This topic is locked from further discussion.

Avatar image for nomad6749
nomad6749

29

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#1  Edited By nomad6749
Member since 2008 • 29 Posts

What are the differences between Rise and the last Tomb Raider

Avatar image for immortality20
immortality20

8546

Forum Posts

0

Wiki Points

0

Followers

Reviews: 36

User Lists: 0

#2 immortality20
Member since 2005 • 8546 Posts

Graphics, story, upgrades, weapons, healing and more tombs? It's a better game.

Avatar image for gmak2442
gmak2442

1093

Forum Posts

0

Wiki Points

0

Followers

Reviews: 7

User Lists: 0

#3 gmak2442
Member since 2015 • 1093 Posts

Bette but shorter. Correct me if wrong.

Avatar image for MirkoS77
MirkoS77

17982

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 0

#4  Edited By MirkoS77
Member since 2011 • 17982 Posts

No longer makes me motion sick. Biggest best change by far.

Avatar image for Articuno76
Articuno76

19799

Forum Posts

0

Wiki Points

0

Followers

Reviews: 16

User Lists: 0

#5 Articuno76
Member since 2004 • 19799 Posts

@gmak2442 said:

Better but shorter. Correct me if wrong.

It's considerably longer. Like somewhere between 2-3x longer.

Also, RoTR is less linear and not as tightly paced than TR 2013. In addition, the majority of your time is spent doing semi-freeform exploration rather than shooting or being corridorded down set pieces (shootouts are both sparse and relatively short). You often go up to an hour or more without killing anything but wildlife in many parts of the game.

By "semi-freeform" I mean you have a distant goal marker telling you the spot you need to reach, but how you get up/around to it is up to you (though it often is fairly straightforward) -- but it's freeform in the sense that on the way there you'll happen upon loads of (typically non-combat oriented) distactions, such as optional tombs (mechanical puzzles), collectables just out of reach (navigation puzzles), mission-giving NPCs etc;

The downside is that despite having a more diverse range of combat options combat simply doesn't control as tightly or feel as satisfying as TR 2013. For example bullet sponge enemies cluster in waves, encouraging area-of-effect bomb spam; little annoyances like the item pickup button being on the same button as your reload (many times you'll reload instead of picking up a much needed bomb) and erratic auto-aim behaviour (how much it assists and when it snaps your aim directly to an enemy is seemingly decided at random).

But like I said, combat makes up a considerably smaller portion of this overall bigger Tomb Raider game.

Avatar image for pharoah_ramy
Pharoah_ramy

42

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 5

#6 Pharoah_ramy
Member since 2014 • 42 Posts

@Articuno76 said:
@gmak2442 said:

Better but shorter. Correct me if wrong.

It's considerably longer. Like somewhere between 2-3x longer.

Also, RoTR is less linear and not as tightly paced than TR 2013. In addition, the majority of your time is spent doing semi-freeform exploration rather than shooting or being corridorded down set pieces (shootouts are both sparse and relatively short). You often go up to an hour or more without killing anything but wildlife in many parts of the game.

By "semi-freeform" I mean you have a distant goal marker telling you the spot you need to reach, but how you get up/around to it is up to you (though it often is fairly straightforward) -- but it's freeform in the sense that on the way there you'll happen upon loads of (typically non-combat oriented) distactions, such as optional tombs (mechanical puzzles), collectables just out of reach (navigation puzzles), mission-giving NPCs etc;

The downside is that despite having a more diverse range of combat options combat simply doesn't control as tightly or feel as satisfying as TR 2013. For example bullet sponge enemies cluster in waves, encouraging area-of-effect bomb spam; little annoyances like the item pickup button being on the same button as your reload (many times you'll reload instead of picking up a much needed bomb) and erratic auto-aim behaviour (how much it assists and when it snaps your aim directly to an enemy is seemingly decided at random).

But like I said, combat makes up a considerably smaller portion of this overall bigger Tomb Raider game.

couldn't have said it better ;) hahahh

Avatar image for nomad6749
nomad6749

29

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#7 nomad6749
Member since 2008 • 29 Posts

@Articuno76 : thnx for the help