What comes to my mind at the moment is doing something like James Bond in Casino Royale (book or Daniel Craig film): capable and confident at the beginning, but gets thrown in over his head against people who are much more dangerous than he bargained for, and barely escapes with his life, then becoming the cold, ruthless agent we know.Susan Arendt said:You know, I don't have a good answer to that. If her gameplay development mirrored her character development, the game would have to play much differently, and while it might still be quite fun, it wouldn't be the adventure romp that we want it to be. And don't get me wrong, the combat is a lot of fun. I loooooooved pulling off headshots with my bow, and setting guys ablaze with napalm arrows. (Shooting guys off zip lines? The best.) So I'm not sure what the best solution would be. I love both halves of the game, and it's easy enough to mentally put aside the fact that there's really no reason for Lara to be such a good shot. As much as we want games to deliver good characterization and strong stories, we can't ignore the fact that they also have roles to play as games.Dahemo said:Rant over. Susan, you Cadillac of reviewers you, how would you want them to handle the combat/character problem? A stellar review as always...
So maybe something similar could have been done with Lara: starting as a medium-rare badass, and through the travails of the story becoming a well-done badass by the end. But maybe that would have diminished the dramatic impact of the story?