Community MetaSteam | October - The size of this adventure is spooky

Status
Not open for further replies.

Mivey

MetaMember
Sep 20, 2018
4,295
12,183
113
I booted up the Tomb Raider 1-3 Remastered games. It's nice how the environments have been touched up, but so far it seems to me that both controls, tank controls and modern, are kinda bad.
With tank controls, I can't get it to reliably jump: often when Lara starts running, she ignores the first time I press jump. This is a repeatable bug (on the Steam Deck) and makes tank controls wholly unreliable. Modern controls meanwhile seem to lack the ability to do backsteps. I also thought for a moment that the grabbing is automated, but it turns out that they split the action button into two: one for picking up items and interacting (Y button) and one for grabbing (RT).

Overall, I like the modern ones more, just because when I press jump, Lara actually reliably jumps, but it's strange how Aspyr did not re-do the tutorial to cover both modern and classic controls. Very strange.
 

LEANIJA

MetaMember
May 5, 2019
3,232
7,897
113
Austria
I booted up the Tomb Raider 1-3 Remastered games. It's nice how the environments have been touched up, but so far it seems to me that both controls, tank controls and modern, are kinda bad.
With tank controls, I can't get it to reliably jump: often when Lara starts running, she ignores the first time I press jump. This is a repeatable bug (on the Steam Deck) and makes tank controls wholly unreliable. Modern controls meanwhile seem to lack the ability to do backsteps. I also thought for a moment that the grabbing is automated, but it turns out that they split the action button into two: one for picking up items and interacting (Y button) and one for grabbing (RT).

Overall, I like the modern ones more, just because when I press jump, Lara actually reliably jumps, but it's strange how Aspyr did not re-do the tutorial to cover both modern and classic controls. Very strange.
Yeah, the modern controls are unfortunately lacklustre; but to backstep/sidestep, you can do that, you need to draw Laras weapons, though. (Which you can't do in Laras mansion, if I remember correctly)

 

Mivey

MetaMember
Sep 20, 2018
4,295
12,183
113
Yeah, the modern controls are unfortunately lacklustre; but to backstep/sidestep, you can do that, you need to draw Laras weapons, though. (Which you can't do in Laras mansion, if I remember correctly)

Damn, that's a useful guide! No clue why Aspyr didn't at least have a pop-up text in-game to explain this. If I can somehow do everything in modern controls, then that's clearly the way to go.
 
  • Like
Reactions: LEANIJA and lashman

edin

Coffee, Controllers, etc
Sep 30, 2024
98
423
53
I interviewed the producer of Romance of the Three Kingdoms 8 Remake for TouchArcade's Patreon (public post) here where I asked about why they did a remake instead of RTK 15, localizing older games (I bought all the Kou Shibusawa bundle games on Steam), Steam Deck stuff, and more. Full review of the game (covering all versions) soon, but I like it a lot.

 

Gelf

Junior Member
Apr 22, 2019
126
361
63
I booted up the Tomb Raider 1-3 Remastered games. It's nice how the environments have been touched up, but so far it seems to me that both controls, tank controls and modern, are kinda bad.
With tank controls, I can't get it to reliably jump: often when Lara starts running, she ignores the first time I press jump. This is a repeatable bug (on the Steam Deck) and makes tank controls wholly unreliable. Modern controls meanwhile seem to lack the ability to do backsteps. I also thought for a moment that the grabbing is automated, but it turns out that they split the action button into two: one for picking up items and interacting (Y button) and one for grabbing (RT).

Overall, I like the modern ones more, just because when I press jump, Lara actually reliably jumps, but it's strange how Aspyr did not re-do the tutorial to cover both modern and classic controls. Very strange.
Yet to get the remasters but on the classic controls that sounds like it's not a bug but a feature if I'm reading you right. Lara's movement is based on a grid and the running jump is based on running one square of the grid before jumping. If you walk to the end of a ledge then hit back step once she should be lined up perfectly for a running jump to take off at the end of her runup. She won't jump the second you press the input when running.

Think it was explained in the tutorial mode of the first game.
 
  • Like
Reactions: lashman

Mivey

MetaMember
Sep 20, 2018
4,295
12,183
113
Yet to get the remasters but on the classic controls that sounds like it's not a bug but a feature if I'm reading you right. Lara's movement is based on a grid and the running jump is based on running one square of the grid before jumping. If you walk to the end of a ledge then hit back step once she should be lined up perfectly for a running jump to take off at the end of her runup. She won't jump the second you press the input when running.

Think it was explained in the tutorial mode of the first game.
I played the tutorial and does not explain that your ability to jump is tied to your position in "the grid", indeed there is no visible grid and even with tank controls you can move in granular ways that are not aligned to a grid. Lara moves freely on a 2D surface, she is not like a chess piece that is allowed only movements in the grid. Funny enough, I wouldn't mind such a "rigid" way of controlling a character, but having things like jumping tied to grid positions when the game does not highlight them clearly is just bad design. It expects me to internalise something about the level structure, and learn how to time things in advance.

I dunno, maybe it can be fun to bother to learn all that, but right now I will just try to make the modern controls work.
 
  • Like
Reactions: QFNS

Gelf

Junior Member
Apr 22, 2019
126
361
63
I played the tutorial and does not explain that your ability to jump is tied to your position in "the grid", indeed there is no visible grid and even with tank controls you can move in granular ways that are not aligned to a grid. Lara moves freely on a 2D surface, she is not like a chess piece that is allowed only movements in the grid. Funny enough, I wouldn't mind such a "rigid" way of controlling a character, but having things like jumping tied to grid positions when the game does not highlight them clearly is just bad design. It expects me to internalise something about the level structure, and learn how to time things in advance.

I dunno, maybe it can be fun to bother to learn all that, but right now I will just try to make the modern controls work.
I think I explained that badly. Basically a running jump is to run exactly one virtual block forward(the equivalent distance as one backstep) and then jump at the end of that block, with the running jump clearing exactly 2 blocks. You should be hitting jump at the start of that run up rather then right at the end. I think a standing jump will clear one block, and a walking step is half a block each. Basically all of her movements do fit a grid to an extent.

If you have in mind that a block is the same as one backstep you can see a room and have a good idea exactly how to traverse it once you get used to it. The grid might be easier to see on original graphics though as it literally was just made of blocks.

But its an acquired taste I'm sure, especially now. Took me something like 15 years to really appreciate Tomb Raider 1 on a replay, I hated it when I first played it.
 
Last edited:

Line

meh
Dec 21, 2018
1,699
2,933
113
I played the tutorial and does not explain that your ability to jump is tied to your position in "the grid", indeed there is no visible grid and even with tank controls you can move in granular ways that are not aligned to a grid. Lara moves freely on a 2D surface, she is not like a chess piece that is allowed only movements in the grid. Funny enough, I wouldn't mind such a "rigid" way of controlling a character, but having things like jumping tied to grid positions when the game does not highlight them clearly is just bad design. It expects me to internalise something about the level structure, and learn how to time things in advance.

I dunno, maybe it can be fun to bother to learn all that, but right now I will just try to make the modern controls work.
You can get used to it, but indeed, it is not intuitive nor does it feel good in today's world frankly... the game pretty much forces tank controls on you, especially in later segments that are actually quite difficult and straight up impossible with modern controls.

The remasters obviously got no QA, I remember at release, I started with TR2... and you can't complete the tutorial because you don't have your guns and half of Lara's toolkit is unavailable. Absolutely ridiculous, never seen that in any game, EVER.
And if you get used to modern controls, you'll be screwed when the level design still works in chunks, there's a million jumps that you won't manage to do in time because it doesn't follow the same rhythm. And some that you'll be able to ignore and skip...

I consider the remasters to be complete garbage.

And those hacks at Aspyr are working on Soul Reaver1&2, can't wait to see the damage...
 

QFNS

Plays too many card games
Nov 18, 2018
1,290
3,121
113
I like good games. Frequently the Ubi games do not fit that criteria. Saves me a lot of time.
 
  • Like
Reactions: Kyougar

spindoctor

MetaMember
Jun 9, 2019
1,000
1,946
113
Even discounting their copy and paste AAA open world games (which are a guilty pleasure), they still make good games with titles like Anno 1800, Mario + Rabbids and the new Prince of Persia.
I've been fairly indifferent to Ubi's output for the last 5 years or so when they left Steam but as a whole Ubisoft has an incredible catalog of amazing games. They've been in this business for longer than some of you have been alive and have created or published incredible games and franchises along the way. Splinter Cell, Rainbow Six, Rayman, Anno, Settlers, BG&E, World in Conflict, Prince of Persia, Trackmania and all their current open world series like Far Cry, The Crew, The Division, Assassin's Creed and others. I'm sure there are loads I've missed and of course not everything turned out to be gold but that is one hell of a legacy for a company to have.

I know a lot of people dislike their recent output and while that's valid, they have had an enormous influence on gaming in this modern era as well. Couple of days I was watching this video on loop. Most of you have seen it before but just watch it again anyway...



This is one of the greatest cold open title intros in modern gaming. In the same conversation as the Doom 2016 intro. The music that plays is so iconic that it has become the signature of the franchise that has been in every one of the 10 odd games that have come out since. This was the game where Ubisoft literally invented the modern open world genre in gaming. They wrote the blueprint that has been used as DNA for some of the highest rated, highest selling and most beloved games of all time. Despite the complaints of getting stale, this blueprint has been used for games that have sold tens of millions of copies because they are incredibly fun to play.

Again, it's fair to be unhappy with the company for not innovating enough, their seeming lack of ambition, bloating the formula or whatever other mistakes they continue to make artistically and on the business side of things. I personally think they've done a ton of stupid things over the last few years but I cannot find any disdain for a company this important to gaming. If they actually were to go under or get sold off for parts it would be a huge loss for all of us.
 
Last edited:

ezodagrom

JELLYBEE
Nov 2, 2018
1,878
4,909
113
Portugal
www.youtube.com
Initial reviews for the romancing saga 2 remake, 75/100 (17 reviews currently):
As more reviews appeared, it went up to 83:
 

Cacher

MetaMember
Jun 3, 2020
4,733
14,151
113
Gintaro
I finished Heaven Burns Red chapter 2


Saw her death from a mile away, but when it happened it still hit like a truck. Starting Requiem for the Blue soon...
 

Alextended

Segata's Disciple
Jan 28, 2019
5,710
8,926
113
So how are you supposed to play Sonic x Shadow? Get in the original game's section first, then play Shadow's Story or select new game under that or what? Are they totally separate? It seems choosing the Sonic Generations side just loads up the original game complete with older engine version without TAA option in the settings? Is there no way to play the complete game start to finish with say both Sonic and Shadow content, they're totally separate/Shadow's story comes after Sonic though you can play it first or what? Or does playing the Shadow side also take you through Sonic content (with TAA)? It's kind of confusing the way they've done it. I played a bit of the Shadow side (choosing new game and not the first Shadow's Story selection, Idk?). It seems alright though manoeuvrability's an issue as always I guess, they really should just copy Mario and make it a bit faster but more manageable, at least for the levels that aren't racing-like with linear section after linear section, ie the hub world. I see they're still going with the whole human interactions brought in with the first Sonic Adventure, sigh.
 
Last edited:
  • Like
Reactions: lashman

ezodagrom

JELLYBEE
Nov 2, 2018
1,878
4,909
113
Portugal
www.youtube.com
So how are you supposed to play Sonic x Shadow? Get in the original game's section first, then play Shadow's Story or select new game under that or what? Are they totally separate? It seems choosing the Sonic Generations side just loads up the original game complete with older engine version without TAA option in the settings? Is there no way to play the complete game start to finish with say both Sonic and Shadow content, they're totally separate/Shadow's story comes after Sonic though you can play it first or what? Or does playing the Shadow side also take you through Sonic content (with TAA)? It's kind of confusing the way they've done it. I played a bit of the Shadow side (choosing new game and not the first Shadow's Story selection, Idk?). It seems alright though manoeuvrability's an issue as always I guess, they really should just copy Mario and make it a bit faster but more manageable, at least for the levels that aren't racing-like with linear section after linear section, ie the hub world. I see they're still going with the whole human interactions brought in with the first Sonic Adventure, sigh.
You can pretty much treat them as separate games.
The Sonic portion is just a remaster of the 2011 sonic generations.
The Shadow portion is a completely new game, with its own story and stages, and apparently the story has ties especially with sonic generations, sonic adventure 2, and the 2005 shadow game?

I only tried both for a little bit, but I'm having audio issues in the Sonic portion, audio sounds kinda muffled and the boost sound effect is much louder than other sound effects, so I'm waiting for a patch or mods before playing.
 

Aaron D.

MetaMember
Jul 10, 2019
1,017
4,739
113

Man the new PC DLC is fly.

Essentially more of the same but you get a whole new planet w/ colorful bioms a a bit of new tech for a great price.



Speaking of, I FOMO nabbed Timberborn as the price is going to essentially double in a couple hours. Up to $35 USD and the current sale + various bundle discounts on the Store page have it at $18 for the next short while.

I'm so weak, lol.
 
Status
Not open for further replies.