Philips Magnavox Videogames and the Entertainment Revolution Trigger Happy User Manual
Page 98
Trigger Happy
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naturalistic milieu of the Tomb Raider series, the 
bolted-on possibilities of movement that are added in 
each sequel only serve to remind the player how odd it 
is that Lara can run, swim, crawl and jump, but cannot 
punch or kick an assailant, for instance. She cannot 
even sit down, although given her lecherously 
siliconenhanced curves, it is probably just as well, for 
she would never get up again. 
This is not to say that expanded physical
possibilities in human characters are bad—in 
themselves they are good—but their introduction poses 
other problems of design that must be attended to. In 
Zelda 64, for instance, Link’s inability to punch or kick 
is never an issue, for by the time he is first in danger he 
already permanently owns a sword. A sword is better 
than a fist, so the player doesn’t feel that anything is 
missing. By contrast, Lara Croft often goes about 
unarmed among enemies, having had her guns 
confiscated, and so her unwillingness to punch and kick 
is frustrating. 
To complain about these aspects in a game, of
course, is not incompatible with happily accepting that 
the heroine must on occasion do battle with a slavering 
Tyrannosaurus rex. There is a crucial difference 
between axiomatic principles of the fantastical world