Gameplay and design
The most striking aspect of Tomb Raider is its distinctive third-person perspective and tank-like controls. Players guide Lara through meticulously designed levels, walking, jumping, climbing, swimming, and even performing flashy moves like handstands and swan dives. While these controls may feel clunky by today's standards, they were a novel experience at the time, giving players precise command over Lara's every action and setting a benchmark for future 3D platformers.
The core gameplay strikes a balance between exploration, puzzle-solving, and combat. Players navigate tombs and ruins, searching for keys, pulling switches, and deciphering mechanisms to unlock paths to the next area. Combat is relatively straightforward, with Lara using pistols, shotguns, dual pistols, and Uzi submachine guns against enemies, but limited ammunition and supplies mean that wit and observation often trump brute force.
The save system varied across platforms, affecting the player experience. In the Saturn and PlayStation versions, players had to locate save crystals scattered throughout levels to record progress, heightening tension and challenge; the PC version allowed saving at any time, making it more forgiving. This disparity reflected the differing design philosophies of console and PC gaming at the time.
The weapon and item systems, while not complex, are practical. Lara starts with only two pistols, but can find more powerful weapons like shotguns and Uzis as the game progresses. Additionally, there are health packs, ammunition, and various key items, such as ancient artifacts used for puzzles. The acquisition and use of these items are tightly integrated with level design, keeping players engaged with a sense of novelty and accomplishment throughout exploration.
The game is divided into four main regions: Peru, Greece, Egypt, and the lost island of Atlantis, plus a training level set in Croft Manor. Each region boasts a distinct visual style and puzzle design, from South American jungles to ancient Greek ruins, Egyptian pyramids, and the mysterious Atlantis, spanning diverse settings while maintaining a cohesive tomb-raiding atmosphere. This chapter-based structure prevents monotony during the lengthy adventure.
Background and release
The creation of Tomb Raider was closely tied to Core Design's situation at the time. The British developer was known for action games in the early 1990s, but by 1994, they urgently needed a new hit to solidify their standing. It was in this context that game designer Toby Gard proposed the concept of an adventure game featuring a female archaeologist, an idea that eventually evolved into Tomb Raider.
During development, Core Design was acquired by Eidos Interactive, which provided strong support for the game's release. Eidos was a relatively small publisher at the time, but they had high hopes for Tomb Raider and invested heavily in marketing. The game was initially planned as a Sega Saturn exclusive, but later versions for PlayStation and MS-DOS were also released, with the PlayStation version eventually becoming the most popular.
The game first launched on Sega Saturn in Europe on October 24, 1996, followed by PlayStation and MS-DOS versions in North America and Europe. This multi-platform simultaneous development strategy was uncommon at the time, but it allowed the game to reach a broader audience. Notably, the Saturn version was the launch platform, but the PlayStation version, with its superior hardware and larger user base, ultimately drove the majority of sales.
Eidos invested considerable effort in promotion, hiring live models to portray Lara at events, initially Natalie Cook and later Rhona Mitra. These models, dressed in Lara's iconic outfit, appeared at game conventions and media events, significantly boosting the game's profile. Additionally, the game's showcase at E3 1996 garnered substantial media attention, building anticipation for the release.
In Japan, the PlayStation and Saturn versions were published by Victor Interactive Software under the title 'Tomb Raiders.' This minor change reflected regional localization strategies. The game's success exceeded all expectations, not only turning Eidos from losses to profits but also prompting Core Design to develop a sequel annually, launching the Tomb Raider series' decades-long illustrious history.
Development
The concept for Tomb Raider was originally conceived by Toby Gard, who later became the lead artist and is credited as the creator of Lara Croft. Gard initially envisioned a male protagonist, but to reduce workload, he opted for a female character, drawing inspiration from Tank Girl, Indiana Jones, and the film 'The Long Kiss Goodnight.' The character was initially named Laura Cruz before being changed to Lara Croft.
Development began in 1994 and spanned 18 months, with a budget of approximately £440,000. The team was small, with only a few core members, including programmers Paul Douglas and Gavin Rummery, and designer Toby Gard. Creating a 3D action game with such limited resources and time was stressful, often requiring overtime, but the team ultimately delivered a satisfying result.
Level design was a standout feature, inspired by multi-chambered Egyptian tombs, particularly Tutankhamun's tomb. Designers used a grid-based system to construct levels, which not only facilitated 3D scene building but also made puzzles and mechanisms more orderly and logical. The complex yet structured level layouts players experienced were a direct result of this design philosophy.
The game's music was composed by Nathan McCree, who, influenced by British classical music, crafted an atmospheric score. The main theme used a four-note motif that was simple yet highly recognizable, becoming a signature musical element of the Tomb Raider series. Sound effects were also meticulously handled, such as Lara's footsteps, gunfire, and ambient sounds, enhancing immersion.
Lara's voice was provided by Shelley Blond, who delivered a flat, unemotional performance akin to a 'female Bond.' This voice acting style was quite distinctive at the time and complemented the game's overall tone, making Lara appear cool and professional. Additionally, the game engine was designed by Paul Douglas, who also created a level editor, which facilitated later expansion content, such as the 'Unfinished Business' expansion released for the Windows version in 1998.
Reception and legacy
Tomb Raider's commercial success upon release was unprecedented, with global sales exceeding 7 million copies, making it one of the best-selling games on the PlayStation and the highest-selling entry in the series until the 2013 reboot broke that record. The game's success turned Eidos from losses to profits and established Core Design's reputation in the industry. Lara Croft quickly became a cultural icon, appearing in car and food advertisements and gracing the cover of The Face magazine.
The game received numerous awards and honors, including Computer Gaming World's Game of the Year and Best 3D Action Game. It was also ranked 22nd on Next Generation's 'Top 50 Games of All Time' and listed among GameSpot's '15 Most Influential Games of All Time.' In 2018, Tomb Raider was inducted into the World Video Game Hall of Fame, a fitting testament to its historical significance.
Tomb Raider's influence on subsequent 3D action-adventure games is profound. It proved that action games with female protagonists could be hugely successful and inspired many later titles, such as the Uncharted series, which clearly drew from it. The game's third-person perspective, tank controls, and grid-based level design were groundbreaking at the time, setting new standards for 3D game design.
The game's success also accelerated franchise expansion. Core Design began developing a sequel annually, which led to some quality fluctuations but also made Tomb Raider a long-lived IP. In 2007, Eidos released Tomb Raider: Anniversary, a remake of the original, but that was a new production based on the first game, distinct from this title. Additionally, the game was ported multiple times to platforms such as Mac OS, Pocket PC, N-Gage, iOS, and Android, and was included in the 2024 Tomb Raider I-III Remastered collection.
Looking back at Tomb Raider's historical standing, it is not just a commercially successful game but also a part of video game culture. Lara Croft's image has become iconic, one of the most recognizable female characters in gaming history. The game's innovations in gameplay, technology, and narrative provided invaluable lessons for future developers. Although its graphics and controls may seem dated today, its milestone significance in gaming history is indelible.







