In Lara Croft Go, The World Is Your Best Enemy

<p><span style&equals;"font-weight&colon; 400&semi;">The importance of narrative storytelling in games is becoming more and more prominent as atmosphere and environment design get more focus&period; Why is this character here&quest; How would they react to the player&quest; How would the player react to them&quest; In <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Lara Croft Go<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">&comma; the importance of context for its enemies and puzzle pieces amount to an immersive&comma; organic world that gives players the satisfaction of outsmarting their very environment&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;">The best way to set up what <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Lara Croft Go <&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">does is to talk about how <em>Hitman<&sol;em> has handled a similar gameplay design&period; <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Hitman Go <&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">makes its entire structure artificially composed&period; You shoot enemies that are not supposed to be where they are&period; Nothing feels alive in the game because everything has a set path that it walks&period; Some enemies are always turning on the spot&comma; giving you one calculated turn to try to get past them or take them out&period; A character might always move in a line&comma; traversing it back and forth&comma; allowing you to either sneak up behind them or take them out from the side&period; It’s an issue with stealth games as much as an issue with turn-based strategy&period;<&sol;span><&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;91152" aria-describedby&equals;"caption-attachment-91152" style&equals;"width&colon; 800px" class&equals;"wp-caption aligncenter"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2015&sol;09&sol;04180718&sol;Lara-Croft-Go-Puzzles-BagoGames&period;jpg"><img class&equals;"wp-image-91152 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2015&sol;09&sol;04180718&sol;Lara-Croft-Go-Puzzles-BagoGames&period;jpg" alt&equals;"Lara Croft Go Puzzles BagoGames" width&equals;"800" height&equals;"465" &sol;><&sol;a><figcaption id&equals;"caption-attachment-91152" class&equals;"wp-caption-text">&lpar;Lara Croft Go&comma; Square Enix&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p><i><span style&equals;"font-weight&colon; 400&semi;">Lara Croft Go <&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">rarely has these issues&period; Enemies are first and foremost a component of the environment&period; As you go deeper into your tomb expedition&comma; the enemies become more and more grotesque from snakes to lizards to spiders&period; The spiders are the only enemy type that feel like a copy of an enemy from <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Hitman Go <&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">as<&sol;span><span style&equals;"font-weight&colon; 400&semi;"> it<&sol;span><span style&equals;"font-weight&colon; 400&semi;"> moves back and forth on the same set path&period; You can shorten and lengthen its path by altering the environment&comma; but it will always traverse it like its life depends on it&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;">That&&num;8217&semi;s the only element of the game that feels like it was made just to add a wrinkle to the route&period; Other components&comma; meanwhile&comma; feel natural to the tomb raiding experience&period; While snakes won’t move unless they see you one space away&comma; later in the game you get access to a torch which allows you to scare the snakes backwards&period; They move away from the flame and become a puzzle piece for Lara to use&period; Back it onto a pressure-sensitive plate and a boulder might roll or a bridge might form&period; Making enemies act as pieces to a puzzle makes everything feel lifelike&period;<&sol;span><&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;91154" aria-describedby&equals;"caption-attachment-91154" style&equals;"width&colon; 800px" class&equals;"wp-caption aligncenter"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2015&sol;09&sol;04180705&sol;Lara-Croft-Go-Ledge-BagoGames&period;jpg"><img class&equals;"wp-image-91154 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2015&sol;09&sol;04180705&sol;Lara-Croft-Go-Ledge-BagoGames&period;jpg" alt&equals;"Lara Croft Go Ledge BagoGames" width&equals;"800" height&equals;"465" &sol;><&sol;a><figcaption id&equals;"caption-attachment-91154" class&equals;"wp-caption-text">&lpar;Lara Croft Go&comma; Square Enix&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;">When you encounter lizards&comma; they start following every step you make the moment you get into their vision cone&period; How do you get rid of them&quest; You trick them into stepping on something that lets you get away&comma; or that kills them&comma; or maybe it was your final obstacle and now you can just run for the exit&period; <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Lara Croft Go<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;"> allows for enemies to become pawns in the environment&period; More importantly&comma; they make the player feel intelligent&comma; crafty&comma; and powerful&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;">Boulders are introduced later in the game&comma; initially as a means of killing Lara&period; She has to outrun her first encounter with a boulder and it barely requires any craftiness&period; It’s the later stages where boulders feel less like booby traps and more like parts to the puzzle&period; They&&num;8217&semi;re still booby traps&comma; but the player recognizes what happens when one switch is pulled and can start seeing the chain reaction happen in the environment&period; Eventually&comma; you get to a point where there&&num;8217&semi;s no option but to release that boulder and try to utilize something that could easily kill you&period; Maybe a lizard is chasing you towards a pressure-sensitive plate that will trigger the boulder to fall&period; Time it right and the boulder will fall on the lizard&period;<&sol;span><&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;91151" aria-describedby&equals;"caption-attachment-91151" style&equals;"width&colon; 800px" class&equals;"wp-caption aligncenter"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2015&sol;09&sol;04180730&sol;Lara-Croft-Go-Cavern-BagoGames&period;jpg"><img class&equals;"wp-image-91151 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2015&sol;09&sol;04180730&sol;Lara-Croft-Go-Cavern-BagoGames&period;jpg" alt&equals;"Lara Croft Go Cavern BagoGames" width&equals;"800" height&equals;"465" &sol;><&sol;a><figcaption id&equals;"caption-attachment-91151" class&equals;"wp-caption-text">&lpar;Lara Croft Go&comma; Square Enix&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;">Moments like this are what empower players in ways that few turn-based games do&period; The environment is a factor in your struggle with the enemy&period; Games like <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Final Fantasy <&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">or <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Hitman Go<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;"> rely on enemies to be the only struggle&comma; which only detaches players from everything around them&period; For <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Hitman Go<&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">&comma; that&&num;8217&semi;s the point&period; You have your target and the enemies&comma; but it deprives the player of needing environment awareness&period; If everything takes place in a single house&comma; sure&comma; that makes sense&period; What made the <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Hitman <&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">series captivating&comma; though&comma; was its &OpenCurlyDoubleQuote;hide in plain sight” mentality&period; Everything winds up feeling organic&comma; and that is why <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Lara Croft Go <&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">feels satisfying after every level&period;<&sol;span><&sol;p>&NewLine;<p><span style&equals;"font-weight&colon; 400&semi;">Even the spider&comma; which follows the same set path over and over&comma; can be manipulated by environment changes&period; That demands an overwhelming reliance on environmental awareness – something that&&num;8217&semi;s been key to the character of Lara Croft throughout her games&period; What makes <&sol;span><i><span style&equals;"font-weight&colon; 400&semi;">Lara Croft Go <&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">work better than most of them is that everything feels like it belongs&period; The world never revolts against the enemies that Lara faces&comma; because they were there first&period; What the world is constantly fighting against is the threat that Lara poses to it&period;<&sol;span><&sol;p>&NewLine;<figure id&equals;"attachment&lowbar;91149" aria-describedby&equals;"caption-attachment-91149" style&equals;"width&colon; 800px" class&equals;"wp-caption aligncenter"><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2015&sol;09&sol;04180743&sol;Lara-Croft-Go-BagoGames&period;jpg"><img class&equals;"wp-image-91149 size-full" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2015&sol;09&sol;04180743&sol;Lara-Croft-Go-BagoGames&period;jpg" alt&equals;"Lara Croft Go BagoGames" width&equals;"800" height&equals;"465" &sol;><&sol;a><figcaption id&equals;"caption-attachment-91149" class&equals;"wp-caption-text">&lpar;Lara Croft Go&comma; Square Enix&rpar;<&sol;figcaption><&sol;figure>&NewLine;<p><i><span style&equals;"font-weight&colon; 400&semi;">Lara Croft Go <&sol;span><&sol;i><span style&equals;"font-weight&colon; 400&semi;">is superbly designed because it recognizes that the player is the destructive force&period; The odds are stacked against the player because they are not meant to function within the foreign environment&comma; which makes defeating a level carry significant weight to it&period; Failing feels natural and even expected&period; Whereas solving environmental puzzles is satisfying&comma; it&&num;8217&semi;s mastering the ecosystem of a level that gives you that fist-pumping feeling of achievement&period; <&sol;span><&sol;p>&NewLine;

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