the Action button was always quite contextual, and actions like pulling levers would automatically cause her to adjust her position. The opposite extreme is where, say, Arkham Asylum lies. When you press the Punch button in Arkham Asylum, Batman does not simply thrust his fist forward in front of him. He chooses a target and then does whatever is necessary to punch that target, turning his body or taking a step forward or even doing a somersault if that’s what it takes. Angel of Darkness is still nowhere near the Batman model, but it’s a step or two closer. You no longer have to manually turn around and back off a ledge to dangle from it: just standing at the ledge and pressing the Action button suffices. Even the movement keys are a little more contextual: you can vault onto a crate just by trying to move into it. This is fairly standard among modern 3D platformers, but it’s the first time I’ve seen it in a Tomb Raider.

The story is apparently considered to be still within the continuity of the first five games (unlike the later reboots), but it doesn’t seem very interested in filling in the gap between Lara’s apparent death and her turning up at Von Croy’s apartment in Paris. Yes, they’re still trying to make Von Croy a thing. That is, they do kill him off pretty quickly, but that’s happened before, right? His death kicks off the immediate plot, which is the hunt for a serial killer. Lara’s looking for the killer while the police look for her, believing that she’s the killer — which is a reasonable guess on their part, because, as I’ve pointed out, Lara is a serial killer. She’s just not the one who killed Von Croy, although she probably would have in the last two games if she had the opportunity. You might argue that she’s more of a spree killer — she doesn’t choose victims, she just charges into a building and slaughters everyone she comes across — but she’s done that repeatedly, which to my mind makes her a serial spree killer, which is something that I don’t think exists in real life. At any rate, she’s upset about the murder of Von Croy, possibly because she didn’t get to do it herself, so off she goes running across the rooftops.

More tomorrow, probably.