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It lets you adjust certain settings for the image that's on the screen when you pause the game, such as brightness, field of view, and even Lara's facial expression. The best part of the update is definitely the Photo Mode, which fans have been having a lot of fun with. And their Unreal Engine 4 overhaul of Tomb Raider 2 was already looking phenomenal before this. Hennig continued: "I wasn't quite sure what my role was going to be anyway, so I thought, 'Well, this is obviously the universe telling me something' so I took Evan's offer and came to Naughty Dog.Judging by the change log for this recent version update, Nicobass and the rest of the team behind the project have been hard at work making improvements to their work. I'm obviously not going to direct Tomb Raider.' So there's little irony that I ended up making Uncharted." "And so, I kind of felt like, 'Well, maybe this is a timely offer from Evan, then.
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"The thing is, of course, that Eidos was very protective of the franchise and very concerned that they needed to revive it, and they felt that they needed to bring in somebody new from outside – in this case, it was Doug Church – to head up the project of taking on Tomb Raider." "That was part of my decision process to say, 'what's happening with that? Is this something I can be involved in?' " "It was during that time that there was a transition with Crystal Dynamics, where it was clear they were taking the Tomb Raider licence away from Core," she said. See Brothers for how its dual analog control scheme uses gameplay as a means of storytelling. I like games that can capture the essence of a situation or of roleplaying as a character through controls and gameplay.
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Much like an adventurer carefully creeping through an ancient unknown tomb, watching their step, making desperate leaps onto crumbling structures, your traversal in Tomb Raider mirrors that cautious deliberate approach. Uncharted, the new Tomb Raider, etc capture that classic cinematic fantasy of exploring ancient ruins and tombs through the atmosphere and visuals and scale, but classic Tomb Raider also does it through controls. The movement and level design really captures that feeling of poking and prodding in these unknown places, carefully planning your next move, gamifying the caution and observation of an Indiana Jones or other adventurer, rather than simply having you fluidly race along obvious routes. Controls are defined by their intent and by the design of the game in which they're implemented.
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