![]() ![]() I like games that can capture the essence of a situation or of roleplaying as a character through controls and gameplay. Much like an adventurer carefully creeping through an ancient unknown tomb, watching their step, making desperate leaps onto crumbling structures, your traversal in Tomb Raider mirrors that cautious deliberate approach. Uncharted, the new Tomb Raider, etc capture that classic cinematic fantasy of exploring ancient ruins and tombs through the atmosphere and visuals and scale, but classic Tomb Raider also does it through controls. The movement and level design really captures that feeling of poking and prodding in these unknown places, carefully planning your next move, gamifying the caution and observation of an Indiana Jones or other adventurer, rather than simply having you fluidly race along obvious routes. Controls are defined by their intent and by the design of the game in which they're implemented. ![]()
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