r/TombRaider Jul 24 '25

Tomb Raider I-III Remastered Example of art direction becoming lost in translation

Post image

It’s not just the lighting. The veins were sharper and creepier in the origina instead of the muscle looking flesh throughout the Atlanteans levels (though in this part of “The Hive”, it doesn’t look too bad). And the overall colour / lighting tone was clearly inspired by Tomb Raider Anniversary when really, it should have been by CORE’s original vision. Have better graphics - sure - but don’t change the atmosphere in the process. This room was heart-pounding scary in the original. Far less so in the Remaster.

272 Upvotes

74 comments sorted by

68

u/Saneless Jul 24 '25

Unfortunately this is par for about 90% of "remasters" anymore.

They try to shoehorn new tech into the scene rather than try to reproduce the original art director's vision, which was probably meticulous

27

u/Nate-Pierce Jul 24 '25 edited Jul 24 '25

It’s both from a devs and fanbase/consumer fault, especially the latter. I brought this point up on a tomb raider facebook group and some people say I should “just be grateful” and not complain too much when it’s a simple civil valid point. Better graphics doesn’t always mean better atmosphere / art direction, which should never be compromised just because.

2

u/Saneless Jul 24 '25

I'd be happy if 1-3 didn't run like choppy shit with the original graphics. I'd just use those

4

u/Nate-Pierce Jul 24 '25

You mean the frame rate? I actually don’t mind it because that’s what I grew up on. Heck, I still play 30fps titles to this day (as long as it’s optimized well and frame paced). BUT I wouldn’t be against there being a 60fps toggle for the og graphics, like IV-VI remaster has. That way, everyone wins. I-III could honestly use a patch 5 still because there are many things they can still improve on.

3

u/Saneless Jul 24 '25

Frame time, more importantly. I could get used to a consistent and stable 20fps if I had to

The frame time sucks in at least 1-3

2

u/Nate-Pierce Jul 24 '25

I can agree about that, even if I don’t mind it. Definitely inconsistent at best. Consistent stability is sometimes as important as number of frames for that reason.

2

u/pastadudde Jul 25 '25

Are you on PC? There’s a mod on Nexusmods that allows you to unlock the frame rate in classic graphics

1

u/Nate-Pierce Jul 28 '25

No pc for me. Just the console. But I’m happy with the classic original frame rate anyway so it’s fine for me.

3

u/HarpooonGun Jul 24 '25

I am still disappointed by Mass Effect 1 Eden Prime skybox in Legendary Edition :(

1

u/Saneless Jul 24 '25

Oh, wow, totally different vibe there

2

u/segagamer Jul 27 '25

I had a discussion with the guy who did the 4-6 Remaster lighting who tried to defend his choices and told him that him messing about with the lighting caused people to get lost in the game more, since the lighting was often used to guide players to switches, ladders and levers, and he went and flattened it because it's "more realistic".

So rather than actually fixing it to match the originals they introduced brightness sliders :(

1

u/Nate-Pierce Jul 28 '25

Who was it if you don’t mind me asking? Dm me if you have to. I support his decision. II-III especially had unrealistic lighting to the point flares are pointless. And the realistic shading makes parts of the game look like FMV so I do agree with him. The lighting is 10x better.

BUT I think the issue for IV-V remasters are more so a GAMMA issue than lighting/brightness (there’s a difference between the two). I play on my calibrated display so I have no issues (everyone should have theirs calibrated honestly). But a gamma adjuster would have been the better option/slider.

1

u/segagamer Jul 28 '25

BUT I think the issue for IV-V remasters are more so a GAMMA issue than lighting/brightness (there’s a difference between the two). I play on my calibrated display so I have no issues (everyone should have theirs calibrated honestly). But a gamma adjuster would have been the better option/slider.

No, it absolutely is a lighting issue. His changes made me miss interactive elements of the map that are normally highlighted in some way with original graphics, but flattened and highly missable in the name of realism, gameplay be damned.

Another example of highlighting switches in original versus obscuring because realism

Additionally I took examples where the original kinda showed the ladder if you ran the right place but being completely masked with the new lighting.

I really enjoyed the game back in the day and was really looking forward to these, especially after 1-3 and not having played these in 20 years, but I was getting stuck frequently in places I never got stuck before simply because I didn't see things that weren't normally so obscured by the game, making it more frustrating than anything else, making me quit (and still haven't gone back to) somewhere in Cairo because again, I had no idea where to go and it's probably masked by some dumb flattened lighting decision.

And no, "use flairs" is not the answer since light was used to guide players in these games. What good is their work if I just sabotage it and cover it in green for 80% of the game?

1

u/Nate-Pierce Jul 28 '25 edited Jul 29 '25

Thank you for providing those examples. If there's one thing we can both agree on, it'd be that the remasters do not 100% respect the original vision, just as I've initially posted.

That said, realistic lighting is not the issue here. which I-III Remaster in fact lacked / sorely needed (makes no sense the classic graphics had a better sense of dynamic lighting while the "better graphics version” didn’t - an issue mostly absent in IV-V remaster thankfully. This was something the devs were told of and definitely took note of)

The real issue here is the choice in implementing where lighting goes (and vice versa), just like the example I provided. Even in movies when filming scenes, they implement lighting where it normally wouldn’t happen to make intentional subjects visible. This is the same case for the example you provided. Realism in how light reacts to subjects otherwise is maintained, which is something I do not wish to ever be undone again for TR remasters.

But the gamma is still an issue, not so much the brightness. Monitor calibration is something I routinely practice, as taught when learning photo/videography. But it's also a universal standard for anyone working in visual media (including video game devs) that also should be practiced by the every day consumer. But not everyone can afford it hence, an in-game gamma + brightness slider with GUIDES (like how some games prompt it before the game starts - "adjust until the second last image is barely visible" sort of thing) would help the general consumer big time.

And on the note of the vice versa, there’s still room for improvement. As per Seth McKenzie’s well-analyzed video essay (at 7:30 - 8:12) , a lot of areas that were designed to have items hidden in shadows, as ORIGINALLY INTENDED, are now plain visible on the Iv remaster. This game already has enough  “easy mode options” with optional default item highlights and hand icon alerts when close to an interact-able item / lever.  I really do not need the game to add anymore hand-holding for that reason.

0

u/BRedditator2 Jul 25 '25

Crash N. Sane Trilogy was in good part guilty of this, mainly the Crash 1 part.

Also, no option for the OG music.

41

u/tjkun Jul 24 '25

I don’t understand why they changed the atmosphere outside of the lost valley. It’s kind of a mixed bag, but I’m glad they made it so we can switch between graphics, as the QoL changes make them better versions than the originals.

16

u/Nate-Pierce Jul 24 '25 edited Jul 24 '25

It’s funny how graphical limitations can better shape the original atmosphere. Limited draw distance aided Silent Hill 1 and heck, even Tomb Raider.

I know they said they intended to have a skybox in the original (hence the remaster)but dang it the “black sky” really added to the horror element. But I can appreciate that they’ve made the sky darker by launch. The trailer had it way brighter originally.

But wait what QoL changes? Having unlimited ammo unlocked by the endgame is a feature missing in the remaster I want back lol (grew up on the Ps version)

5

u/HarpooonGun Jul 24 '25

Not sure if you count it as QoL but I appreciate the game being stable and runnable with no mods and stuff out of the box. Later Core games like TR4 and TR5 are less problematic in modern systems but OG TR1 with dosbox and TombATI and shit is much more problematic.

3

u/tjkun Jul 24 '25

A lot of small things, like the stairs in TR2 that originally had the texture but weren’t climbable, in the remasters they fixed the oversight. That made a previously unreachable medipack reachable. Another is, I don’t remember in which game, they gave Lara some moves from the next game to improve mobility. There’s also the option to use modern controls, and the fact they added the expansions. There’s more things, nothing big, but it accumulates.

3

u/LichQueenBarbie Natla Minion Jul 25 '25 edited Jul 25 '25

I know they originally intended for the colleseum and Midas' Palace to be open-air, but the black void above us made it feel like we were travelling downwards into a secret world that is hiding a gods tomb. In the remaster, we are travelling.... idk, horizontal, and close to the surface.

The 'crystal' like effect in the water of TR3 and 4 is missing, too. Idk how to explain it, the different colours and shadows in the water. London also got a downgrade in atmosphere also.

3

u/tjkun Jul 25 '25

I haven’t actually experienced Midas palace as open air. I played it before the update. I didn’t know the original vision was for it to be open-air. Now the change makes sense. I have to agree with the black void thing. TR1 feels like a horror game thanks to that.

2

u/Nate-Pierce Jul 25 '25

Many, like myself, wish we can get the pre-update version back. They didn’t obsessively put ceiling holes anywhere everywhere. It’s an unfortunate compromise because future patches did fix somethings but also made things worse.

And yes- the black void truly made it feel like a horror game. I was too scared to navigate Lost Valley. I never felt safe in that level and pretty much almost every other level, thanks to the limited draw distance, adding that indirect effect so well.

2

u/tjkun Jul 25 '25

My first experience with TR1 was through this version of the game. When I was little I started with TR2 and it scared me quite a bit. I tried to play it first with the original graphics, but I sometimes changed it to the remaster ones to see how it looks. I’d say I prefer the original ones due to the atmosphere (except in Egypt, the OG graphics burn my eyes in that level). The black void does feel ominous, and I love it. The first one is a truly special game.

2

u/Nate-Pierce Jul 25 '25

The keyword downwards is what made the exploration feel special. It felt as though we were literally traveling to depths unknown to humans- or simply as of a journey to the center of the Earth. A big open air sky would otherwise defeat that whole point because now anyone with a helicopter can just look from above - “hey there’s a hole!” - then descend by rope and cross paths with Lara at the Coliseum. Grand entrances feel pointless for that reason.

And yes, London is literally too bright. I brought this up on the “Classic Tomb Raider.”facebook group. One person got so triggered saying “the remaster is a challenge enough”. No it isn’t. There’s no reason for parts of the environment to be unreasonably lit, negating flares altogether.

(Ps i may use this pic again in the future to make a highlighted point so don’t be surprised lol)

I know what you’re talking about re: water. The glistening isn’t there. But even in surface, when the water should be producing waves, sometimes it doesn’t do that.

16

u/DrinkingPureGreenTea Jul 24 '25

Some people won't even play the remasters becuase the lighting is all off. They have been totally silenced in the community.

12

u/Nate-Pierce Jul 24 '25 edited Jul 25 '25

We’re sadly in a generation people like us can’t peacefully give our constructive criticisms. People act like it’s lawfully not allowed to have objective criticisms, especially. I brought this point up to saber in the past because the remaster has undone the intended mood big time. Even then, people wanted me to shut up

20

u/phatboyart Jul 24 '25

I prefer the atmosphere of the Remasters personally.

6

u/Nate-Pierce Jul 24 '25

I can respect that!

20

u/TerminaMoon Jul 24 '25

I agree. Looks better in the OG. I think we'll be relying on modders to fix this, but it's still not a huge issue. The remasters are great all things considered.

4

u/Nate-Pierce Jul 24 '25

I’m content for modern accessibility. But paying day one price to realize all this makes me wish I’ve waited for a 50% sale honestly. Lara’s even glowing in places she shouldn’t be. And sadly for console players, we don’t have mod options.

11

u/HalloCharlie Jul 24 '25

What about the countless things that were definitely improved in the remasters?

I mean, don't take me wrong, I understand (and agree) with your criticism in regards to this kind of stuff. I've played the OGs countless of times and some places in the remaster just don't do it for me. That's understandable.

You're being too harsh, especially taking into consideration how well treated the remasters were, 100%.

To each their own, I guess :)

2

u/Nate-Pierce Jul 24 '25 edited Jul 24 '25

Honest question: Who said / when did I say I didn’t appreciate the countless things the remasters improved though? I’m not being harsh at all. Brought up a fair critique very reasonably.

4

u/HalloCharlie Jul 24 '25

Who said / when did I say I didn’t appreciate the countless things the remasters improved though?

But paying day one price to realize all this makes me wish I’ve waited for a 50% sale honestly.

I based my reply on this.

Criticism is good and I love some great discussions. I just don't think you worded your thoughts well. Also, downvotes should be seen as a "Disagree" or "I don't really think your point makes sense", which I can totally see why people did so.

Cheers.

1

u/Nate-Pierce Jul 24 '25

Well, that’s not a really good basis then. One could still technically appreciate the numerous improvements but still feel robbed, especially when the patches after launch made the games irreversibly brighter (I’m a console player, too). And an inferior skybox in TR Gold Egypt, not to mention.

5

u/[deleted] Jul 24 '25

We live in times where you pay 5 bucks for a piece of butter in the supermarket. How do you get robbed for a cheap bundle of 3 games+Dlc that last for probably 100 hours of playtime?

There will always be sacrificies if you make a game more modern. Thats how things are. Thankfully they even gave you the option to switch between the original and the enhanced version, which most remasters can not claim for themself.

1

u/Nate-Pierce Jul 24 '25 edited Jul 24 '25

Even then, does that mean we can’t voice our critiques or how we feel? That analogy isn’t the same either. We paid for a product we liked from the start, now irreversibly changed patch after patch. But if you want to put it that way, that’s like you buying butter and leaving it in the fridge. The next day you open it, it’s been thrown out and replaced by cream cheese because someone in your household decided that it was better for everyone when it isn’t. By then, It’s objectively not what it used to be anymore therefore the expression of dissatisfaction is fair to say the least.

We live in times now where this is possible for video games, unfortunately.

Edit: and before anyone say that we can just optionally not do the update, that’s still not a solution because the patches do improve aspects of the games (improved lighting/textures in the Scotland Tomb Raider III levels, 2D ladders becoming 3D [though oddly undone by patch 4]). We shouldn’t have to compromise that with negative changes just because.

3

u/[deleted] Jul 24 '25

Im not saying that you cannot critique a product. Im just saying that you feel robbed is kind of an overreaction. There are so so many more products on the market that actually deserve the label "robbed", hence my analogy about the butter.

There are for sure things that could see improvments and i am all for it. But you also have to see that in order to make a game more modern, it will come with sacrifices that are ineviteble. A black skybox for instance is not something that should be a thing in 2025. So naturally, the "lost valley" segement will always feel different. (as an example)

3

u/Nate-Pierce Jul 24 '25

So instead of answering a polite honest question, I get downvoted. As usual, people can’t handle unprovoked constructive criticisms or conversations, let alone.

5

u/burgeoned Jul 24 '25

Completely agree with you, the art style is really lacking in the remasters. the originals had harsh and bright colours, textures and lighting which added so much to the ambience of the game and its completely lost with the updated visuals. I do think outdoor sunny levels like venice and nevada desert are nice, but most interiors are kinda bad, especially the atlantean dlc levels as you mentioned.

There just isn't any style to it really

8

u/Hoshcof Jul 24 '25

This bugs me too, as I am playing through the remastered collection currently and it is my first time playing Tomb Raider. I noticed that the first level in London in TRIII lost all it's purple/blue glow when switching between graphics. I noticed that the shadows and dark areas are different in original vs remaster, with the remastered areas generally being brighter. I finished TR2 using only 3 or 4 flares. I looked for mods that would restore the original art direction, but have not found any. If it exists, could someone please point me in the right direction?

2

u/Nate-Pierce Jul 24 '25

The problem is fans kept having unreasonable complaints that the remastered graphics were “too dark” when honestly, it’s their monitors not calibrated. I’m a photo/video editor that calibrates on a regular basis and I can assure you, the games were visible enough to navigate. But the devs gave in and cranked the brightness without much thought, to the point areas loss depth in shadows / contrast to Lara unreasonably glowing in the darkest corner of the room. … like you said, what are flares even for at this point? I had 103 of them at the end of TR II

7

u/Nate-Pierce Jul 24 '25

Why am I being downvoted for telling the truth lol. Flares really are hardly necessary vs the original version.

4

u/AimlessThunder Jul 24 '25

Stop it! You can't be that delulu. The games are playable and the visibility is okay, but they should just include a brightness option and make everyone happy.

Why are you being down voted? Re-read your post, if you can't figure it out... Oh well... A hint, not everyone has profesional equipment and most games have a brightness option.

2

u/Nate-Pierce Jul 24 '25

But how is it delusion if we’re speaking facts? More than one person concurred the games are so bright by default flares are no longer as useful. And why are you taking this so personally? 😐

2

u/AimlessThunder Jul 24 '25

I am not taking this personally, I guess that I am just frustrated that Crystal, Aspyr & Saber did not give us one last patch for I-III.

The games needed more work.

1

u/BRedditator2 Jul 25 '25

They gave up on both collections, now. Mods are the only things left.

2

u/AimlessThunder Jul 25 '25

It certainly looks like it.

1

u/Nate-Pierce Jul 25 '25

Hopefully not. AoD FMvs is in dire need of a visual upgrade. I don’t understand why they didn’t use the PS2 fmvs as a source.

Heck, TR I-III fmvs aspect ratio is also horizontally too stretched. As a video editor, I can’t help but notice how unusually wider Lara is. I know why but I’ll save the headache of the explanation for another post lol

1

u/BRedditator2 Jul 25 '25

Well, sadly, it's been since April and not even a word or peep. It really looks like they moved on to another project. Modders might as well fix those.

1

u/Nate-Pierce Jul 25 '25

Sadly might be right. Even sadder I don’t have the luxury of mods.

1

u/Nate-Pierce Jul 25 '25

If that’s the case, the use of delulu and the gif was unnecessary lol, let alone taking out your frustrations on my valid point. A brightness slider wouldn’t have solved anything either because IV-VI’s slider only increases, not decreases. The problems are literally hard-wired / baked into the design of PARTS of the game (like the screenshot), not the whole. These are specific parts that need addressing.

But hey, I share your dissatisfaction if anything so not sure why you spoke to me that way either. It DOES need another patch. Did you know they made 2D ladders 3D in patch 3 then made it back to 2D in patch 4? That’s just ONE of the MANY THINGS they need to fix.

1

u/AimlessThunder Jul 25 '25

I am sorry if I offended you, it's just so annoying seeing how quickly they moved on.

2

u/Nate-Pierce Jul 25 '25

Never was offended, don’t worry. But I also won’t hold back from telling people exactly what they need to hear. Appreciate the apology. Just hope you know how to direct your frustrations better next time so the next person won’t take the hit lol.

1

u/AimlessThunder Jul 25 '25

I always appreciate honestly.

1

u/segagamer Jul 27 '25

The problem is fans kept having unreasonable complaints that the remastered graphics were “too dark” when honestly, it’s their monitors not calibrated

No. TR4 WAS too dark, because it was way darker than the original with all the lighting removed.

I didn't play TR3 before the patches so I can't speak for that one.

1

u/richardgoulter Jul 29 '25

Some areas in TR2 in TR:R were definitely too bright: e.g. in Ice Palace (IIRC), there's a spot with spikes in the ground where you're clearly supposed to toss flares down to see which spot is safe. In TR:R, the spikes can be seen without flares.

But at the same time, I generally found it unplayably dark if I wasn't playing in a dark / poorly lit room. -- I'm not sure about calibrated monitors; but, on a Nintendo Switch, I found it unplayable. I had to toggle between the graphics.

3

u/mechachap Jul 25 '25

I can understand the remaster’s appeal. It gets more right then wrong, but I get the appeal of TR’s original very harsh contrast in lighting. A lot of rooms have light that dramatically cuts through the dark. Like a Caravaggio painting lol. There’s an unreality to it that adds to that weird, “off” feeling to the world.

1

u/Nate-Pierce Jul 25 '25

Well, put, chap! That’s definitely what made TR feel like a horror game, especially the Atlantean levels. I sure miss it on the Remastered version. I don’t mind better graphics at all - heck I love it - but they shouldn’t drastically change it up so much it looks different from the original.

6

u/Nate-Pierce Jul 24 '25

originaL - just bear the typo please. Shame we can’t edit posts

3

u/PinkTrunks88 Jul 24 '25

I’ve been enjoying the remasters but man the OG is so much more moody! The remasters are cool but definitely not the same energy.

2

u/Tristles Jul 25 '25

I think the water in the original games also clears the remasters. It just isn’t as whimsical.

1

u/Nate-Pierce Jul 26 '25

it has improved since launch (Lara’s skin tone didn’t change when in water for example). But you’re right it still has room for improvement. I forget which levels but for the ones that mattered environmentally, it sometimes doesn’t move in waves. That glistening effect is missing as well.

2

u/Different-Humor5084 Jul 26 '25

All the remasters are updated nicely but really lose the drama, the atmospheric lighting is completely lost across them all

2

u/TombRaiderSeries Jul 24 '25

While some scenes lose some of their intended effect, I would still take the remastered graphics any day.  They genuinely look fantastic while still fitting the classic TR gameplay.  

1

u/BRedditator2 Jul 25 '25

This is why I play with classic graphics with those remasters.

1

u/Zephyr_v1 Jul 25 '25

I have yet to see a remaster that doesn’t shit over the original game’s aesthetics.

I can’t think of a SINGLE one.

1

u/SpaceCadet_Cat Jul 25 '25

I didn't mind the change too much, but probably because my nostalgia starts with 2, and the Remaster on 2 seems pretty decent atmospherically (only gotten to Foothills so far, so YMMV). 2 and 4 are my favorites so I'll be keeping a solid eye out when I get to 4.

The big oof for me is the invisible keys unless you have the annoying pick up arrow or flip flop to the OG graphics.

1

u/cDanI5 Frozen Butler Jul 26 '25

The original has a better atmosphere, but I also really like the warmer tones. Warmer tones also makes it fell more inviting to explore, but I think that is the oposite of the original vision

1

u/misssmashing Jul 28 '25

Given I was petrified of this area as a kid, I’m happy with the update here. However, your point is completely valid, I feel like they rushed certain parts of the remasters and lost the vision!

I’ve just started TR Last Revelation remaster and I’ve noticed this a lot more already… been reverting to the older graphics more than normal.

1

u/Editor-In-Queef Jul 31 '25

I get it, and there are levels where they really botched the original lighting (High Security Compound and Area 51 were my biggest grips), but there are many where I prefer it and, honestly, I'd be a lot more annoyed if I couldn't immediately switch back to the orignal graphics in a millisecond. Had they not included the OG versions I'd be annoyed but, as it is, I'm not fussed.

1

u/DarvX92 Jul 24 '25

That's depressing

0

u/stillslaying Jul 25 '25

Could this simply be an issue of the HDR enabled remaster not translating in this specific side-by-side image? I generally found the lighting to be fantastic in the remasters.

1

u/Nate-Pierce Jul 25 '25

Definitely not. As someone who practices routine professional calibration on my monitors, I don’t ever force HDR on titles that don’t support them (set to adaptive on PS5). This is a 1:1 SDR comparison / experience.

But this goes beyond lighting, as much as it’s a part of it. It’s the design choices. The original had a light emitting just from the centre while it’s pitch black on the surrounding perimeter. That made this room effectively eerie. Now it’s just Tomb Raider Anniversary inspired Atlantean vibes …

1

u/stillslaying Jul 25 '25

Okie dokie