The recent release of the Tomb Raider I-III Remastered collection, which includes the original 1996 Tomb Raider, highlights a fundamental challenge in modernizing classic 3D games: the incompatibility of "tank controls" with contemporary control schemes. While the remaster itself is not the issue, the core gameplay mechanics of the original Tomb Raider, designed around fixed perspective movement, present an unsolvable problem for modern players accustomed to more fluid, analog control.
The original Tomb Raider emerged during a pivotal period for 3D gaming, sharing its release year with groundbreaking titles like Super Mario 64 and Quake. These games represented an initial foray into fully 3D environments across multiple platforms. However, Tomb Raider utilized "tank controls," a system where Lara Croft moves relative to her orientation, rather than the player's perspective. This means pressing "up" always moves Lara forward, regardless of the camera angle, and turning is accomplished by rotating her in place.
Attempts to map modern analog stick controls onto this system often result in a frustrating experience. The precision and responsiveness expected by today's gamers are simply not achievable within the constraints of the original game's design. The disconnect between the intended movement and the player's input creates a sense of clunkiness and hinders the overall experience.
One possible solution would be to completely redesign the control scheme and movement system. However, this would fundamentally alter the character of the original game, potentially alienating long-time fans and undermining the purpose of a remaster, which is to preserve the original experience while enhancing its presentation.
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