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Right now only logging games I've played since I opened this account

My backlog is also a repo for games I'd like to replay and other such bits alongside an actual backlog
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It is mindboggling how influential this game and its PS1-era sequels weren't. They sold countless copies and embedded Lara as a character into the wider pop culture, yet the number of notable games that take direct design inspiration from how they play can likely be counted on one hand. If it has any true lineage to be found it isn't in the likes of Uncharted or the post-Sands of Time Prince of Persia games but rather the work of indies like Bennet Foddy or Anders Jensen's Peaks of Yore. Works that attempt to reinject the feeling of tension into a player's movement abilities. Keeping the level of friction high at all times. However even those games evoke the same sensations via very different control schemes. I am obsessive about discovering new games. I regularly scroll through the ocean of noise that is the Steam new releases queue, hoping to find something neat in the endless procession of porn games and Vampire Survivors clones. I keep track of a million in-development indie projects. I would confidently say I am about as up on what's being made as a single person can get. Yet I never see anything even close to a 'Tomb Raider Clone'. Which is not to say some don't exist somewhere, deep in someone's itch.io page. But the fact that one of the biggest runs of success a series has ever had hasn't spawned a visible scene^ is remarkable in an age where every possible trend from gaming's history, no matter how archaic, is being explored by both indies and megacorps alike.

TR's controls were, are, and forever will be, exceptional. Yes, obviously they are somewhat awkward. But they are also also extremely precise with reliable rules about what works in what situation, how many steps you can take before a jump, which button presses have priorities over others, the exact timing for that last-second leap. Each jump feels chunky, weighty. Even just pulling yourself up onto a ledge has serious tactility to it. It all makes cutting corners with your decisions a no-no, instead nudging you to work through the proressions of your movement thoughtfully - often with pre-planning - or face the neck-breaking consequences. From the beginning of the game till the end there is heart-in-mouth excitement in even the simplest of challenges. This is the ideal. This is how it should be. Make no mistake: the controls can be mastered. It's just that 'mastery' here means a confidence in your actions, becoming more fluid in your transitions between movement states. Not an ascension to platforming godhood. I am both terrible at games and easily annoyed yet no fibre in my being would ever consider these controls 'bad'. They achieve exactly what they aim for and, more importantly, what I desire from them.

The problem, then, is that Core Design... Well they didn't understand the core of what they had designed. There are issues in level design and pacing, yes. Some of the puzzles are a nonsense. But all of that is small potatoes. The main downer is that this game and all of its direct successors are plagued by combat that is fundamentally at odds with the rest of its makeup. Lara moves deliberately. Her enemies move quickly, have wonky hit/hurtboxes and are often sprung on the player out of nowhere. Sometimes they have guns which operate on the same laser-accurate rules as Lara's. They are seemingly made for a different game entirely.

It's not that combat is difficult. Health and ammo is plentiful, dying only ever really happens when taken completely offguard. It's that it's stunningly annoying and fuck me there is a lot of it. Running around in circles holding the shoot button, sometimes doing a flip, the height of strategy being to position yourself directly behind your opponent such that they literally just can't do anything because they have to turn towards you before they inevitably do and grind another chunk off your healthbar. Your healthbar outlasts theirs, they die. You feel nothing other than a pissed off sense of 'thank god that's over'. Rinse, repeat for 15 hours. It only becomes tolerable when avoiding it entirely by just standing on a platform where the enemy cant reach Lara.

It's this aspect that makes the lack of extrapolation on the format from other devs even more unfortunate. I don't blame Core Design for how they formulated things. There's still plenty else it did well (the atmosphere, so thick at all times!). They were doing something new out there on their own when the industry was in a more nascent stage. We've a wealth of knowledge now about this type of game is best handled - hell just take out the combat entirely lads, it isn't absolutely necessary - and few out there keen on putting it to use. Here's to hoping the remasters spark a little something.

^I should note that the early TR games have a wonderfully vibrant modding and level-creation community. Amazing work is being done by a super dedicated group. Eg: https://www.pcgamer.com/meet-the-community-creating-classic-tomb-raider-adventures-in-2021/. Probably the most straightforward partial answer to the question 'where are all the new takes on old Tomb Raider' is 'the people who would make them are making them in Tomb Raider'

What a strange, delightful surprise. In the most basic terms follows the visual and gameplay design language of an N64 3D platformer but with much wilder flights of fancy than that implies. You can never quite anticipate where you'll go next or what it'll ask of you, dipping into completely different types of game for brief, colourful passages. The platforming itself has a good balance between stiffness and responsiveness, with some satisfying ways it challenges your patience across longer sequences. There's also this unsettling tone bubbling under - and sometimes way above - the surface that's too oblique and unpredictable to ever fall into prosaic 'this retro game is actually haunted, isn't that spooOOoooky!' territory. Great sense of goofy humour on top of all that. The tonal mix carries over to the excellent soundtrack, its instrumental palette contrasting the midi tones you'd expect from a game nodding towards the N64 era against more sinister synth pads. Nails both the whistful atmospheres and the dark ambience.

Obviously there's some cruft. It is after all a no-budget, solo-dev work languishing in the depths of steam new releases. The combat for instance may as well not be there, such is its lack of presence. But it's packed with charm and for some reason it's free? Well worth checking out