
Genre
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Third person adventure
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 |
System
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P60 (Last Revelation
PII 233)
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Year
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1996
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Developer |
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The first of what has so far turned out to be a four
part series, Tomb Raider was a significant step in the development of
computer games. The sheer size of the playing area was enough to impress
us back in 1996, while the detailed graphics and smooth animation of the
characters marked a new level of sophistication. These largely technical
considerations aside, the gameplay was second to none. I completed the
first instalment using an unaccelerated P133 and a P150 laptop, with correspondingly
low res’ graphics, but the quality of the level design kept me involved
all the way through.
HISTORY
The first game came out in 1996 to universal acclaim.
The first sequel, with a few new moves and updated graphics, appeared
a year later. The howls of encouragement were a little less than first
time round, but everyone seemed to enjoy Lara’s second outing, notwithstanding
the greater emphasis on action over puzzling. The third episode drew some
wolf-whistles from the crowd, but the graphical improvements and varied
locations kept the majority happy. The fourth (and final?) game sold plenty,
but received a very cool reception from the press, who complained that
Eidos were milking the original game to death. A couple of new moves and
state-of-the-art graphics didn’t make up for the game’s failure to take
the genre further. In particular, the lack of interaction with NPCs (as
per Half-life, Kingpin etc.) was a disappointment.
THE GAME
There can’t be many people in PC game land who haven’t
played at least some of the Tomb Raider games, but here’s the gist, nonetheless.
You play Lara Croft, an impossibly pneumatic female version of Indiana
Jones, of the eponymous films. The action is seen from a third person
perspective, with a floating camera giving you the best view of proceedings,
as well as the occasional glamour shot of our heroine. (Very nice marketing,
that.) An opening cut-scene sets up the story, with Lara being employed
to find an ancient Inca amulet, unintentionally "excavated"
by a nuclear weapon test. A further cut-scene ensues, leaving Lara, alone,
in a cave and not much idea what to do next. In fact, what she (you) has
to do is to get to the other end of the level by killing anything that
gets in the way and by solving various puzzles. In addition, there are
secrets to be uncovered, which furnish you with better weapons, health
packs and ammunition.
You achieve all this by controlling Lara’s every movement
(remembering that this is a family game!) She can run or walk, turn left
and right, jump and vault, backflip and twist, draw and fire weapons and
swim both on and under the water. She can’t survive falls of much more
than 20 feet, or stay submerged for more than a couple of minutes. Fire
and gunshots will quickly drain her health and some of the nasties she
will meet on her travels will make short work or her, so she needs looking
after, and here is where the first complaints were heard. In some particularly
difficult passages, you may well find yourself having to replay dozens
of times, which can be very frustrating, but you are going to find this
in many games. It is just a question of level design, and the guys who
write these games aren’t gods!
Using just a few keys, you guide Lara from adventure
to adventure, gradually picking up bits of the amulet until it is complete.
There are still a couple of twists to go, however, before Miss Croft can
sign off. Cut scenes are injected every now and again to keep the story
going, but the objective of many levels remains unclear right up to the
end, when you may chance upon some artefact that will be needed in the
next level, or simply find a well disguised exit.
LEVELS
Each level appears at first glance to be massive,
with multitudes of directions to choose from and a whole host of alternative
approaches to take. Much of this is illusion, created by clever level
design. However, compared with its contemporaneous games, Tomb Raiders
levels really are an order of magnitude larger. Some are simply mazes
that must be traversed, others have numerous locked doors or hidden levers
to negotiate, while a few are liberally spiked with bloodthirsty animals
who will need avoiding and / or killing if you are to get to the exit.
A word here about balance. Lara is always short of ammunition, especially
for the more powerful weapons that come to hand as the game goes on. With
the exception of the unlimited but puny pistols, you will always think
twice about spraying bullets around willy-nilly, never knowing whether
you are going to need yet more the other side of the doorway you are approaching.
The same goes for health. Dotted around the place are health packs. The
small ones add 50% health while the large (and rare) ones restore Lara
fully. Neither are in abundance and there will come a time when you realise
you simply don’t have enough health to survive to the end of the level
and have to reload an old save.
THE SEQUELS
The second instalment has you chasing after a magical
dagger, pitting you against a sinister and ruthless secret society. Starting
at the Great Wall of China, you progress to Venice, journey to the bottom
of the sea, visit a Tibetan monastery and even pop across to an alternate
universe for a level. You also get to use vehicles. Speedboats in Venice
and skidoos in the Himalayas add to the fun. The escape in the former
is one of the best sections of the game. Additional moves include the
ability to climb up some vertical surfaces, which is very useful and adds
significantly to the gameplay. Of particular note is the level set in
the Barkhang Monastery, where NPCs appear for the first time. In this
case it is the monks, though interaction is very limited, unless you are
foolish enough to kill one, in which case his mates will hunt you down
remorselessly.
The third episode has you looking for three seals
which have something to do with strange goings on in Antarctica, starting
you off in a ruined temple somewhere in India. On completion of that,
you can choose which of the next three levels you want to take on; namely
London, Area 51 or the South Seas. For my money, the London level is easily
the best, especially the bit in the underground. Any old farts out there
who remember the Doctor Who series with the Yeti in the Tube will immediately
get the shivers when they play this level. There are some more moves in
this version as well, including crouching and sprinting, both of which
come in very handy later on. Indeed, some puzzles can only be cracked
by having Lara run full tilt and she doesn’t corner that well! The graphics
get a major overhaul in this outing, with some very nice fogging effects
and better water (though on my system the tiling is a bit obvious), plus
Lara gets to change outfits for each section. You will just love
the leather gear in London.
The
fourth episode starts with Lara as a 16 year old apprentice to some lecherous
European archaeologist. Said continental comes to a sticky end at the
finale of the introductory level, but pops up as Lara’s nemesis later
on. The story concerns the release of an ancient Egyptian god (surprise,
surprise, one of the nasty, evil ones) and Lara’s attempts to put it back
in its box. Rope climbing is added to Lara’s abilities and the graphics
are as fancy as anything produced in the late ‘90s should be. The gameplay
is much more reminiscent of the first instalment, with the emphasis on
puzzle solving, though there are some very intense action sections as
well.
SUMMARY
Lara Croft will get her own page in the history of
PC gaming. Aside from the bold and unexpected decision to have a girl
as the heroine in a game designed to appeal primarily to boys (ages 11-105),
the quality and breadth of the level design was unlike anything around
at the time. That Core Design didn’t take the game on to greater things
can be put down to two factors. Firstly, to make lots of money, it had
to run on consoles, so couldn’t use all that the PC offered. Secondly,
if a thing is raking it in, why change? A bit of tweaking, juiced graphics
and a new storyline, a couple of geniuses on the level design and you
had another winner. You shouldn’t blame the developers, but perhaps you
can cast some stones in the direction of the publishers.
THE FUTURE
I think what everyone would like to see would be a
Tomb Raider meets Half-life. Preferably using the Quake 3 engine or better.
Half-life succeeded because it made you feel part of something bigger,
whereas in Tomb Raider, it tends to be you against the world. A bit of
NPC interaction (make that a lot) and a story that impinges on your actions
throughout and you would be sitting on a goldmine.

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