desktoplara.jpg A few days ago, we linked to GamesRadar contributor Ben '222b' Turner's tip on Koei's obscuro Warship Gunner 2, and now he's posted an extremely well thought-out analysis of Tomb Raider Legend, which is particularly useful on the gameplay mechanics that are based around jumping.

As he explains: "In Legend your success or failure at making a jump is predetermined based on where you started it. If the game "knows" Lara's supposed to be able to complete a leap from a certain point, then she will magically succeed in making it. If not, even if it looks possible based on distance, she'll come up short and fall. In short, she's at the mercy of the designers' foresight, rather than truly universal physics and collision engines."

Ben does note: "Of course, the game is designed from the ground up to work like this, and Crystal Dynamics has done a pretty good job of making sure the necessary jumps are obvious (via level design and camera placement) and that there aren't many that look possible but aren't. Even so, I often found myself frustrated by the disparity between what the game thought was possible and what should have been possible based on the physical reality displayed onscreen", concluding: "That scenario could not have occurred in a Mario game because the collision system would have noticed that the physics had taken Mario into a grabby surface, and so he would have caught on, no questions asked."

What do people think? Hideously unfair? Do you care about Laura Craft (haw!) in this day and age? (People seem to care about her desktop buddy, judging by comments on the GSW thread about it indicating some hideous compatibility issues.)