Atlantis Speaks Again M m Maier Publishers C h t Ltd
Tomb Raider | |
---|---|
Programmer(s) | Core Blueprint[a] |
Publisher(southward) | Eidos Interactive[b] |
Programmer(s) | Paul Douglas |
Artist(south) | Toby Gard |
Writer(s) | Vicky Arnold |
Composer(south) | Nathan McCree |
Series | Tomb Raider |
Platform(southward) | Sega Saturn, MS-DOS, PlayStation, Mac OS, N-Gage, Pocket PC, iOS, Android |
Release | 25 Oct 1996
|
Genre(s) | Action-adventure |
Mode(s) | Unmarried-role player |
Tomb Raider is a 1996 activeness-take chances video game adult by Cadre Design and published past Eidos Interactive. It was outset released on the Sega Saturn, followed soon by versions for MS-DOS and the PlayStation. Later on releases came for Mac Os (1999), Pocket PC (2002), N-Gage (2003), iOS (2013) and Android (2015). It is the debut entry in the Tomb Raider media franchise. The game follows archaeologist-adventurer Lara Croft, who is hired by businesswoman Jacqueline Natla to discover an artefact called the Scion of Atlantis. Gameplay features Lara navigating levels divide into multiple areas and room complexes while fighting enemies and solving puzzles to progress.
The initial concept was created past Toby Gard, who is credited as Lara'due south creator and worked as lead artist on the projection. Production began in 1994 and took 18 months, with a budget of £440,000. The character of Lara was based on several influences, including Tank Girl, Indiana Jones and Difficult Boiled. The 3D grid-based level design, innovative for its time, was inspired by the construction of Egyptian tombs. The music was composed by Nathan McCree, who took inspiration from English language classical music. Originally announced in 1995, the title went on to receive extensive press attention and heavy promotion from Eidos Interactive.
Reception of the game was very positive, with praise for its innovative 3D graphics, controls, and gameplay, and it went on to win several industry awards. The game is one of the best-selling video games for the PlayStation, with seven million units sold worldwide, and it remained the all-time-selling championship in the Tomb Raider franchise until the release of the 2013 reboot. Lara Croft herself became a cultural icon, rise to prominence as one of gaming'southward most recognisable characters. Following the game's success, numerous sequels were released, kickoff with Tomb Raider II in 1997. A remake set in a new continuity, Tomb Raider: Ceremony, was developed by Crystal Dynamics and released in 2007.
Gameplay [edit]
Tomb Raider is an action-adventure video game in which the player assumes the part of archeologist-adventurer Lara Croft, who navigates through a series of ancient ruins and tombs in search of an ancient artefact.[8] [ix] The game is split into four zones: Republic of peru, Hellenic republic, Egypt and the lost continent of Atlantis. A preparation level ready in Lara'due south home of Croft Manor can be accessed from the start menu.[10] The game is presented in third person perspective. Lara is always visible, and the camera follows the action by focusing on Lara's shoulders by default, but the actor can take manual control of the camera to get a amend look at an expanse.[viii] The game automatically switches to a different camera view at key points, either to give the player a wider look at a new area or to add a cinematic issue.[11] In the Sega Saturn and PlayStation versions, players save their progress in a level using Save Crystals, while in the PC versions the thespian can save at any signal.[12] If Lara is killed, the role player must restart from a previous save.[13]
The object of Tomb Raider is to guide Lara through a series of tombs and other locations in search of treasures and artefacts. On the manner, she must kill dangerous animals and creatures while collecting objects and solving puzzles.[eight] The emphasis lies on exploring, solving puzzles, and navigating Lara's surround to complete each level.[11] [fourteen] Movement in the game is varied and allows for complex interactions with the surround. In improver to standard motility using tank controls, Lara can walk, bound over gaps, shimmy forth ledges, scroll, and swim through bodies of water.[thirteen] [12] [15] Certain button combinations allow Lara to either perform a handstand from a hanging position or execute a swandive.[ten]
Lara has two basic stances: one with weapons drawn and one with her hands-free. When her weapons are fatigued, she automatically locks on to any nearby targets. Locking onto nearby targets prevents her from performing other deportment which require her hands, such as grabbing onto ledges to prevent falling. By default, she carries two pistols with infinite ammo.[11] Additional weapons include a shotgun, dual magnums, and dual Uzis.[10] A full general action button is used to perform a wide range of movements, such as picking up items, pulling switches, firing guns, pushing or pulling blocks, and grabbing onto ledges. Items to choice up include ammo, small and big medi-packs, keys, and artefacts required to complete a stage. Any item that is collected is held onto in Lara'due south inventory until it is used.[13] Throughout each stage, 1 or more secrets may be located. Discovering these secrets is optional, and when the player finds one a tune plays. The locations of these secrets vary in difficulty to attain. The actor is usually rewarded with actress items.[10]
Plot [edit]
Archaeologist-adventurer Lara Croft is approached past a mercenary named Larson, who is working for baron Jacqueline Natla. Natla hires Lara to larn the Scion, a mysterious artefact buried in the tomb of Qualopec within the mountains of Peru. Later recovering the Scion from Qualopec's tomb, Lara is ambushed by Larson, who reveals after his defeat that she is holding only a slice of the artefact, and Natla has sent rival treasure hunter Pierre DuPont to recollect the other pieces. Breaking into Natla's offices to find out Pierre's whereabouts, Lara discovers a medieval monk'south diary, and learns that the Scion is a powerful artefact equanimous of iii pieces, which were divided between the iii rulers of the ancient continent of Atlantis, and one of these pieces is buried aslope onetime Atlantean ruler Tihocan, beneath an ancient monastery, St. Francis' Folly, in Greece.
Navigating the monastery, and following several firefights with Pierre, Lara locates the tomb of Tihocan, where she finally kills Pierre and recovers the second piece of the Scion he had taken. From a mural, she learns that Tihocan unsuccessfully tried to resurrect Atlantis after a catastrophe struck the original continent. Afterward combining both pieces of the Scion, Lara is a shown a vision that reveals the third and final slice of the Scion was hidden in Egypt after the third Atlantean ruler, a traitor who used the artefact to create a brood of monsters, was captured and imprisoned past Tihocan and Qualopec. Making her fashion through Egypt to the lost urban center of Khamoon, Lara kills Larson and recovers the third Scion piece.
Emerging from the caves, Lara is ambushed by Natla and her 3 henchmen, who take the Scion. Lara escapes and stows abroad aboard Natla's yacht, which takes her to a volcanic isle property an Atlantean pyramid filled with monsters. Afterward dispatching Natla's henchmen and making her way through the pyramid, Lara finds the Scion and sees the rest of the vision, revealing Natla to be the betrayer. Lara faces Natla, who reveals that she intends to utilize her ground forces to button forward humanity's development, every bit she believes both Atlantis and current culture are besides soft to withstand disaster. Lara decides to destroy the Scion, and Natla'south attempt to stop her sends her into a crevasse. After fighting a large legless monster, Lara shoots the Scion, setting off a chain reaction that begins to destroy the pyramid. Lara kills a winged Natla and escapes the exploding island.
Development [edit]
The initial concept for Tomb Raider was created by Toby Gard, who worked for Core Blueprint, a game evolution studio based in Derby, England, that had established itself developing titles for home computers and Sega consoles.[sixteen] [17] [18] Information technology was proposed past Gard to company head Jeremy Heath-Smith during a 1994 brainstorming session for game concepts for the upcoming PlayStation console. The entire staff canonical, and Heath-Smith gave Gard permission to starting time the project once he finished work on BC Racers for the Sega CD.[16] The game concept was created earlier anything else, with the main hooks being its cinematic presentation and being a 3D character-driven experience.[19] [20]
The initial squad was Gard and Paul Douglas who worked on design and pre-production for half-dozen months, before the squad expanded to six people including programmers Gavin Rummery and Jason Gosling, and level designers/artists Neal Boyd and Heather Gibson.[sixteen] [nineteen] The team wanted to mix the adventuring fashion of Ultima Underworld and the 3D characters shown off in Virtua Fighter.[20] The development budget for the game at the fourth dimension was approximately £440,000. The production temper was fairly breezy.[18] Development began in 1994 and lasted 18 months.[17] [22] The squad endured excessive overtime and crisis during the final stages.[xviii] During production, Core Blueprint was sold to CentreGold, which in plough was purchased past Eidos Interactive in May 1996, who became publisher for the title.[xviii] [23]
When Gard outset presented the idea for the game, the concept fine art featured a male lead who strongly resembled Indiana Jones. Heath-Smith asked for a change for legal reasons.[22] [24] [25] [26] When Gard created the initial pattern document, he decided to requite the player a choice of genders and created a female adventurer alongside the male character. One time he realized creating and animating two playable characters would require double the design work, he decided to slim back down to one.[25] The female person graphic symbol, originally named Laura Cruz, was his favorite, and then he discarded the male character before development work began.[22] [25] [27] [28] After Eidos became the game's publisher, they unsuccessfully lobbied for a selectable male lead. Speaking nearly his approach to the concept, Gard noted that he deliberately went against publisher trends when designing both the grapheme and the gameplay.[27] Laura went through several changes before the developers settled on the last version, including a proper name change to Lara Croft afterwards Eidos executives in America objected to the original name.[24] [29] The inspirations for the grapheme of Lara Croft included the character Tank Daughter, the Indiana Jones serial' titular lead, and the John Woo movie Hard Boiled.[20] Lara's notably exaggerated concrete proportions were a deliberate option by Gard, every bit he wanted a caricatured personification of women who could be an action icon for the younger generation.[20] [22] [xxx] Lara's movements were hand-animated and coordinated rather than created using movement capture. The reason for this was that the team wanted uniformity in her movement, which was not possible with motion capture technology of the time.[28]
From the game's earliest stages, the team wanted the title to involve tombs and pyramids.[x] In the early on story draft, Lara would be confronted by a rival grouping called the "Anarchy Raiders". During the Greece levels, Lara and Pierre were to accept been less hostile rivals, helping each other with puzzles in the kickoff level. Larson evolved from an Afrikaans grapheme called Lars Kruger, who shared a similar office in the original plot. The script itself was written by Vicky Arnold, who joined in 1995 and would work on later Tomb Raider titles.[31] Gard and Douglas created the bones story typhoon alongside the initial game blueprint, and so Arnold turned it into a script afterwards joining the project. It was Arnold'southward chore to write the dialogue, and create a cohesive narrative around the locations selected by the squad members. While Lara's character design and Gard'southward initial concept were present, much of the additional detail was worked out by Arnold.[31]
The team kept the projection deliberately elementary and comparatively modest in telescopic.[xxx] The platforming design drew extensively from Prince of Persia, with the Doppelgänger enemy during the Atlantis section existence an homage to the Shadow Prince from that game. The high number of animal enemies was meant to ground players in the world before the more than fantastical elements appeared, in add-on to being easier to animate and program than human enemies. The staff were also uncomfortable with Lara killing that many humans.[30] The initial concept gave gainsay prominence, but every bit production began the focus shifted to platforming and puzzle-solving. A plan that fabricated information technology into the final product was using enemy placement to shift the temper from pure action-adventure to a horror-similar tone. The team consciously set the story in real archaeological locations representing several cultures. Boyd and Gibson immersed themselves in literature and history nearly each culture for the kickoff iii areas, respectively inspired past the Inca Empire, Classical Greece and Ancient Egypt.[32] The Greece levels were put in after planned levels in Angkor Wat, Cambodia were dropped. The Croft Manor training level was built by Gard over a weekend.[10] Its design was based on pictures of Georgian manor houses taken from an unspecified reference volume.
Blueprint and platforms [edit]
The title was adult for Sega Saturn, MS-DOS personal computers (PC), and PlayStation,[12] with all three versions in development simultaneously. Gosling led programming for the Saturn version.[25] Douglas described the game lawmaking for each title every bit identical, with an additional layer of specific coding to tailor the game for each platform. While Sony Europe canonical the game early on, making Tomb Raider one of the earliest approved third-party products for the PlayStation, Sony America initially rejected the game's concept and asked for more and better content.[22] Douglas blamed the response on Core Design submitting Tomb Raider too early in production. In response the development squad made several changes to the game design documentation and produced a version on Sony hardware which would lead to worldwide approval by Sony.[22] [26] For the Saturn version, Sega negotiated a timed exclusivity bargain in Europe, causing the Saturn version to release in that region alee of other versions. Core Design and Sega fabricated the deal during the last few months of development, then the team had to finish up the Saturn version vi weeks earlier than they had planned, forcing them to work fifty-fifty longer hours.[xvi]
Following the release of the Saturn version, a number of bugs were discovered that affected all versions of the game; because of the timed exclusivity, the evolution team fixed these bugs for the PlayStation and PC versions.[25] 2 notable surviving bugs in all versions were the "corner issues", which allowed players to scale architecture by jumping repeatedly confronting a corner; and a bug which caused the game to not recognise the collection of a hole-and-corner in the terminal level.[10] In 1997 Cadre Design opened negotiations with Nintendo to release a Nintendo 64 version of the game and started work on the port in anticipation of the negotiations existence successful.[33] The planning took place between 1996 and 1997, with Douglas wanting to redesign the game mechanics to comprise the platform's analogue stick controls. The team never received Nintendo 64 development kits, and the port was scrapped when Sony finalised a deal to keep subsequent Tomb Raider games sectional to PlayStation until the year 2000.[12]
A third-person 3D activeness-gamble similar Tomb Raider was unprecedented at the time, and the development team took several months to find a way to make Gard's vision for the game work on the hardware of the time, in detail getting the player character to collaborate with freeform environments. Tomb Raider used a custom-built game engine, as did many games of the era. The engine was designed and built by Douglas with assistance from Rummery.[25] Rummery created the level editor, which immune for "seamless" cosmos of levels.[16] According to Rummery, the determination to build the game levels on a grid was the key breakthrough in making the game possible.[34] Information technology is Cadre Design's contention that, prior to the development of Tomb Raider, they were "struggling somewhat" with 32-bit development.[35] [36]
The level editor programme was designed and then that developers could make rapid adjustments to specific areas with ease.[28] Another noted aspect was the multi-layered levels, every bit compared to equivalent 3D action-take chances games of the time which were more often than not express to a flat-floor system with little verticality.[28] The interlinking room design was inspired past Egyptian multi-roomed tombs, peculiarly the tomb of Tutankhamun.[22] The grid-based pattern was a necessity due to the d-pad-based tank controls and the Saturn's quad polygon-based rendering technology. Levels were first designed using a wireframe construction, with each surface area at this stage having only links to other areas of a level and walls. The team then added compages and gameplay elements like traps and enemies, then implemented the dissimilar lighting values.[32] Due to fourth dimension and technical limitations, planned outdoor areas had to be cutting.[27]
The choice of a 3rd-person perspective was influenced by the team'south opinion that the game type was under-represented when compared to first-person shooters such as Doom. The tertiary-person view meant multiple elements were difficult to implement, including the grapheme and camera control.[28] The photographic camera had four pre-fix angles, which seamlessly switched depending on the character'southward position and the level progress. For standard navigation and combat, the photographic camera was fixed on a particular bespeak and oriented around Lara while focusing on that object.[32] Lara's twin pistol set-upward was in place from the early prototypes.[31] The aiming organization was designed so that each gun arm had an aiming axis, with a shared "sweetspot" where both guns fired at the aforementioned target. For underwater environments, the effects were created using gouraud shading to create real-time ripple and lighting effects.[32]
Sound [edit]
The music for Tomb Raider was composed by Nathan McCree, who at the time was an in-house composer for Core Design.[37] The main inspiration behind the score for McCree was English Classical music.[38] This approach was direct influenced past his conversations with Gard most Lara'south graphic symbol. Based on this, he kept the main theme simple and melodic.[37] The principal theme used a iv-note motif, which continues to announced through the series.[37] [39] The piece "Where The Depths Unfold", used when Lara is swimming underwater, was a choral piece of work.[37] [38] They did not have the space or budget for live music recording, which was challenging for McCree as he needed to create the whole matter using synthesisers. To brand the choir sound realistic, he inserted recordings of himself breathing at the right points then it sounded like an bodily choir.[37] For each track, McCree got a basic description of where the music would be used, and so was left to create it. At that place was no time for rewrites, so each track was included in the game as starting time equanimous.[38]
Unlike most other games of the fourth dimension, there was not a musical track playing constantly throughout the game; instead, limited musical cues would play only during peculiarly-selected moments to produce a dramatic event.[40] For the majority of the game, the only sound heard is activity-based effects, atmospheric sounds, and Lara's own grunts and sighs, all of which were enhanced because they did not accept to compete with music. According to McCree, the game was scored this way because he was allotted very little time for the job, forcing him to chop-chop write pieces without any idea to where they would go in the game. When the soundtrack was finally applied, the developers found that the tunes worked best when applied to specific places.[34] The symphonic sounds were created using Roland Corporation's Orchestral Expansion board for their JV serial keyboards.[41]
English voice extra Shelley Blond provided the vocalisation of Lara. She was given the job after her agent called and had her tape some audition lines onto record. She felt under a lot of pressure at the time, equally Core Design had spent three months searching for the right vocalism.[42] She recalled, "I was asked to perform her vocalism in a very plain not-emotive style and in a 'female Bail' type of way. I would have added more inflection, tone and emotion to my voice but they wanted to continue it how they felt information technology should sound, which was quite right. My job was to bring their graphic symbol to life."[25]
According to Blond, she spent iv to five hours recording the vocalism for Lara including the grunts, cries and other attempt and death sounds.[42]`A unlike business relationship attributes these sounds to Gibson, Core Design's PR Manager Suzie Hamilton, and audio designer Martin Iveson whose voice pitch was fabricated higher.[10] Blond would not return for any subsequent entries.[12] In a 2011 interview she stated that her departure was due to disagreeing with "some things" inside Core Pattern and Eidos.[42] However, in a 2022 retrospective interview she said that she was asked to reprise her role just had to decline due to other commitments.[25] She gave permission for her endeavour voice work to be reused while the character's dialogue would be voiced past Judith Gibbins.[12] [25]
Release and versions [edit]
Tomb Raider was first confirmed in 1995, although details were kept deficient by the developers.[23] At that place was niggling attending from the press until a demo was run at the 1996 Electronic Entertainment Expo, causing the press and public to pay more attention.[xviii] There was a huge amount of publicity, much of which did not involve the Core Design team at all, which prompted mixed feelings.[sixteen] [xviii] While the calibration of the game's eventual popularity was not in the team'due south minds, its strong reception at gaming events hinted that it would be a success.[16] To help promote the game, Eidos hired models to portray Lara Croft at trade events. They get-go hired Natalie Melt, only apparently due to her unsuitability with Eidos'southward cross-media plans for the grapheme, she was replaced with Rhona Mitra in 1997.[12] [19] Mitra served as Lara's model until 1998.[12]
The game first released for Saturn in Europe on 25 Oct 1996.[43] In Due north America, the Saturn, PlayStation and MS-DOS versions released simultaneously on 14 November.[44] In Europe, the PlayStation and MS-DOS versions released on 22 Nov.[43] [45] Time to come PC patches allowed the game to work on Windows 95.[vi] The PC version was released on Steam on 29 November 2012.[46] The PlayStation and Saturn versions were also published in Japan in 1997 past Victor Interactive Software under the name Tomb Raiders. The Saturn version released on 14 January, while the PlayStation version released on fourteen February.[5] [6] The PlayStation version was re-released for the PlayStation Network in Due north America in August 2009, and in Europe in August 2010.[47] An endeavour was made past Realtech VR to remaster the first 3 Tomb Raider titles for Windows, but due to not having asked permission from then-franchise owner Square Enix first, the project was cancelled.[48]
In 1997, 4 new levels were released in an expansion pack for the Windows version, known under the title Tomb Raider: Unfinished Concern. The expansion pack also came with promotional materials for the game'south sequel Tomb Raider Two.[49] In 1998, the levels were made available as downloadable content for the Windows release, and a budget version was released on 20 March 1998 containing both the original game and the additional levels under the title Tomb Raider Aureate.[50] [51] Production on these new levels was led past Phil Campbell, a newcomer who was transferred to Core Design later another projection was cancelled.[52] [53] The two new areas were dubbed "Unfinished Business", gear up inside the ruins of the Atlantean pyramid; and "Shadow of the Cat", which saw Lara exploring a temple in Arab republic of egypt defended to the goddess Bastet.[51] "Unfinished Business" was intended as an alternating, more than difficult finale to the game featuring more mutant enemies and a focus on complex platforming.[54] The concept for "Shadow of the Cat" was born from a cat statue used in the Khamoon level, with the levels being themed afterward a cat's ix lives.[55] Due to licensing issues, several later re-releases excluded the Gold content.[56]
The game was released for Mac OS on sixteen March 1999. It was ported to the platform past Aspyr and based on Tomb Raider Gold.[ane] A port to the Pocket PC was published by Handango in July 2002.[2] [7] It released on the North-Cuff in Oct 2003.[57] Both ports were adult past Ideaworks3D.[2] [3] Tomb Raider was ported to iOS devices, developed and published past Square Enix. The port was released on 17 Dec 2013, and includes the additional levels of the Gold release.[4] This version released on Android devices on one April 2015.[58]
Nude Raider [edit]
An infamous part of Tomb Raider 'south history is a fan-made software patch dubbed Nude Raider. The patch, when added to an existing PC copy of a Tomb Raider game, acquired Lara to appear naked.[59] In 1999, Cadre Design considered taking legal activeness against websites that hosted nude pictures of Lara Croft, stating that "nosotros have a large number of immature fans and nosotros don't want them stumbling across the pictures when they exercise a general search for Tomb Raider".[59] Eidos sent terminate and desist letters to the owners of the "nuderaider.com" URL that hosted the patch to enforce its copyright of Tomb Raider. Sites depicting nude images of Lara Croft take been sent terminate and desist notices and close down,[sixty] and Eidos Interactive was awarded the rights to the Nude Raider domain name.[61]
A rumor stated that the game has a crook code for Lara's nudity. Management did advise calculation it to developers, but they refused.[62] [63] Douglas believed that the cheat lawmaking rumor was widespread because those marketing the game spread information technology. Considering of the rumor "we'd meet people at parties who thought we were perverts making pornographic video games for children", Rummery said.[63] As a response to the controversy, Core Design included a surreptitious lawmaking in the sequel; allegedly a like nude code, it in fact blows Lara up.[62] The sequel also has a scene in which a disrobing Lara shoots the thespian for spying on her.[63]
Reception [edit]
Upon its release in 1996, the game was widely praised past video game magazines for its multifariousness and depth of command,[73] [74] [77] [79] [85] revolutionary graphics,[66] [73] [77] [85] intriguing environments,[66] [73] [77] [79] and use of occasional combat to maintain an temper of tension.[74] [77] [79] [86] Ryan MacDonald of GameSpot summarised, "Have the puzzle solving of Resident Evil, the gory activeness of Loaded, and the 360-degree liberty most gamers just dream of, and y'all take Tomb Raider, the closest affair to a ' Super Mario 64 killer' to date."[74] The game tied with the Saturn version of Street Fighter Alpha 2 for Electronic Gaming Monthly 's "Game of the Month", with their review team saying it stood out from other titles and was the PlayStation'southward best release at the fourth dimension.[66] Next Generation called it "a thought-provoking, riveting action-risk hands on par in intensity with any of Hollywood's finest efforts", citing it equally a landmark championship and potential trend setter for that console generation.[77]
Some critics rated the PlayStation version better than the Saturn version. MacDonald wrote that its graphics were sharper[74] and GamePro scored it half a point higher than the Saturn version in every category despite noting the old'due south "solid showing".[86] Nevertheless, Next Generation stated that it would not bother to review the PlayStation version considering the differences between it and the Saturn version were negligible.[77] Similarly, Electronic Gaming Monthly simply reviewed the PlayStation version, and stated in a feature on the game that both versions were playable and enjoyable, while also having identical graphics.[66] A retrospective analysis of the game by Digital Foundry referred to the Saturn version as the least enjoyable versions due to lower frame rate and poorer audio compared to other versions.[vi] Next Generation reviewed the PC version of Tomb Raider Gold, rated it three stars out of v, and stated that it was a suitable buy for series newcomers, with erstwhile players existence more likely to download the levels from the game website.[87]
Tomb Raider was Computer Games Strategy Plus 'due south 1996 overall game of the yr and won the magazine's award for the year's all-time "3D Activeness" game besides.[88] It was a finalist for CNET Gamecenter's 1996 "Best Action Game" award, which went to Quake.[89] Electronic Gaming Monthly named Tomb Raider a runner-upward for both "PlayStation Game of the Twelvemonth" (behind Tekken ii) and "Saturn Game of the Year" (backside Dragon Strength), commenting that both versions had been designed to take optimum advantage of each console'southward capabilities. They named information technology runner-upwards for both "Action Game of the Year" (behind Dice Difficult Trilogy) and "Adventure Game of the Year" (behind Super Mario 64), likewise as "Game of the Yr" (again behind Super Mario 64).[ninety] It won "Best Blitheness" in the 1996 Spotlight Awards.[91]
Less than a year later on its release, Electronic Gaming Monthly ranked the PlayStation version of Tomb Raider the 54th-best console video game of all time, peculiarly citing its vast and compelling areas to explore.[92] In 1998, PC Gamer declared it the 47th-all-time reckoner game released, and the editors called information technology "tremendous fun to play and a legitimate piece of mail-modern gaming history".[93] In 2001 Game Informer ranked it the 86th-best game ever fabricated. They praised information technology for Lara's appeal to gamers and not-gamers alike.[94]
Sales and accolades [edit]
At release, Tomb Raider topped the British charts a record iii times,[12] and contributed essentially to the success of the PlayStation.[35] In the previous year, Eidos Interactive had recorded a nearly $2.6 one thousand thousand pre-tax loss. The success of the game turned this loss into a $14.5 1000000 profit in a yr.[95] As one of the top-selling games of the PlayStation console, it was one of the first to be released on PlayStation's 'Platinum' series, and its success made Tomb Raider 2 the nigh anticipated game of 1997.[96] Past 1997, 2.5 million units had been sold worldwide.[97]
In Baronial 1998, the game's computer version received a "Platinum" sales award from the Verband der Unterhaltungssoftware Deutschland (VUD), while its PlayStation release took "Gold".[98] These prizes bespeak sales of 200,000 and 100,000 units, respectively, across Germany, Austria, and Switzerland.[99] During the first 3 months of 1997, Tomb Raider was the ninth-all-time-selling console game in the United States, with sales of 143,000 units. This made it the country's highest-selling PlayStation title for the period.[100] Tomb Raider sold over 7 million copies worldwide.[101] Tomb Raider, along with its successor, Tomb Raider II, were the ii best-selling games in the franchise prior to the 2013 reboot.[102] [103]
In 1999, Next Generation listed Tomb Raider as number 22 on its "Top 50 Games of All Time", commenting that, "Fantastic level design and art direction enabled a real feeling of exploration and accomplishment. When you played Tomb Raider, you felt like a tomb raider."[104] In 2001, GameSpot listed Tomb Raider on its "15 Most Influential Games of All Fourth dimension", saying it served as a template for many 3D activeness-run a risk games that would follow and helped bulldoze the market for 3D accelerator cards for PCs.[105] In 2004, the Official Britain PlayStation Magazine chose Tomb Raider equally the fourth-all-time game of all time.[106]
Information technology won a multitude of Game of the Year awards from leading industry publications.[96] In 1998, Tomb Raider won the Origins Award for All-time Action Reckoner Game of 1997.[107] In 1999, Toby Gard and Paul Douglas won the Berners-Lee Interactive BAFTA Honor for best contribution to the industry for their piece of work creating the franchise.[108] In 2018, The Strong National Museum of Play inducted Tomb Raider to its World Video Game Hall of Fame.[109]
Legacy [edit]
The sequel to the game, Tomb Raider II, was in the concept stage as production of Tomb Raider was wrapping upwardly.[17] Under pressure level from Eidos Interactive, Cadre Design would develop a new Tomb Raider annually between 1997 and 2000, putting considerable strain on the team. Their struggles culminated in the troubled evolution of Tomb Raider: The Affections of Darkness for PlayStation 2. Releasing to poor critical reception and lackluster sales, Eidos Interactive transferred the franchise to another development studio they owned, Crystal Dynamics, who would reboot the series in 2006 with Tomb Raider: Fable.[22] [26] [34]
Post-obit the release of Tomb Raider, Lara Croft herself became a gaming icon, seeing unprecedented media cantankerous promotion. These included commercials for cars and foodstuffs, an appearance on the cover of The Face, and requests for sponsorship from outside companies.[12] [19] [22] The level of sophistication Tomb Raider reached by combining state-of-the-fine art graphics, an atmospheric soundtrack, and a cinematic approach to gameplay was at the time unprecedented.[12] [35] [110]
While Gard enjoyed working at Core Design, he wished to have greater creative control, and disliked Eidos'southward treatment of Lara Croft in promotional material, which focused on her sexuality at the expense of her in-game characterisation. Gard and Douglas left Core Design in 1997 to found their ain studio, Confounding Factor.[22] [30] This prompted mixed feelings from remaining Core Design staff, who were already at work on the adjacent title in the serial.[16] Speaking in 2004, Gard said he would take liked to produce a sequel, but noted that Lara had changed from his original concepts for her, leaving him unsure of how he would handle her.[27] Gard would eventually return to the franchise with Tomb Raider: Legend.[16] [24]
Subsequently the release of Legend, Crystal Dynamics created a remake of Tomb Raider using the Legend engine and continuity. Gard acted as one of the story designers, fleshing out both the main narrative and Lara's characterisation.[22] [111] The remake was co-developed by Crystal Dynamics and Buzz Monkey Software.[112] Titled Tomb Raider: Anniversary, the game released worldwide in 2007 for PlayStation 2, Windows, PlayStation Portable, Xbox 360 and Wii.[113] [114] [115]
Fan interest in the game has connected since its original release. In 2016, programmer Timur "XProger" Gagiev began work on OpenLara, an open source port of the original Tomb Raider engine. The further development of this projection enabled Tomb Raider to be ported to many modern and legacy systems, such every bit the 3DO Interactive Multiplayer, the Xbox, iPhone, and the Nintendo 3DS. In January 2022, a version for the Game Boy Accelerate was released, which attracted attention from several media outlets.[116] [117] [118]
Notes [edit]
- ^ Mac OS port developed by Aspyr,[1] N-Gage and Pocket PC ports developed by Ideaworks3D,[two] [3] mobile ports past Square Enix.[iv]
- ^ Japanese Saturn and PlayStation versions published by Victor Interactive Software.[5] [6] Pocket PC version published past Handango.[7] Mobile ports published by Square Enix Europe.[4]
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Further reading [edit]
- Sawyer, Miranda (June 1997), "Lara hit in The Face", The Confront, archived from the original on 9 April 2007, retrieved 31 July 2007
- Blache Iii, Fabian; Fielder, Lauren (2002), The History of Tomb Raider, GameSpot, archived from the original on 14 Feb 2009, retrieved 31 July 2007
External links [edit]
- Official website
- Tomb Raider at MobyGames
Source: https://en.wikipedia.org/wiki/Tombraider_%28video_game%29
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