Deathtrap Dungeon (PSX/Win, 1998) seems to use the TR1 engine (maybe?) at least, but is definitely not a cinematic platformer. (e: actually it’s probably not the same engine, but it’s definitely something trying to cash in on TR1)
Dragon’s Lair is definitely pretty different from e.g. Another World, but I don’t know if there’s anything before DL that is even remotely what i’m looking for. DL, narrowly defined, probably represents the genesis of the idea the games I’m looking for expounded.
I’m not sure if Tomb Raider is particularly cinematic though. At least not in the sense that PoP and its successors are considered to be. It’s storytelling elements (FMV mostly) are typically isolated from the actual play area, if that makes sense, whereas Another World continually subverted my expectations of what might happen in a 2d side-scroller by taking away my control of the avatar for the purposes of narration. A lot of the mechanical similarity between the two is really just rooted in uninterruptable movement animations which was pretty much abandoned (“solved” as @username put it) in 3d gaming until Souls turned up.
A lot more could probably be said for the lack of a constant ost and the rather sparse hud applied in Tomb Raider, but this is more likely due to the six-person design team and their tight dev-schedule than any purposeful omage to these specific 2d games.
Yeah! I think part of the problem is that many developers looked at Tomb Raider and decided to imitate it’s combat approach and general move set without any regard for how these meshed with it’s intelligent level design. The PS1 is rife with comparable 3D action games in this respect (Urban Chaos etc.)
Core also pressured the original developers post-release for an obscene number of expansion packs and sequels which saturated the market. The emphases placed by the later games on combat, expanding the move-roster and integrating stealth-elements etc. is also indicative of the increased size of the dev team which I think was cumulative for each new release, culminating in two separate teams working on alternate entries which further diluted what made TR1 so special. No wonder the devs of TR4 tried to kill Lara.
Messiah on PC is pretty successful though because it understood verticality.
Yea, Another World was so seamless with its art direction that there is no separation of video and gameplay states. It also allowed for creating many interactive modes (scenes/events) with the same inputs through out the entire game. It has more variations of death than almost any other video game too.
Drakan: Order of the Flame, I remember because I conveniently have the magazine demo disc with it on the cover sitting right beside me that hauled out a while back for some other demo. Never got around to the full thing, but IIRC other than busty ponytailed protagonist it indeed isn’t all that much like TR. It’s definitely more action oriented and traversing the environment isn’t much of a focus even when not airborne on the dragon.
I wouldn’t want to get stuck too much on the actual phrase “cinematic platformer”. What was cinematic about these platformers, as opposed to the regular non-cinematic platformers, was that they were much more heavily invested in smooth and realistic animations, which lent themselves to more complete “worlds” which were also identified by lots and lots of well-animated art. But of course complex animations take lots of frames and lots of time, which means they’re unresponsive, which means each action is a commitment (or in vidcon vocabulary, is uncancelable). Personally I think it’s that action-commitment that really defines cinematic platformers, as opposed to the attendant “cinematic feel” of the art and world, especially since that immersive feel can be applied to literally any genre.
So, if what makes cinematic platformers unique is sticking your avatar to uncancelable tile-based movement, yah, Tomb Raider is straight that, but in 3D.
It’s also though what I call an “exploratory 3D platformer” which actually shares features with a much smoother and reactive game like Mario 64, and which have almost entirely fell out of fashion. As this applies to the Tomb Raider series itself, I’ve actually talked about this a lot! It’s one of my favorite things to talk about!
Pandemonium! - it has a double jump, which I like, and an interesting “moving camera 2D platformer” thing going on, which is cool. But ultimately it seemed shite.
Torneko: The Last Hope - I’ve been a Shiren fan forever but I never played this series and never knew that the “Mystery Dungeon” series BEGAN with the DQ-spinoff Torneko. Anyway, this game seems EXACTLY the same as Shiren except for the reskin and the DQ audio (which I recognize only from playing DQ8 3DS). Fun but ultimately I feel most roguelikes are rather superficial affairs.
Wild Arms XF - The dialogue is unskippable and really boring. I can’t get past the SECOND stage, where if you have any party member die you lose. Your party members have around 120 HP, and one of the enemies hits for 100. Seems like an interesting game though?
Dragon Warrior 3 GBC - This is fun! This is RPG goodness! And it has the same music and setting that I can immediately recognize from playing DQ8! Also, the enemy battle animations are VERY fluid and impressive - I didn’t ever expect seeing near-Disney quality fluid animations in a GBC game.
My friend recommended For Honor so I picked it up and giving it a whirl.
It’s fun, it will be interesting to see if some sort of competitive scene develops from it. Well, for the duel mode at least.
Dominion and Death Match are silly at times, fun, but silly.
This game not having local multiplayer is a god damn crime though. This game is made for the one v one aspect and the fact that there is no local vs mode is just terrible.
But is that really enough to define call it a straight up 3d Another World? I’m not convinced. I guess we can quibble about the genre title, but then there’s not much point drawing a line between what Tomb Raider and Another World have in common other than that single design decision. One could then just as easily call Bloodborne Tomb Raider without jumping. The art and music and use of story are at least as applicable in making a comparison or charting the lineage of design decisions in “cinematic platformers” I think.
Maybe we should forego that title and stick with ‘uncancellable tile-based platformers that also feature shooting’.
We’re not drawing straight lines, but webs. I mean, there is a pretty straight line that can be drawn from, say, Prince of Persia to Tomb Raider.
But ultimately tracing lineages in art is about illuminating qualities you want to focus on, not establishing some kind of pseudo-objective species. I think what meauxdal was originally interested in was 3D games with that TR-esque tile-locked movement? But maybe not.
yep, that’s exactly it. i’m not looking for holistic, discrete chains of influence, nor direct iteration. i’m interested in sketching elusive throughlines in gaming history for certain ideas and concepts that interest me
e.g. it doesn’t actually matter to me if the TR devs played or even knew of the existence of Another World
parts of the original Half-Life give me weird Another World vibes. The plot is at least broadly similar and you get chased by big monsters that can ruin your shit quite a lot.
I think Tomb Raider lifted a lot directly from the original Prince of Persia titles (I almost mentioned “Prince of Persia 3d” as a potential 3d game in this mold, but I have no experience with it to say for sure), and if there is a cinematic platformer subgenre then Prince of Persia has to be included as it is probably the most successful and influential of the bunch. It also goes in a fairly different direction than Out of This World, but they share enough DNA that I’d consider them to at least be cousins as opposed to brothers.
I picked up a digital copy of Tomb Raider II a few years back when it was on sale for a buck or so as I always heard that the sequels sorta missed the point of the original by focusing more on combat (which was probably the weakest element of the first), but as mentioned there just isn’t really much in that mold at all.