Cover of Tomb Raider

Tomb Raider

Tomb Raider
Year1996
Release platformPlayStation
Genresadventure
DeveloperCore Design
CountryUnited Kingdom
EraDisc and 3D, 1995 to 2000
Importance

Why it matters

Core Design built its levels out of cubic blocks and made that grid visible in the controls. Lara walks and jumps fixed distances that are multiples of a block, so the distance to a ledge is judged by eye in advance. There is a separate walk button that keeps you from stepping off an edge, and a ledge grab with the hands in mid-jump. The result is a problem of measuring space: where to stand, where to take a run-up, where to jump from. A mistake in the calculation ends in a fall, so you read the level before you jump.

The camera follows the heroine from behind and turns with her, and weapons lock onto a target automatically so that shooting doesn't get in the way of movement. The caves and temples are almost empty: there are few enemies, but plenty of traps, water and heights. The third-person view, a female lead and an advertising campaign built around a single character together set the pattern for releasing console adventure games for years to come.

Watch it played

Facts

  • Levels are built from cubic blocks, and jumps are designed for distances that are multiples of a block.
  • A separate walk button keeps you from stepping off an edge.
  • Weapons aim at a target automatically; the player is responsible for movement.
  • The camera follows the heroine in third person and turns with her.
  • The game was released on PlayStation, Sega Saturn and PC.