Fun Stuff > CLIKC
Tombraider Rebooted
Parkour Lewis:
First, to contribute to the topic, I was around for the first Tomb Raider, and have followed the series ever since, the only ones I never finished being AoD and Chronicles. I supppose that I'm in the minority on liking Legend and Underworld, but I'm probably more forgiving on certain things, and I loved the way they connected Excalibur to Mjolnir in the story of those games. I just thought that was neat as hell. I also loved this one, especially considering the fact that it was new mythology that I'd never heard of, meaning I actually learned something (after some googling), which was neat point five. I liked the gameplay, the story was great, and I'm very glad I bought it so I'll have it to play through again someday while I'm waiting for a gamefly rental to ship.
That said:
--- Quote from: ackblom12 on 14 Mar 2013, 14:48 ---Yeah, that's a good video for the subject. Another big example would be GTA IV I think. Niko is written as a man looking for redemption, tired of the senseless violence of his lifestyle and his place within it, he regularly talks about how he is full of grief for the lives lost and how he will never do it again... and then you're forced to kill several dozen people, both innocents and enemies, so that you can finish the story mission.
Edit: And that, combined with some gameplay things I didn't like afterwards, is why Vice City will always be the best GTA.
--- End quote ---
Well that's the problem right there. GTA IV wasn't about redemption. The game's creator borrowed heavily from the themes of a movie called Koyaanisqatsi (Hopi Native American for "life out of balance"), and even used the film's theme music for the first commercials for GTA IV. Koyaanisqatsi is about how humanity's development and industry, among other things, place it out of balance with nature, and even itself to a degree. Niko wasn't looking for redemption, he'd long since realized that this was something he could never have, because his entire life had been to become a tool of death and destruction for others. Old Men took young boys to go fight their war for them, a war that the boys did not even understand. After the war he left to join the merchant marines (at least I think it was?), because fighting was the only trade he'd ever known, and still wound up fighting other peoples' wars, and even after going to America, led by the tales of wealth and opportunity (which he most likely even then knew were bullshit), he still gets swept up fighting other peoples' battles because it's the only thing he knows how to do and he's good at it. Not because he wants to be, but because other people want him to be. Niko's life is out of balance because the world he was born into is out of balance and he's merely a product of that world. He never stood a chance. No matter how much he may wish he could live a normal, quiet life, he knows that he never can, because his fate was already decided for him on the day he was born. So he seeks out the man that betrayed him and his friends to find answers that he knows he'll never get, because he's asking questions that he already knows the answers to. The world is as it is. That's what the game is about. At least in my opinion.
ackblom12:
Greenman Gaming has this on sale for $13.60 with the voucher GMG20-LLASD-D8WBQ.
http://www.greenmangaming.com/s/us/en/pc/games/action/tomb-raider/
ackblom12:
So I'm really enjoying the game, but it definitely feels a bit like misery porn at times. I'm also unsure of why they bothered to include any weapon but the bow.
It's mildly irritating how often you find a camp with no fast travel capability and I haven't finished the game yet, but thus far I'd probably rate it an 8 or 8.5.
snalin:
Anyone that has any thoughts on how this game could never have been made the way it has been made if Square Enix had budgeted like sensible people? This game, Hitman Absolution and Sleeping dogs are all smash hits, each selling millions in their first months. Squenix expected half again or double the number of actual sales for each game, and are expecting massive losses
How do you sell about 6 million copies of three titles and lose money? Did they seriously think that Tomb Raider was a strong enough franchise on it's own to sell 5-6 million copies in a month? To put that in perspective, Black Ops 2, the latest game in a series that's arguably the most popular franchise today, sold 7,5 million copies in it's first month. They expected to be close to that.
Now, the franchise has sold a lot of games earlier - the first three games all sold 5 or more million copies (8 million at the highest), but those were [ilifetime[/i] sales. The last two only made 1,5 lifetime sales. The expectations for the sales of this game was blown so out of proportion with reality, and if they've budgeted with an expectation of that kind of sales, that's bad business based on crazy optimism.
At one point these studios has to understand that while there's a big market for games that take 300 people years to make, that market isn't endless, and when those projects fail, they fail spectacularly. For the same amount of money, you could make 6 games that takes 50 people to make (oversimplification here), and those games only needs one sixth of the total sales that big game required. Have those six teams spread their game releases out so they're not competing, and you've got a much better and safer business model.
Masterpiece:
I fail to see how Tomb Raider failed spectacularly. It was the single best gaming experience I had this year.
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