You missed out on the tomb raider demo disc that came with PlayStation magazine (probably issue 73 based on the fact I have it and I wasn’t subscribed very long while demo discs were a thing) Same era.
If you went for a swim in the pool, and swam into the side, you’d not only get a constant intense vibration, you’d also get to see her swimming motion, and I don’t think it had breath mechanics yet (or at least she wouldn’t die in the demo zone), so you could take your time. Win win.
There was also a vibration test in the menu if you just wanted no frills.
Speculater@lemmy.world 16 hours ago
Oh God, I literally quit the game because the summons were so absurd. I feel I spent more time watching the same animations than I did playing the game.
Rai@lemmy.dbzer0.com 5 hours ago
At least there was button tapping to power up so there was SOMETHING to do during the forever animations
funkless_eck@sh.itjust.works 14 hours ago
I imagine that’s a design consideration.- same with Ultima and other big spells. You get a big payoff after a big wind-up. It’s trying to telegraph that if you want speed you should build your party differently using junctions
fracture@lemmy.blahaj.zone 9 hours ago
game designers be like: NO! REBUILD YOUR PARTY IF YOU DON’T LIKE SUMMON ANIMATIONS! WE WILL NOT PUT A SKIP BUTTON IN!!!
funkless_eck@sh.itjust.works 7 hours ago
honestly I don’t hate it as a decision. there should be rewards for using all the mechanics well
Sc00ter@lemmy.zip 4 hours ago
I forget which game, but it had two different durations of summon/cast. The first time was always the long one, then youd regularly get the short one, youd randomly “crit” and get the long one, which did more damage.
salacious_coaster@infosec.pub 8 hours ago
I was obsessed with that game when it came out. Just played it again, and it’s actually pretty bad. Even without using summons at all, and with emulator fast-forward on most of the time, it’s almost unbearably slow and tedious.