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GameSpot Video Games, PC, Wii, PlayStation 2, GameCube, PSP, DS, GBA, PS2, PS3, Xbox 360, PlayStation 3
History of Tomb Raider
Introduction
Lara Biography
Series History
The Games
The Merchandise
The Models
The Movie
Related Links
Table of Contents

The Gameplay
At the time of its release in November of 1996, Tomb Raider represented the state of the art in PlayStation graphics and was based on a Prince of Persia-type control scheme, albeit one with greater detail and focus. Lara was tasked with exploring very lush organic-looking environments and was equipped with a variety of weapons, including the Colt .45 semiautomatic pistol, a pair of .9mm handguns, a shotgun, uzis, Mac 10s, and other ballistic goodies.

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The PC version
In addition to using weapons, Lara was able to walk, run, jump, swan-dive, and flip to the side, forward, and back. She could also do a hand stand, hang from cliffs and ledges, and fire her weapons while performing evasive maneuvers. Fortunately, the developers had the wherewithal to implement an autotargeting system, thus eliminating the need to rely on accuracy and precision as much as reflexes and instinct.

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The PC version
To hone those skills, you used a gymnasium, found inside Lara's virtual home (mansion if you will), as a training ground. Here you could practice jumping, walking, shooting, climbing, and other skills.

From the start of Tomb Raider, the tone was set. Making your way through the first segment called for mental skill and refined hand-eye coordination. Most of the gameplay took place in very closed areas gathering treasure, hence the name Tomb Raider. Deadly drops off cliffs, cliffsides, ledges, and a host of other hazards were where Lara strutted her proverbial stuff.

The game's control scheme was well suited to the 3D adventure style of gameplay, with certain rules in place, such as the number of steps needed to make long and short jumps and just how and where to position large blocks to access higher ground. This system helped you get past "thinking," allowing you to move on to "doing."

Lara faced many perils in her adventures, such as boulders, swinging blades, spiked pits, and other devious traps. There were also bears, lions, gorillas, and even a T-rex to contend with. The music was very atmospheric, and the full 3D environments were a welcome change from most other efforts at the time. A typical Tomb Raider gameplay sequence would go like this: Run down the hall, throw the switch, make tracks back to where you started, scoot past the blades, jump up to the ledge then across to the higher ledge, shoot the charging animals, find the way out, dive into the water, swim and look for an opening, reach the surface, gulp for air, and climb out... only to battle some more ferocious animals.
Puzzles like these abounded in Tomb Raider. The need to find health packs to stay alive, as well as ammunition to keep Lara's protection at the ready, also served to make the premise more unnerving. Lara fought for her life with nearly every move she made. Strong graphics, in-depth puzzle solving, and tons of story, CG, and adventure made this title the megahit of its time. Tomb Raider has received very high marks in all categories (graphics, sound, gameplay, etc. ) from most professional gaming publications.

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Tomb Raider Gold
TOMB RAIDER GOLD
Philip Campbell - Project Leader
Developer: Core
Publisher: Eidos
System: PC
Release Date: Summer 1999

Tomb Raider
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Tomb Raider Gold
Gold contains the original Tomb Raider game plus an additional four levels contained in Unfinished Business and The Shadow of the Cat add-ons. Unfinished Business is composed of two levels set in Atlantis where Lara must destroy a hidden alien hatchery. The Shadow of the Cat levels take players back to the City of Khamoon from the original Tomb Raider game.

Show me Tomb Raider II