Game Informer's Latest Shadow of the Tomb Raider Preview
In short, for years these types of games have focused their difficulty shifts on a single aspect of the game - the combat. With Shadow of the Tomb Raider, the developers have broken difficulty out into puzzles, combat and traversal, meaning that in addition to making combat easier or harder, you can receive fewer hints from Lara's inner monologue and see fewer highlights when using her Batvision or whatever, and if you want to you can completely remove the markings for all the various handholds and climbable ledges that are a constant through games like Tomb Raider, Uncharted and Horizon Zero Dawn.
I'm curious whether this is actually a positive change or not, but it's certainly an interesting one that I'll be glad to give a go whenever I get ahold of the game. I'm not so stellar at solving video game puzzles so I'm not sure I'd adjust the puzzle system to any more difficult - if it involved something else, like perhaps remixing the puzzles slightly to involve more or less steps, I'd be more likely to adjust it, but maybe that would be too weird to allow users to adjust on-the-fly, not that forcing users into decisions before a game starts is unheard of either. As it stands, I really rely on Batvisions and "Well, hmmm..." dialogue from the protagonist to get through most puzzles at some point in the game.
It sounds like the combat difficulty is mostly related to how easy it is to get in and out of stealth, though I'm sure health bars will be adjusted on both sides as well.
What say you, duders? Would you turn the paint off in this game, or others like it, given the chance? Or is this just a cosmetic adjustment to you, and you always felt like you could read the environment without the paint anyway if it weren't there?
Log in to comment