Tomb Raider IV – VI Remastered review

For the purposes of remastering, it can be strange to soak a “classic” game in a bathtub of HD paint. The reboot allows you to completely reinvent old characters and completely reinvent intriguing players, just as Macbeth’s adaptation excites theatre dweeb. But the remaster often feels like someone has obviously, but painstakingly rolled every inch of the original with linoleum. The worst remaster reminds me of a Spanish pensioner who slaughtered a fresco of Jesus Christ. As the restoration act progresses, Aspill’s work on grave raiders (and soul reels) is not so bad. The effort went into updating the scenery and textures. Basic grape sprites make the handsome, untight yoke of the plant. Egyptian salvation is given form. However, there are limitations to the deployment of this Digital Reno. The result will ultimately evoke the common look in mobile games when smartphones become more and more powerful. If she was designed by Gameloft in 2011, this is Lara Croft.

The first three Tomb Raider Games won their own remastered collection last year, representing the genre’s year of birth and the unlikely rise of marketing icons. Now you have the following three game packages and a holiday overhaul: In the final revelation, Lara unconsciously unleashes the ancient Egyptian god. In the Chronicle, her friends recall her adventures after her funeral. Don’t worry, she lives in Angel of Darkness again – Strange PlayStation 2 Three Ducks. Here, Lara is the main suspect in the murder of her leader (and the rough victim of popular culture in the dirty mascara era). All of this came before a nasty period of reboots and rethinking. And then there was a change in the studio that eventually got stuck in the 2013 narrative.

But it’s been apart for years. To be precise, continue with the Polygonal Parade Down Memory Lane or the hole in the distorted memory mirror. The game is coated with HD textures, smooth edge props, and exchange character models that induce the era, and are not yet present. It was a technology that replicated art styles that might have been appropriate in the PS1 era, and was able to reproduce the textures and lighting of overheated HTC. There are some proper attention to detail, but the overall effect is the collision between the box-shaped, immutable geometry and HD moss that look ok when inspected straight, and it’s odd to have it mapped to the exact 90 degree corner once. The final revelation and the reworked lighting of the Chronicle favor a bold contrast between light and dark that sometimes blurs items and passages that were once obvious in the old game.


A side-by-side comparison shows an ancient face sprite disk.
Some props are converted from ambiguous sprites to fully formed 3D models, where the craft is clear. |

This conflict between the old and the new is positioned as novelty. You can instantly press the button to swap between new HD textures and buff up to the view of Game AU Natural in the form of old pixels. Apart from that, it’s not. All the other quirks of YE OLDE PLAYSTATION are missing for vertex snaps, low draw distances, texture warping, and for the conscientious or sacrificial outcome depending on who you ask. I know these games have also appeared on PC, but since I and most others have encountered them on Sony machines alone, what I’m looking for is a visual giveaway.

Some of my instinctive distinctions are probably also from Crystal Dynamics’ intentions (reselling the game) as opposed to the original intentions of Core Design ( Create game). Returning to the PlayStation game (or via other evil means – I don’t ask), you are playing fossils saved in Amber. All the Janky animations and quirky textures are part of the appeal. Much of what is today, like wild confusion, was the result of the direction of intentional art that works within the limits of a machine, which itself can barely see ten meters away.

Of course, the transformation of the hairdresser in this remastered collection came from a unique aesthetic decision. However, these decisions do not feel that they are driven by creativity under restrictions. Instead, I feel that the choice to revamp these visuals was determined by height, from the results of my desire to recreate and repackage the selling chunks of nostalgia. The influence of water caustic and waves in the old grave raider game is well known among VFX geeks for their sparkling ingenuity of the time. In contrast, the water from the remaster is a lively, clear soup.

The blokki Fontroy speaks of the old version of the river, the last revelation next to the sparkling water source.
Modernized Fontroy speaks next to the dull water features, in a remastered view of the final revelation.
You need to see the water’s reflective effect of movement to see what I mean. But even so. |

As an act of visual recovery, giving Lara a high-poly facelift feels like he’s putting his old pieces back on the shelf. Here Crystal Dynamics pumps Botox into the but section of the old game and claims it remains as solid as ever. But even if you put the visual aside, the Tomb Raider core design (Geddit?) is not particularly aging. Even if the remaster is trying to deal with this.

You can exchange Lala’s classic “tank” controls and “modern” presets. The modern presets make some sense to my thumb after decades of controlling the character with one stick and camera. However (as in the previous remastered collection), many of these dungeons’ precise leap and jump-based puzzles were designed with the original control scheme and grid-based level design in mind. Lala needs to avoid it, lightly go back and spin. Just right Therefore, you either line up the correct charges or line up sideways somersaults in the groove. With modern controls, these precise movements are impossible, even in the old-fashioned controls that are fighting years of thumb training to go back to the old ways.

On side-by-side comparison, Lala was in her teenage years, but she was rendered with a more modern visual.
On side-by-side comparison, Lala is an Angkor Wat teenager with pixelated textures and block-like models.
The side-by-side comparison shows the same enemy as before, but is rendered in a more modern model.
A side-by-side comparison shows the enemy Lara spoke to the camera, the blocky and old-fashioned enemies.
The skybox and background are one of many special attention-grabbing things. |

I experimented with remap the tank controls to try and find a midfield that I liked, but found it difficult to come up with something natural. This is the difficulty of trying to remaster the feelings of an old game. You will inevitably clash with spaces designed under completely different mentalities and purposes. You are about to drive the Roman road of the Toyota Corolla. Covering the wheels of a horse hoove Toyota does not solve this problem.

It’s still interesting to play in the sense that you’re making a small expedition into the catacombs of video game history. You can track the forward trajectory of Lala’s features from games to games. In the final revelation, she can swing with the rope. In the Chronicle, she can walk the tightrope. In Angels of Darkness, she can jump onto the railing and make conversation choices in (breathing) cutscenes. Core Design workers pumped Tomb Raiders out year-over-year for the fifth consecutive year. This is a feat that is hard to imagine by today’s standards, but the annual game meant an interesting incremental improvement that can be easily noticed. Some game design archaeologists may be delighted to see the mount, sparkle and action-adventure staples that appear several years before Uncharted became a huge hit over Croft.

A side-by-side comparison of the Angels of Darkness shows an old lady rendered as a more modern model.
A side-by-side comparison of two Angels of Darkness scenes. This shows a model of the polygon of an old lady talking to Lara.
In Angel of Darkness, the redesigned character model goes a step further, but still has the feeling of a PS2 puppet show. |

But they may also relive Ennui, who has begun to join Tomb Raider Games by this point in the series. Two of these games are generally cited as the most enjoyable of the lot. I was 12 years old by the time Chronicle came out, but the exact moment when my hormones could have decided to turn the grave intruder into exactly my jam. However, Metal Gear Solid had permeated the world a few months ago. My brain was full of Stinger missiles, genome therapy and Russian helicopters to care about what the women who sponsored Lukozard were doing. If you revisit today’s Chronicle, you’ll see why I didn’t play my brother’s copy much. Playing Angel of Darkness, I’m grateful that I’ve never tried it at all.

The first wall of Lara’s PlayStation 2 Jaunts is filled with invisible walls, randomly interrupted fixed cameras, and obstacles that are not climbable but not so. I wasn’t the only one who was obsessed with MGS at the time. Core Design-ers also seemed to have been a fan (along with all the game studios on the planet). Lara’s move set in this entry includes leaning into stealth mode and cuddles around her horns. The Insta-fail stealth section is still made today for God-focused reasons. Angel of Darkness is just one of many games that first shoved them into an unexpected game-designed tote bag.

Lara turns the corner and sees the guard patrolling with Angel of Darkness.
Ah, an Instagram-hate stealth moment. |

Lara’s classic tank control is once again fully used in Angel of Darkness, a time when other games were becoming more fluid and intuitive. The higher fidelity of environmental art also works against Lara’s typical Gridi and Fasty move sets. Almost everything is scriptable, used to crawling and looks step-up. Still, just a little bit. The designers had yet to discover the magical properties of yellow paint. Switching to modern controls will make you feel a little upset by the human cerebellum and once again feel the screeching conflict of control schemes and level designs.

This is not too dramatic in the switch to HD textures and models, with the old visuals retaining the nasty anti-aliasing of the PS2 (the best example of this remains Mac Spain 2). However, the lighting for this is not completely different between the two modes. And judging from previous games, it might be the best.

Perhaps the biggest advantage of playing Tomb Raider via these remasters is that you can quickly save anywhere, and there is a way to map that quick soup to a multi-button shortcut. But from a purely aesthetic point of view, there is a gestalt that is unnecessary. Lara Croft is not aged gracefully. That’s fine – none of us will do in the long run. But even if she had her through this ticutok filter and dismantled the tank tread, it didn’t make her knees healthier, the story more memorable, or playable in the past. Only the most hottest basement troubles should chase her into this ominously high-resolution temple.

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