With this, Interactive Friction has now complete two different games. As a result, it is now the most successful Let's Play project I have ever worked on. I hope Sam and I can continue this for years to come, especially with what we have planned for future seasons.In this episode, Sam makes a very...
In this episode, Lara is (of course), on her own against hordes of evil Japanese soldiers.Since we're coming up to the finale, I think it's time to talk a little about the supernatural stuff in the game. Like its contemporaries in Indiana Jones and Uncharted, Tomb Raider incorporates the paranormal...
In this episode, Sam reveals a startling fact that leaves me absolutely stunned.Not much of note happened in this episode. However, we did discuss a little bit about level design. This section of the game both demonstrates an area of good level design, and of poor level design.The first it that...
In this episode, we fight a video game boss battle. Also, a bad guy has a katana.Since the subject came up in the episode, I think it'd be fun to talk a little bit about katanas. As I said, katanas aren't nearly as effective as fiction seems to think that they are. They're actually pretty bad...
In this episode, we go through the dumbest segment in the entire game.The number of factors that have to align just right in order for this ship in the mist to exist on the island is great. Mathis's men need to first get motivated enough to want to build a ship. There are two big problems that...
In this episode, we are relevant and topical for the first 5 minutes.Many of the comments we make in this episode form the groundwork for suggestions and observations made in following episodes. Aside from that, most of it stand pretty well on it's own, and does not need to be elaborated on in the...
This is the point where Tomb Raider starts to utilize more of the tropes from standard Hollywood action movies.The game has an interesting, yet appropriate and subtle, tone shift either at around this point or slightly before it. In the very beginning, Tomb Raider takes queues from classic survival...
In this episode, we begin to talk a bit more about the side characters in the game.This is also our first experiment with doing some slight editing of the footage. Mostly, we cut segments of combat, or of loading screens, where nothing interesting was happening in the game and we weren't making any...
In this episode, Sam and I talk about some of the more uncomfortable parts of the game.As I said in the episode, Tomb Raider (2013) makes most of Lara's deaths look much more brutal than we're used to seeing in video games. The ones we show off in this episode are the most gruesome, but they are...
In this episode, we discuss the puzzle design.Puzzle design in video games is very difficult to get right. In the ideal world, each individual puzzle room will show you everything you'll need to know in order to understand how to solve the puzzle. Because every person things has their own way of...