- Sep 23, 2012
Venice pisses all over TR3.
? I don't get it. In terms of what? Venice is probably my favorite level in TR2 (Bartoli's Hideout and Opera House are also decent, but not great). But what about it absolutely destroys the best TR3 level, whatever that may be (probably the first or second level for me)?
Perhaps it's the non-linear-ish design? Perhaps it's how clear and readable the environment is (India can be a bit difficult to read)?
Venice does have its flaws. e.g getting shot at by hitscanning assholes during awkward moments such as disembarking from the boat which requires absolute precision and coming to a complete stop to not end up in the water. Also every level in TR2 is let down a little by its retarded secret rewards design (have to find all three to see rewards, leaving absolutely no room for error).
Clearly your memory is not reliable and should not be used as a measure of anything, since there is no snowmobile level in TR3, but rather that is TR2.
Did you play it? You go to Area 51. there's a UFO. You murder velociraptors in the jungle. Kayak down the Ganges. Scale down St Paul's Cathedral. The level design is pretty brutal at times, making it further stick out in memory. Sure many criticisms can be given about TR3 but I don't think unmemorable is one them.
FWIW I found Blood Omen and Soul Reaver to be aggressively overrated when I played them for the first time about a year ago. Soul Reaver at least had some occasionally decent level design, but Blood Omen was very linear compared to what I was expecting. The tone of both games is also incredibly cringey 90s edgelord goth. It’s entirely plausible they would have clicked for me when I was fifteen, but at forty? Not so much.
Everything definitely goes to shit after that though, even taking into account TR3's occasional strong points.
It just so happens the devs fucked up taking away your inventory in Nevada and not giving it back
It's an overrated issue, so small in fact that it won't matter if you go to Nevada first. You get most of your weapons back in the second Nevada level, possibly even the exact quantity of ammo you gathered prior to that point. Half-Life does the very same thing, yet I don't hear any complaints.
All that exploration, thorough secret hunting, strategic inventory management prior, all for nothing. Yes other games have done this but TR lives on its exploration so it's extra important to not do it
Half-Life can pose an actual challenge at 'hard', more than TR3 which is easy for those who are familiar with the tank control scheme. I think it will help if you adopt a score oriented attitude towards TR games in general - even if you know what's ahead, collect all pickups and secrets that you can for the sake of perfectionism, and use the powerful weapons for fun until they're taken away. As I mentioned earlier, the game is full of ammo and healthpacks so you'll quickly replenish the lost assets. The secret hunting is in fact one of the best features of TR1-5. On their first run, I wager that most players never find all secrets without the help of walkthroughs even if they try to. The first two especially are known for well hidden secrets, and TR4 doesn't even list secrets per level, only for the entire game.
Half Life on the other hand doesn't have a proper inventory (e.g health packs, flares), is pretty linear (minimal exploration, minimal secrets), and doesn't have an infinite ammo gun that encourages spamming it to save resources for tougher enemies later.
Can't believe you defend this stupid shit.
stop being crazy.
You keep referring to it as a "plot twist" rather than a gameplay design decision or a gameplay twist, and see it is a miniscule issue...storyfag detected. How unfortunate