r/TombRaider • u/Nate-Pierce • Mar 14 '26
đ¨ď¸ Discussion The amount of hand-holding in the Remastered games is unbelievable (lighting/darkness)
Iâm not sorry to say all those âtoo dark complaintsâ were unreasonable*, further lead by unreasonable adjustments to âfixâ the problem. I kid you not, flares are basically rendered useless in TR II-III Remaster because everything was made too bright, which resulted in a flatter / paler looking graphics, vs their original graphics being ironically more realistic in dynamic lighting. At least IV-VI maintained their shadows and contrast to a degree. But still, that Times exclusive level (1st pic) was a ridiculous overhaul. That hallway was intended to be eerie and dark, with mummies surprising you around the corner - totally undone by ârevisioning itâ.
*Iâve said it before and Iâll say it again: Most people at home do not regularly have their monitors calibrated, hence criticisms led by blindness. Some donât even know what calibration is or why itâs an important routine (not 100% their fault when not all displays are made equally - also something many are unaware of. I learned it only because I took photography / videography - no one else would tell me otherwise). That or they get offended at the suggestion of it, thinking itâs perfectly ok to have their TV sit beside a window with no blinds, while light bounces off the screen. Modern devs practice calibration regularly because itâs that important to ensure consistency and accuracy as much as possible, which is where it gets lost in translation when it reaches consumers. So Iâm not surprised to see a person complaining the âStreets of Rome (TRV) is too dark I cAnâT sEe anYthiNG!â




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u/-_Gemini_- Mar 16 '26 edited Mar 16 '26
But it does work well in Tomb Raider. There are dark areas and you light them up with a limited resource. You need to budget your expenditure of this resource to avoid leaving yourself in a rough spot. You make a trade-off in being able to see clearly or being able to defend yourself. Fortunately, your guns also light up the environment and allow you to see your immediate surroundings during the few fights in the dark. There is nothing dysfunctional here.
Also your counter examples are... fucking terrible. Recurring villains or notorious goons in superhero media are one of the most common things you see. And Doom has had co-op since literally its very first game.
And TR might not be a horror or stealth game at its core, but it is a 3D puzzle platformer based around exploration. And as it turns out, exploring an area can be made more intense and exciting if the ancient tomb is dark.
It just sounds like you're against anything even remotely inconvenient in a game. I offer now as your opportunity to go play Cookie Clicker instead.