And this, my friends, is the level where I quit back in the days. Not rage-quit, but sort of "disappointment-quit". I did step on a few glitches earlier, then was upset by unavoidable fall damage, which made me feel like I am doing something wrong. At that point I didn't realized yet that unavoidable damage is common thing in TR2. And, finally, I somehow glitched through those double door in cafeteria, completely lost where I am and what I supposed to do. I still tried next levels by using level skip cheat, but that doesn't count. *sigh* I never beat this game. I am amazed how you guys have such dedication to finish TR2.
I kind of do understand why the mandatory fall damage exists. If you take into account how it makes you play, it makes some sense. When it happened to me I was as flabbergasted as anyone, so I adopted a more min-maxy approach to jumps/falls, topping myself off with HP before doing one, and looking more carefully at my surroundings to see if I could avoid it, or minimize it like in most cases, so at least you've got some gameplay feedback that you're doing something well because you lost less life. The obviously bad is that you CAN'T avoid it using legit ways, so you're forced to do some buggy stuff if you truly want that HP. The good? It got me to play more carefully. It got me to max out my HP whenever possible, since I didn't know when another one of these was around the corner. And that made me survive way more stuff, falls being prime among them, since there are a lot more falls that can kill you if you don't have enough HP in this game, which is a direct result of the improved interconnectedness and verticality of the levels, The Deck comes to mind on that one. It also helped me survive some traps and enemies as well and have a better time with the game, since I was always full bar whenever I fought anything and hooo boy there's a LOT of stuff to fight in this game.
The forced damage after dropping from the position at 5:59 (tile still intact) would be slightly lower for players using modern controls, as the fall damage is always slightly lower. However, if you trigger the tile to fall and hang from the edge while it is still up, you will be teleported straight down (modern controls) with no damage at all.
21:38 The keyhole is right-side up, which is wrong. And I'm assuming they programmed that wrong back in the day, too (I'll have to check later to be sure). In fact, even the switches, and probably even the circuit breaker slots, are the wrong side up.
Just checked my original TR II footage from 2014, and it seems the keyholes were already upside down ua-cam.com/video/yeC_6TPvR1Y/v-deo.htmlsi=YPWTS_8acQpWmxI-&t=718 Looking at the Remaster here, to my eyes they seem like they are also upside down, so I think it's correct on both accounts :)
Classic adventurer-vs-evil-dude cliche. Lara is competing with Bartolli men for the treasure. I always thought they arrived there not much earlier than Lara, but were slowed down by all those traps, corridors, and switches.
These updated visuals on these Maria Doria underwater levels are helping immensely to know what I'm looking at.
Thanks a ton... _Aspyr,_ I presume?
Yes, Aspyr & Saber Interactive :)
And this, my friends, is the level where I quit back in the days. Not rage-quit, but sort of "disappointment-quit". I did step on a few glitches earlier, then was upset by unavoidable fall damage, which made me feel like I am doing something wrong. At that point I didn't realized yet that unavoidable damage is common thing in TR2. And, finally, I somehow glitched through those double door in cafeteria, completely lost where I am and what I supposed to do. I still tried next levels by using level skip cheat, but that doesn't count. *sigh* I never beat this game. I am amazed how you guys have such dedication to finish TR2.
I kind of do understand why the mandatory fall damage exists. If you take into account how it makes you play, it makes some sense. When it happened to me I was as flabbergasted as anyone, so I adopted a more min-maxy approach to jumps/falls, topping myself off with HP before doing one, and looking more carefully at my surroundings to see if I could avoid it, or minimize it like in most cases, so at least you've got some gameplay feedback that you're doing something well because you lost less life.
The obviously bad is that you CAN'T avoid it using legit ways, so you're forced to do some buggy stuff if you truly want that HP.
The good? It got me to play more carefully. It got me to max out my HP whenever possible, since I didn't know when another one of these was around the corner.
And that made me survive way more stuff, falls being prime among them, since there are a lot more falls that can kill you if you don't have enough HP in this game, which is a direct result of the improved interconnectedness and verticality of the levels, The Deck comes to mind on that one. It also helped me survive some traps and enemies as well and have a better time with the game, since I was always full bar whenever I fought anything and hooo boy there's a LOT of stuff to fight in this game.
Comment for the algorithm
The forced damage after dropping from the position at 5:59 (tile still intact) would be slightly lower for players using modern controls, as the fall damage is always slightly lower.
However, if you trigger the tile to fall and hang from the edge while it is still up, you will be teleported straight down (modern controls) with no damage at all.
Wow, I had no idea!
Like I said in my Caves level video, true mastery will come from combining both Tank & Modern Controls, I will get there one day
I prefer to take the challenge of fighting the diver with a harpoon, trying to avoid much damage.
21:38 The keyhole is right-side up, which is wrong. And I'm assuming they programmed that wrong back in the day, too (I'll have to check later to be sure).
In fact, even the switches, and probably even the circuit breaker slots, are the wrong side up.
Just checked my original TR II footage from 2014, and it seems the keyholes were already upside down ua-cam.com/video/yeC_6TPvR1Y/v-deo.htmlsi=YPWTS_8acQpWmxI-&t=718
Looking at the Remaster here, to my eyes they seem like they are also upside down, so I think it's correct on both accounts :)
@@zelgadis115 I *really* need to get my eyes checked. Now the keyholes indeed appear upside-down.
I always wondered why are all these enemies hanging out in a sunken ship. Do they live there?
Classic adventurer-vs-evil-dude cliche. Lara is competing with Bartolli men for the treasure. I always thought they arrived there not much earlier than Lara, but were slowed down by all those traps, corridors, and switches.
@@IfDefDbg ok that makes sense actually! Thanks!
The biggest mystery is how a ship sunk underwater but didn't fully fill with water