The dialogue is also painful to listen to, especially when you're re-doing a particular section after dying and you keep hearing the same "joke" over and over and over again. This time around, my system is easily capable of handling the "next generation content", which includes... 2D rope textures. I expected that in a 1997 game. The game has also crashed about 20 times so far and I'm halfway through it; sometimes disabling "next-gen content" is the only way to progress through a level.
Next generation content is broken in the game. There's a patch to fix the crashing, but the placement of many objects (e.g. ropes, moving mechanisms) is still glitched and makes the game basically unplayable.
I agree with the checkpoint problem, though Legend/Underworld isn't quite as bad. There are sections in Anniversary (Egypt, Natla's mines) where the save system is grossly unfair. If a game has an easy difficulty, it should never require elite gameplay to progress. I don't think that jump sequence near the end is even possible without exploiting the grapple glitch, and even then it only works about 50% of the time.
2013 is much better designed in this respect. Of course the best system is having save anywhere, like the early PC versions did.
I don't understand how some people here criticise the older TR games for their control system yet think Legend/Underworld has a good control system. On the PC, very, very occasionally does the auto camera angle in TR1-5 come unstuck and do something unhelpful, and the controls remain consistent. Legend/Underworld gives a manual camera angle yet still screws it up and the control system to boot. On TR1-5, the camera is facing in the direction that Lara is facing, so if you hold down forward and press jump, she will jump *forward*, the gamer can see in the direction that they want her to jump, and the camera stays on point even if the gamer changes the direction of the jump even in mid flight. I'm wondering what is "clunky" about this.
The old versions are inferior for two reasons:
- No auto-grab. Having to constantly hold a key or else Lara falls makes the game unplayable.
- No mouse look which makes things like swimming unplayable, and simple direction changes a chore compared to using subtle mouse movements. It's like trying to play something like Quake without mouselook. It might've been possible back in the day, but now it's unusable.
Regardless of the control system, there's one fundamental fact in
all of the games: the camera can't be inside a wall, nor can it be inside Lara. So that means if you're backed against a wall, the camera has no choice but to face in a different direction, which is usually at Lara's face.
I think they should allow the camera to go into walls like how some ARPGs make solid objects transparent when necessary to maintain character visibility. That way the camera would always be behind Lara, and forward would always mean forward.
But despite the flaws, the series is definitely one of the "big guns" of early 3D gaming, and it deserves accolades for that.