BTW, I don't think that there should be any such thing as a *required* combo move(was it even possible to do an adrenaline dodge in any mode other than "Advanced Toggle"? Thanks for telling us you needed to be in that mode, BTW!) Legend gave you room to think your way through a level, it turned away from the TR tradition of frustratingly-impossible monster combat and jump sequences so that the player could get totally absorbed in the great storyline.
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Guys, what do you think the viewing public would say about a section of a movie where you had to surf through umpteen parallel universes, watching Jack Sparrow or Harry Potter die in the exact same conflict fifteen consecutive times until we got to one universe where they didn't f*** up? And by the way, that doesn't just apply to the combat sections, it also applies to the ridiculously-hard-to-traverse sections, especially the ones that were timed. In the "10 years of Tomb Raider" promotional stuff, it was said that Tomb Raider was originally designed to be an "interactive movie". Eidos, there is nothing more BORING than watching your character die 15 consecutive times during the same sequence of events.
When I heard comments in the lead up to Anniversary about "improved combat systems to give players a bigger challenge" (or something like that), my heart sunk, and my fears were realized as I advanced through the game. Well now with the release of TR: Anniversary we can finally see where Legend had it over it's predecessors. There had been a great many changes made since the previous titles (especially in the graphics quality). Okay, first the bad stuff: When TR: Legend came out last year it turned out to be the finest game in the series released in years (perhaps ever).