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That high dive or, for most people, jump is very near the end of the game and a classic TR moment.
Have to disagree with ^ snake79 - Underworld and the first Crystal Dynamics 'TR' game: Legend are not much like the original in the controls and certainly not in atmosphere. The grid based movement system used in old TR was absolutely vital to the gameplay.
It was often used as THE puzzle element and that dive into the pool just mentioned is a perfect example. With the modern analogue controls such a precision jump would have to be accomodated by making the target area bigger or it would just become a matter of trial and error. In TR: A there are certain jumps which seem exactly like that.
In the original if you recognised and executed the jump/dive required perfectly you could land in that small water filled square first time and every time. But, similarly, making a wrong choice and Lara always went splat.
Making the controls easier and more forgiving exposed this fundamental difference in new TR as opposed to old TR most noticeably in the transition game: Angel of Darkness, Core's last TR game. They updated the controls to a more modern system but at certain points of the that game tried to apply it to old TR style physical puzzles. In AOD there were precision platforming tasks which would have been bread and butter elements using the old grid based system but actually made harder using the newer supposedly easier controls.
Crystal Dynamics recognised this and dealt with the problem simply by making
that type of thing more forgiving and even side stepping the issue altogether by using that game's designers lazy solution the QTE (quick time event) instead.
Consequently the baby has, almost, been thrown out with the bath water. The controls have been updated but this has required all the emphasis to shift away from that orginal core (and Core) TR gameplay to something else. That doesn't mean it's always easy but speed and timing now are key whereas before thoughtfulness and precision dominated. |
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