Fact-checked by Grok 2 weeks ago

Tomb Raider II

Tomb Raider II is a 1997 action-adventure video game developed by Core Design and published by Eidos Interactive. It serves as the sequel to the original Tomb Raider and stars the iconic protagonist Lara Croft, an archaeologist and adventurer who explores ancient ruins and battles enemies in search of powerful artifacts. The game was initially released for Microsoft Windows on October 31, 1997, in Europe, followed by the PlayStation version on November 21, 1997, in North America, with subsequent ports to platforms including Macintosh and mobile devices, and a remastered version released in 2024 as part of Tomb Raider I-III Remastered. In the game's plot, pursues the legendary Dagger of , a mystical artifact capable of transforming its wielder into a dragon, to thwart the schemes of a crime lord named Bartoli who seeks to harness its power. The story unfolds across 18 levels set in diverse locations such as the , the canals of , a sunken off the coast of , and the snowy peaks of , blending historical and mythical elements tied to Chinese emperors and Tibetan monks. Lara's journey involves navigating hazardous environments, solving intricate environmental puzzles, and engaging in combat with human and animal foes, all while collecting keys, artifacts, and ammunition to progress. Gameplay builds on the original title with enhanced mechanics, including new weapons like the harpoon gun, , and , as well as expanded athletic moves such as mid-air rolls and improved ladder climbing. A major innovation is the introduction of vehicles, including a for navigating Venice's waterways and a for high-speed chases along the Great Wall, adding variety to the platforming and exploration-focused action. Dynamic lighting effects and more detailed textures contribute to richer atmospheres, while the save-anywhere system allows players greater flexibility during challenging sequences. Tomb Raider II received widespread critical acclaim for its ambitious level design, improved graphics, and engaging set pieces, earning an aggregate score of 85 out of 100 on based on contemporary reviews. awarded it an 8 out of 10, praising the increased difficulty and visual upgrades but noting occasional frustrations with controls and puzzle clarity. The title's commercial success solidified as a in gaming, influencing the franchise's direction toward more narrative-driven adventures and contributing to the popularity of third-person action games in the late 1990s.

Gameplay

Core Mechanics

Tomb Raider II employs a third-person , where the camera follows from behind, providing a fixed view that emphasizes environmental exploration and platforming challenges. Players control the camera using the look , activated by the Look button (Insert on PC or L1 on ), which shifts to Lara's first-person viewpoint for scouting ahead without moving her position; combining this with directional inputs allows panning in specific directions to reveal hidden paths or hazards. Manual targeting is engaged by drawing weapons, enabling precise aiming at enemies via a crosshair, while introduce navigation, where Lara dives by pressing near water and propels herself using directional controls, with an oxygen meter limiting submersion time before surfacing is required. Lara's movement repertoire centers on agile traversal suited to ancient ruins and varied terrains, including running forward with the Up directional input for swift progression, jumping (straight up or combined with directions for forward, backward, or side leaps) to clear gaps, and grabbing ledges by approaching an edge and pressing the Action button (Ctrl on PC or X on ) to latch on for shimmying or pulling up. Safety drops mitigate fall damage by hanging from a ledge with Action and then releasing with Down, allowing controlled descent from heights that would otherwise injure her, while roll maneuvers—executed by pressing a direction opposite to movement during a run—enable quick dodges or directional changes to evade threats. Inventory management revolves around a radial accessed via the item, organizing weapons, ammunition, and medipacks for on-the-fly selection during ; players holster or draw weapons using the dedicated Holster button ( on PC or on ) for quick transitions between armed and unarmed states, with ammo types tailored to each firearm, such as shells for the or clips for the automatic pistols, collected and stored without automatic replenishment. Medipacks serve as the primary items, with small variants restoring partial and large ones fully replenishing it, selected from the inventory ring to apply instantly amid combat or after environmental damage. Compared to the original , the sequel introduces refined climbing animations for more fluid ledge traversal and wall-scaling, alongside new vehicle mechanics that expand navigation options: the in aquatic levels like allows steering with directional inputs and acceleration via Action for pursuing objectives across canals, while the in snowy areas provides mounted traversal with turbo boosts (Jump button) for high-speed chases, though collisions risk health depletion. These additions enhance exploration by integrating vehicular segments into level design, reducing reliance on foot-based platforming in select areas. The health system operates on a depletable bar that decreases from falls beyond safe heights, enemy attacks, or environmental hazards such as strong water currents that can drag Lara into damaging or drown her if oxygen runs out; no passive regeneration occurs, compelling players to strategically use medipacks to recover, with overuse leading to scarcity in later levels where hazards like freezing temperatures or toxic pools further threaten survival.

Puzzles and Combat

Tomb Raider II features a variety of puzzle types that emphasize environmental interaction and spatial reasoning to advance through its levels. Common mechanisms include switch-based puzzles, where players activate levers or pressure plates to or alter level , often requiring precise timing to navigate resulting changes like rising platforms or shifting walls. Block-pushing challenges involve maneuvering heavy stone blocks to access elevated ledges or block harmful projectiles, while timed sequences demand quick execution, such as sprinting through briefly deactivated flame barriers or aligning movable objects before mechanisms reset. Key hunts require scouring levels for specific items, like ornate keys or levers, to unlock progression gates, integrating exploration with problem-solving. The game's combat system revolves around Lara Croft's arsenal of seven weapons, each acquired progressively and suited to different threats, with no traditional upgrades but increasing power through better ammunition types. Starting with dual pistols offering unlimited but weak firepower, players gain access to the for close-range , dual automatic pistols for moderate rapid fire, dual Uzis as high-rate submachine guns effective against human foes, the M16 for balanced mid-range engagements, the for explosive area denial, and the harpoon gun for underwater precision against aquatic enemies. Auto-aim is limited to a basic targeting lock-on that assists only when enemies are directly in view, requiring manual aiming adjustments for accuracy, which can lead to tense, resource-dependent fights. Enemy exhibits simple behaviors, such as patrolling guards in industrial areas who alert on sight and pursue predictably, or like aggressive tigers and rats that charge directly, with birds like ravens diving in scripted patterns, lacking advanced tactics like flanking or cover usage. Progression often hinges on collecting level-specific artifacts essential for plot advancement, such as the , a golden winged figure retrieved from the sunken Maria Doria shipwreck, which serves as a key to unlock sacred doors in the Barkhang Monastery. Other items, like the five Prayer Wheels gathered in Tibetan ruins, must be placed in altars to reveal hidden paths, blending artifact hunts with puzzle resolution to drive the narrative forward without overt spoilers. Exploration yields rewards through hidden secrets—48 in total across the main campaign—manifesting as collectible dragon statues (stone, jade, and gold variants) tucked in alcoves or behind breakable barriers. Finding all three in a level triggers bonus pickups, typically extra ammunition clips, large medipacks, or occasionally a like the Uzis, enhancing survival without altering core difficulty. In the optional Golden Mask expansion levels, collecting every secret unlocks bonus stages, such as the surreal Nightmare in Vegas, rewarding thorough players with additional challenges. Difficulty scales progressively across the 15 main levels, with early stages introducing basic threats and later ones layering complex traps to heighten tension and test precision. Trap designs include retractable spike pits that emerge from floors or walls, forcing players to time jumps or use environmental ledges to evade instant death, and flame emitters—such as swinging blowtorches or timed burner walls—that require sprinting through narrow gaps or dousing them via distant switches. These elements intensify in mid-to-late game locales, like the trap-laden Great Wall or flooded shipwrecks, where combining traps with enemy patrols demands strategic prioritization of movement and combat.

Story and Characters

Plot

Tomb Raider II follows adventurer as she embarks on a global quest to recover the , a legendary artifact reputed to bestow the power of an immortal dragon upon whoever drives it into their heart. The narrative begins with Lara investigating the theft of the dagger from a museum by operatives of the Fiamma Nera, a sinister Italian cult led by the ambitious Marco Bartoli, who aims to harness the relic's power for domination. To thwart Bartoli's scheme, Lara first journeys to the , navigating treacherous caverns where the cult is excavating and battling its members to learn more about the dagger's ancient history. Her pursuit leads her to , where she infiltrates the cult's fortified hideout and opera house, engaging in high-stakes chases and confrontations to uncover clues about the , an artifact key to accessing the dagger's resting place. The adventure then shifts to the submerged wreck of the Maria Doria, a once-grand in the Mediterranean, as Lara seeks the from the cult's salvage operation. Escalating the conflict, Lara travels to the harsh mountains, exploring monasteries and snowy expanses; there, she uses the to enter the catacombs and obtain the Talion, the final key needed to unlock the Temple of . She proceeds to a hidden temple in , racing against the cult to prevent the completion of their dark ceremony that could unleash catastrophic forces. The story reaches its peak back at Croft Manor in , where the cult's pursuit invades Lara's sanctuary, forcing a desperate stand to avert worldwide devastation from the artifact's unleashed might. Spanning 16 primary levels linked by explorable hub areas, the plot emphasizes progressive artifact hunts, cultural lore, and rising peril as Lara unravels the cult's ritualistic ambitions across diverse locales.

Characters

serves as the protagonist of Tomb Raider II, portrayed as a bold British archaeologist and adventurer driven by an insatiable curiosity for lost artifacts and ancient lore. Born into the wealthy Croft family as the daughter of Lord Harrington Croft, she uses her inheritance to fund expeditions that blend scholarly pursuit with high-stakes exploration, often placing her in direct conflict with those seeking to exploit historical relics for power. In this installment, Lara's character model receives technical enhancements, including smoother animations and higher polygon counts for more fluid movement, alongside new costume options such as a black for aquatic maneuvers in and a heavy bomber jacket suited to the cold environments. The primary antagonist, Marco Bartoli, leads the Fiamma Nera, a secretive cult with centuries-old roots in pursuits, and is motivated by a desire to harness the of Xian's transformative power to achieve god-like dominion, continuing his late father Gianni's obsessive quest for the artifact. Depicted in cutscenes as a stern, middle-aged man with a thick black beard, piercing eyes, and authoritative demeanor clad in dark suits, Bartoli commands loyalty from his followers through a mix of charisma and ruthless enforcement, viewing Lara as a mere obstacle to his apocalyptic ambitions. Supporting human characters include Winston, Lara's loyal butler who maintains Croft Manor and appears briefly in the training level, offering subtle hints of domestic normalcy amid her chaotic life; he is voiced with a posh British accent emphasizing his steadfast service. Brother Chan Barkhang, a wise from the Barkhang , aids Lara by revealing key lore about the Dagger's hiding place and its dangers, representing a voice of spiritual guardianship against exploitation. Minor non-player characters, such as the canal workers and Fiamma Nera operatives under Bartoli's employ, populate early levels as hostile or neutral figures, their designs drawing from Italian industrial aesthetics to immerse players in the story's historical intrigue. Non-human elements center on the mythical Dragon Emperor, an ancient ruler whose spirit is bound to the Dagger of ; according to in-game lore, the artifact allows its wielder to absorb the dragon's essence, triggering a transformation into a fire-breathing, winged beast capable of immense destruction. This creature's design evokes imperial , with scaled hide, elongated form, and elemental powers, serving as the narrative's climactic threat and symbolizing the perils of unchecked ambition. Voice acting in Tomb Raider II is handled primarily by Judith Gibbins as , delivering her signature confident and wry tone in sparse in-game quotes and cutscenes, while Nathan McCree provides voices for multiple male roles including Winston and various goons. employed (FMV) sequences for introductory and transitional scenes featuring live-action , but lip-sync was absent due to the era's technical constraints, resulting in dialogue overlays without synchronized mouth movements on in-game models to prioritize performance over realism. Massimo Marinoni voices Bartoli with a gravelly inflection in FMVs, enhancing the cult leader's menacing aura despite the format's limitations.

Development

Design and Prototyping

Following the monumental success of in 1996, which sold over seven million copies worldwide, initiated development on its sequel to capitalize on the franchise's momentum while expanding the scope of and environments. The core concept aimed to elevate the adventure to a grander scale, incorporating dynamic vehicles for traversal and diverse settings that blended ancient ruins with modern urban locales, such as the intricate canal systems of where players pilot a to navigate and evade enemies. This shift introduced vehicular mechanics to facilitate faster-paced exploration and combat sequences, marking a deliberate evolution from the predominantly on-foot platforming of the original. The development team at , a British studio based in , consisted of approximately 18 to 20 members, including programmers, animators, level designers, and artists who worked intensively to meet tight deadlines. Key figures included lead programmer Gavin Rummery, who oversaw engine enhancements; animators like Stuart Atkinson, responsible for refining Lara Croft's model with added details such as dynamic physics; and level designers Neal Boyd and Heather Gibson, who crafted the expansive world layouts. Executive producer Jeremy H. Smith coordinated the overall effort, building on the studio's experience from the first game while incorporating feedback to balance action and puzzle elements more evenly. Notably, original Lara co-creator had departed the studio early in production due to creative disagreements over the character's direction and the rushed sequel timeline, leaving the team to iterate without his direct involvement. Prototyping began in late with alpha builds focused on testing core upgrades and new , such as the in 's canals and the armed snowmobile in Tibetan levels, which allowed for high-speed chases and environmental interactions not feasible in the predecessor. Early PC from this period featured placeholder assets, like the original Lara model without her signature braid, and omitted key elements such as the Venice boat gate, enabling developers to refine vehicle handling and iteratively. Discarded prototypes included ambitious features like crawling animations, rope-swinging traversal, and even horseback riding, which were cut to streamline development and maintain the grid-based movement system; multiplayer elements were explored in preliminary discussions but ultimately abandoned due to technical constraints and the focus on single-player adventure. By mid-1997, demos showcased playable sections like Bartoli's Hideout and the Wreck of the Maria Doria, incorporating debug tools such as the "DOZY" cheat for rapid testing of level connectivity and golden Lara visuals for navigation aids. Level design emphasized hand-crafted, interconnected environments that encouraged non-linear exploration, with hidden secrets and alternate paths rewarding player curiosity amid puzzle-solving and combat. Designers like Richard Morton prioritized a central "centerpiece" for each level—such as a dramatic vehicle chase or collapsing structure—around which architecture and hazards were built to create cinematic set pieces inspired by adventure films like the series, evoking globe-trotting relic hunts with traps and booby-trapped tombs. This philosophy ensured levels felt organic and replayable, blending urban pursuits in with snowy Himalayan traverses, while avoiding overly linear progression to foster a sense of discovery. The project launched in 1996 with an initial target for exclusivity, aligning with Sony's aggressive push for third-party titles amid the console's market dominance; this deal was formalized in September 1997, securing the platform's priority until 2000. The compressed six-to-eight-month cycle demanded round-the-clock work from the team, resulting in a pre-Christmas 1997 release that prioritized core enhancements over expansive reinvention.

Technical Challenges

The development of Tomb Raider II involved significant upgrades to the original game's engine, primarily handled by Core Design's programming team to enhance visual fidelity and responsiveness on the and PC platforms. The graphics engine was overhauled to support more polygons, reducing clipping issues and enabling smoother character models, including doubling the polygon count for to allow for details like a dynamically swaying . Larger textures and atmospheric effects, such as breaking glass and transparencies, were incorporated, alongside dynamic lighting features like flares, flickers, and gun flashes to improve realism and environmental immersion. These changes also facilitated larger outdoor areas, though they demanded refined camera systems and controls to maintain intuitive navigation without illogical shifts in perspective. A notable technical hurdle was the "corner ," an exploit where Lara could clip through walls by repeatedly jumping into room corners at a 45-degree angle, allowing unintended shortcuts and progression skips. Discovered during testing by testers, the bug proved difficult to reproduce consistently, leading it to be classified as a non-critical advisory issue rather than a showstopper. programmer developed a provisional fix, but due to tight development timelines and insufficient testing windows, it was ultimately removed from the final release; partial mitigations appeared in later expansions like The Golden Mask, though the persisted in core gameplay and became a staple in communities. Performance challenges arose from the engine's expanded capabilities, particularly in rendering complex environments with increased polygons and lighting, which occasionally caused frame rate drops on lower-end hardware like 90 systems. To address this, developers optimized for acceleration on PC via support and implemented minimum specs requiring at least 16MB RAM, while the version leveraged hardware for smoother transparencies; post-launch patches further improved compatibility with cards to stabilize frame rates in demanding levels. Porting efforts for the faced substantial delays stemming from hardware differences, including the console's dual-CPU architecture and weaker 3D polygon handling compared to the . Although initial development progressed, the project was ultimately canceled in mid-1997 due to a lucrative exclusivity agreement between publisher and , which prioritized as the lead platform until at least 2000 and rendered multi-platform efforts uneconomical; official statements cited technical limitations, but the deal effectively halted Saturn work despite prototypes showing inferior graphics and unstable performance. The process was rigorous, involving extensive bug hunting across the expanded level set to ensure stability amid the engine's new features. Testers identified and resolved numerous issues, including potential save state corruptions that could arise from frequent loading in intricate puzzles, through iterative fixes implemented pre-launch to prevent and maintain player progress integrity.

Audio and Music

The audio and music of Tomb Raider II were primarily composed and produced by McCree, who crafted an orchestral-style score using MIDI synthesis to evoke the epic scope of adventure films. McCree's soundtrack features prominent themes such as the main title melody, which establishes Lara Croft's adventurous spirit through swelling strings and percussion, and Tibetan motifs in levels like the Tibetan Foothills, incorporating ethnic drumming and flutes to reflect the game's exotic locales. The score draws influences from adventure film soundtracks by composers like and , emphasizing emotional depth and orchestral grandeur over contemporary electronic trends. Sound effects were also handled by McCree, who developed a custom library to enhance immersion, including distinct footsteps varying by surface, realistic gunshots for Lara's dual pistols, and environmental cues such as echoing temple reverberations and water splashes in submerged areas. These effects were recorded and edited at Core Design's studios in , , using basic tools to ensure with actions like jumps and enemy encounters. Voice acting centered on Judith Gibbins, who provided Lara Croft's dialogue in the game's (FMV) cutscenes, delivering lines with a poised accent during key narrative moments, such as confrontations with antagonists. These live-action FMVs integrated Gibbins' work seamlessly with pre-recorded footage, adding personality to Lara's witty and determined demeanor. Technically, the version employed ADPCM compression for its audio tracks and samples, resulting in lower fidelity due to the format's lossy nature and hardware constraints, while the PC port offered improved clarity through uncompressed 8-bit PCM samples at higher bit depths, allowing for richer playback on capable sound cards. The production process at involved McCree working iteratively over three months in a small-team environment, recording elements in-house with synthesizers like the Roland JV-1080 to achieve the desired orchestral texture without relying on live musicians.

Marketing

Promotional Campaigns

mounted an extensive pre-launch promotional campaign for Tomb Raider II in 1997, allocating approximately £2 million for European efforts alone to capitalize on the success of the original game and elevate Lara Croft's status as a icon. The strategy emphasized multimedia advertising across print, television, and trade shows, targeting core audiences in and while leveraging Lara's adventurous persona through dynamic visuals of her in action. This included full-page color advertisements in national newspapers like (with a circulation of approximately 3.7 million) and lifestyle magazines such as Loaded and , alongside specialist publications like Official Magazine and . A key element was the showcase at the in May 1997, where presented a rolling demo of the level to highlight the game's expanded environments, mechanics, and Lara's improved animations, such as enhanced climbing and combat moves. This teaser generated significant buzz among developers and media, positioning Tomb Raider II as a technical leap forward. Complementing the event, print and TV advertisements featured Lara in dynamic action poses—scaling cliffs or wielding weapons—accompanied by slogans like "Lara's Back" to evoke her return with greater challenges. These ads ran bi-weekly in trade press from September 1997, building anticipation for the November release. To further engage potential buyers, distributed playable demos of the Venice level starting in , making them available to retailers for PC and versions and including them on PlayStation cover discs like the Interactive Sampler Disc Volume 7. This hands-on access allowed players to experience the level's boat chases and puzzle-solving early, contributing to heightened interest and momentum. The also tied into Lara Croft's burgeoning status, with promotional efforts aligning her rising fame—fueled by media appearances and endorsements—to the game's narrative, including a timely comic book crossover with Witchblade released in December that depicted Lara in a high-stakes adventure alongside . The overall reach extended through innovative tactics like a washroom with the slogan "Size is everything," delivering 15.18 million impressions, and a beermat promotion across 2,000 venues, ensuring broad exposure in everyday settings while prioritizing key markets in and . Development assets, including early animations and level designs, were repurposed directly into these promos to maintain authenticity and excitement.

Tie-ins and Merchandise

Tie-ins and merchandise for Tomb Raider II extended the game's universe through licensed products and media released concurrently with its 1997 launch, capitalizing on Lara Croft's growing popularity. Toy Biz produced a line of action figures featuring Lara Croft, including a 5-inch figure equipped with accessories such as wicked weapons, targeted at collectors and fans. These figures, released in 1997, emphasized Lara's adventurous persona with detailed sculpts and play features. Strategy guides were a key companion product, with Prima Publishing issuing Tomb Raider II: The Official Strategy Guide by Kip Ward in October 1997, offering comprehensive walkthroughs, puzzle solutions, and secrets for the PlayStation and PC versions. This 144-page full-color book became an essential resource for navigating the game's expanded levels and challenges. The official soundtrack, composed by Nathan McCree, was released on CD in 1997 by , compiling 34 tracks including ambient themes, action cues like "Chase" and "Look Out!", and orchestral pieces that underscored the game's global settings. Distributed through specialty game retailers, the also included interactive elements for PC users. In comics, launched the Tomb Raider/Witchblade one-shot special in December 1997, a 32-page crossover written and illustrated by Michael Turner, where teams up with Witchblade to battle supernatural threats, expanding her lore beyond the game's plot. formed a key partnership with Computer Entertainment for the release, securing that delayed any version until 1999 and focused promotional efforts on bundling options. This collaboration included early PC demos distributed via magazines and online portals to build anticipation ahead of the November launch.

Release

Initial Launch

Tomb Raider II was initially released for the PlayStation console, with the European version launching in November 1997 and the North American version following on November 21, 1997. The PC port, utilizing DirectX for enhanced graphics and compatibility, became available in North America on November 21, 1997, and in Europe on November 24, 1997. Although a Sega Saturn version was in development and planned for late 1997, it faced delays due to technical challenges and an exclusivity agreement with Sony, ultimately leading to its cancellation without an official 1998 release. The game's launch was supported by promotional efforts from publisher , including press tours in to showcase the title to outlets. Coverage appeared promptly in major gaming publications, such as IGN's published on November 24, 1997, and GamePro's coverage in its December 1997 issue, highlighting the 's expanded and Lara Croft's adventures. These events and reviews capitalized on the anticipation built from the original Tomb Raider's success, positioning the as a major release for the holiday season. Post-launch, provided updates primarily for the PC version to address initial technical issues. Patches released in late 1997 and early 1998 fixed bugs, including save game corruption and compatibility problems with certain hardware configurations, ensuring smoother for players on Windows systems. These updates were distributed via official channels and demonstrated Eidos's commitment to supporting the game's longevity on PC.

Expansions

Tomb Raider II's primary official expansion, titled The Golden Mask (also known as Tomb Raider II: Gold), was developed by and released in June 1999 exclusively for Windows PC and Macintosh platforms as a standalone product or bundled with the base game. This add-on introduced five new levels forming a self-contained mini-adventure, extending the core gameplay mechanics with fresh environments and objectives centered on Lara Croft's pursuit of the Mask of Tornarsuk, a mythical artifact reputed to possess resurrection powers. The expansion utilized the same engine as the original game, incorporating enhanced dynamic lighting and exterior settings to support its diverse locales, while adding new weapons such as the MP5 and , alongside refined character animations and moves. The levels in The Golden Mask emphasize exploration and puzzle-solving in varied terrains, starting with "The Cold War," an abandoned Russian mining base amid icy Alaskan cliffs; then "Fool's Gold," a level set in a trainyard and casino; progressing to "Furnace of the Gods," the ruins of an ancient settlement; then "Temple of the Cat," a lush tropical hidden in the mountains; and culminating in "Kingdom of the Cat," a perilous underground realm. A level, "The Fifth Age," unlocks upon collecting all secrets, offering additional challenges tied to the artifact's lore. These stages maintain the series' signature third-person action-adventure style but feature shorter overall playtime of about 4-6 hours, focusing on linear progression with environmental hazards like avalanches, lava flows, and mythical guardians. Developed post-launch by using existing assets and tools from Tomb Raider II, the expansion addressed several bugs from the original, such as the notorious corner exploit that allowed unintended level skips, through included patches in the Gold edition. A planned second expansion, The Further Adventures of Lara Croft, entered development in late 1997 with intentions for five new levels—including settings like an ice palace and jungle—plus additions such as a revolver weapon, but it was ultimately cancelled and repurposed into elements of Tomb Raider III (1998). As a result, The Golden Mask remained the sole released add-on, available primarily via retail for PC with limited mail-order options for Macintosh users, and later integrated into bundled PC re-releases to enhance longevity without requiring the base game for standalone play.

Ports and Remasters

Tomb Raider II received several ports following its initial 1997 release on Windows and . A Macintosh port arrived in 1998, featuring improved performance optimizations for the platform. The Windows version was bundled as part of the Tomb Raider II Gold edition in 1999, incorporating the standalone expansion The Golden Mask with five additional levels forming a mini-adventure centered on an artifact, the Mask of Tornarsuk. The game appeared in various compilations for broader accessibility. In 2002, it was included in Tomb Raider: The Greatest Raids for PC, a collection the first four entries in the series within a DVD-style case for enhanced value. A digital re-release followed on the in 2009 for and , adapted as a PSOne with added support to engage modern players. Later mobile adaptations emerged, with ports for iOS in 2014 and Android in 2015 combining the core game and The Golden Mask into a single package optimized for touch controls. These versions preserved the original level designs while simplifying navigation for portable devices. The most significant update came with Aspyr's Tomb Raider I-III Remastered collection, released on February 14, 2024, for PC (Steam and GOG), PlayStation 4/5, Xbox One/Series X|S, and Nintendo Switch. This edition includes Tomb Raider II alongside its Golden Mask expansion, offering toggleable enhanced graphics with higher-resolution textures and models that maintain the original PS1 aesthetic, support for up to 8K resolution, 60 FPS performance, and full widescreen compatibility. Players can switch between classic tank-style controls and a modern scheme with fluid movement, camera lock-on, and quality-of-life tweaks like improved inventory access. Photo mode was available at launch, allowing customizable poses, outfits, and environmental shots. Post-launch support included multiple patches throughout 2024 to refine the experience. Update 1 in addressed graphical glitches, camera issues in modern controls, and expanded photo mode with new poses. Update 2 in April fixed additional bugs, such as hair animation distortions in HD mode, and added more photo mode options including the Bloody T-Rex Lara outfit. By mid-2025, the collection had generated over $4.3 million in revenue and exceeded sales expectations at , with estimates placing units alone above 300,000.

Reception

Critical Reviews

Upon its release in 1997, Tomb Raider II received generally positive reviews from critics, earning an aggregate score of 85/100 on Metacritic based on 13 reviews for the PlayStation version. Reviewers praised the game's improvements over its predecessor, particularly in graphics and level design, which offered more expansive and varied environments such as the canals of Venice and the decks of an offshore rig. GameSpot awarded it 8.2/10 for the PC version, highlighting the "extremely spacious environments" that encouraged exploration and made Lara Croft feel like a "modern Alice in Wonderland." IGN gave it 8/10, commending the deeper adventure elements, including new vehicle sections like the motorboat chase and the addition of movable blocks and flares for puzzle-solving. Lara's enhanced animations and charismatic presence were also frequently lauded, contributing to the game's sense of immersion in globe-trotting scenarios. Despite the acclaim, critics noted several shortcomings, including clunky controls that made precise platforming frustrating, repetitive combat encounters with human enemies, and excessive in certain levels, which could lead to fatigue. The game's length was another point of , typically clocking in at 10-15 hours for a main playthrough, though this encouraged replayability for secrets and higher difficulties. These issues were seen as holdovers from the original , tempering the sequel's innovations. In retrospective analyses from the 2000s and beyond, Tomb Raider II is often regarded as the peak of the original Core Design era, celebrated for its ambitious level variety and narrative flair that elevated the series' action-adventure formula. The 2024 remaster, bundled in Tomb Raider I-III Remastered, scored 75/100 on Metacritic, with praise for its faithful visual upgrades and toggleable classic filters that preserved the original's charm, though some noted the puzzles and camera mechanics felt dated by modern standards. The game earned multiple accolades in 1997, including Electronic Gaming Monthly's Adventure Game of the Year award.

Commercial Success

Tomb Raider II enjoyed substantial commercial success, with the game selling approximately 7 million copies worldwide as of 2009. The version performed especially strongly in and the , topping sales charts and becoming the second best-selling PlayStation title in the UK overall. These figures contributed significantly to Interactive's financial performance, as the series accounted for 60-65% of the company's revenue in its 1998 . The game's PC-exclusive expansion, Tomb Raider II: The Golden Mask, released in 1999, helped to expand the franchise's presence in the PC market. Digital re-releases further extended the game's commercial reach. The 2024 Tomb Raider I-III Remastered collection, which includes Tomb Raider II, generated an estimated $4.3 million in gross revenue on as of May 2025 and exceeded Embracer Group's expectations. The franchise surpassed 100 million lifetime units sold as of October 2024. Tomb Raider II's success bolstered as a , influencing merchandising and licensing in the late .

Legacy

Series Influence

Tomb Raider II established key gameplay formulas that directly shaped its sequel, (1998), by introducing vehicles such as the for navigating Venice's canals and the for traversing Tibetan foothills, which added dynamic traversal mechanics to the series. These elements were expanded in with additional vehicles like the quad bike and underwater propulsion unit, creating larger, more interconnected levels that emphasized exploration and environmental interaction across the . The game's design legacies extended beyond the series, popularizing hub worlds through levels like , where players used vehicles to explore open urban environments and collect artifacts, blending puzzle-solving with non-linear progression. This collectathon approach, involving secret hunts and item gathering in expansive areas, influenced trends, with the broader series inspiring the cinematic set pieces and exploration structures in Naughty Dog's games through emphasis on acrobatic traversal and narrative-driven discovery. Tomb Raider II's audio style, composed by Nathan McCree with synthesized orchestral cues and ambient stingers, set a melodic signature for the series that emphasized tension and adventure, influencing subsequent soundtracks in and beyond. Later composers, such as those for (2015), explicitly referenced McCree's work to maintain thematic continuity, while mobile titles like (2015) incorporated similar field-recording-inspired motifs to evoke the original era's atmospheric depth. The standalone expansion Tomb Raider II: The Golden Mask (1999), developed by , introduced five new levels centered on an Alaskan artifact quest, establishing a model for add-on content in the studio's era with self-contained stories and bonus challenges. This template for expansion packs, seen in predecessors like Unfinished Business for the original Tomb Raider and successors like The Lost Artifact for , prefigured modern practices in adventure games, where discrete narrative extensions enhance replayability without altering core campaigns. Tomb Raider II cemented Lara Croft's status as a premier mascot through its enhanced and global adventures, elevating her from the original game's to an iconic figure synonymous with the . This solidified her cultural prominence, contributing to the series surpassing 20 million units sold by 2000 and driving Interactive's early commercial dominance in the industry.

Cultural Impact

Tomb Raider II has left a lasting mark on gaming culture through memorable memes originating from its gameplay quirks. One enduring Easter egg involves players maneuvering Lara Croft to lock her butler, Winston, inside the Croft Manor freezer, a humorous interaction that became a rite of passage for 1990s gamers and has been referenced in later Tomb Raider titles as a nod to fan traditions. Another iconic element is the "corner bug," a glitch allowing Lara to clip through walls by exploiting collision detection, which has become central to the game's speedrunning community; as of November 2025, world records for glitched Any% runs stand at approximately 48 minutes, showcasing intricate sequences of this technique. The game's narrative and settings influenced subsequent media adaptations, particularly the 2001 film Lara Croft: Tomb Raider, which featured Venice as an early setting with boat chases—mirroring the Venetian canals from Tomb Raider II's early levels—while drawing on the franchise's artifact-hunting lore. Comics and novels published by Dark Horse further expanded Tomb Raider II's lore, weaving additional backstories around Lara's pursuits of ancient relics like the Dagger, enriching the classic era's mythology with new adventures and character insights. The title's dedicated fan community continues to thrive through modding and competitive events. Enthusiasts utilize the Tomb Raider Next Generation (TRNG) engine to create custom levels and modifications, breathing new life into the game's environments and mechanics for modern playthroughs. In August 2025, open-source re-implementations like OpenTomb received updates with new graphics options, enhancing preservation and playability of TR2 on contemporary systems. Annual speedrun marathons at events like Awesome Games Done Quick (AGDQ) feature Tomb Raider II runs, fostering communal engagement and raising funds for charities, with showcases dating back to AGDQ 2014 and continuing through recent iterations. Lara Croft's portrayal in Tomb Raider II solidified her as a icon of female empowerment in , embodying and athleticism in a male-dominated medium, yet sparking ongoing debates about due to her exaggerated proportions and camera angles designed for visual appeal. These discussions highlight her dual role as a trailblazing heroine and a product of era-specific tropes. In the 2020s, the 2024 remaster of Tomb Raider I-III revitalized interest, amassing over 1.1 million hours watched on streams that year and inspiring a surge in , podcasts, and nostalgic content celebrating the sequel's legacy.

References

  1. [1]
    Tomb Raider II (1997) - MobyGames
    Tomb Raider II ; Releases by Date (by platform). 1997 (Windows); 1997 (PlayStation); 1998 (Macintosh); 2009 (PSP); 2009 (PlayStation 3); 2012 (PS Vita). 4 More ...
  2. [2]
    Tomb Raider II Release Information for PC - GameFAQs
    Rating 85% (13) Warrior Monks and crazed cult members plot against you as you travel from the remote mountain peaks of Tibet, the canals of Venice and even to the bottom of the ...
  3. [3]
    Tomb Raider II Release Information for PlayStation - GameFAQs
    Rating 85% (13) Platform: PlayStation ; Genre: Action Adventure » Linear ; Developer: Core Design Ltd. ; Publisher: Eidos Interactive ; Release: November 21, 1997.
  4. [4]
    Tomb Raider II Starring Lara Croft - IGN
    Rating 8/10 · Review by IGNYou once again play as the incredible Lara Croft, a gorgeous, intelligent, highly skilled explorer of stunning proportions. Content Rating. ESRB: Teen. Blood, ...
  5. [5]
    Tomb Raider II - IGN
    Rating 8/10 · Review by IGN StaffNov 24, 1997 · Tomb Raider 2 is an all around more difficult game than its predecessor. Movable objects aren't as obvious (like the discolored rocks in Scooby Doo)
  6. [6]
    Tomb Raider 2 Controls & Menu/Inventory System
    The following lists basic controls, as well as complex moves involving combinations of controls, and controls for vehicles in Tomb Raider 2 and the Golden Mask ...
  7. [7]
    Tomb Raider Vehicle Controls
    Press Action to get into and once you are inside, press Action to move forwards and Jump to move backwards. Press the direction keys to steer. Press the Roll ...<|control11|><|separator|>
  8. [8]
    40 Fathoms - Switches, Doors and Timed Burners (Part 2)
    This turns off the first pair of burners. This switch is timed so as soon as you pull it, press Look to regain Lara's perspective. Tomb Raider 2 screenshot
  9. [9]
    9 Tomb Raider Puzzles That Had Us All Stumped
    Apr 15, 2024 · Tomb Raider puzzles include a Senet board, ropes and pulleys, a timed door with burners, and a train ticket puzzle.
  10. [10]
    Weapons - WikiRaider
    Sep 13, 2018 · Tomb Raider II & The Golden Mask. Pistols · Shotgun · Automatic Pistols · Uzis · M16 · Grenade Launcher · Harpoon Gun ... Double Barrel Shotgun ...
  11. [11]
    Tomb Raider II - Weapon/Hardware Guide - PlayStation - GameFAQs
    Rating 85% (13) O The AI in Tomb Raider 2 is not impressive, so it may be worth your while to use that to your advantage. O If being attacked on the ground, do not jump ...
  12. [12]
    Tomb Raider II - Enemy FAQ - PlayStation - By percyboi - GameFAQs
    Rating 85% (13) How to Kill: Pull out a shotgun idealy as it takes just one shot to bring it down. Hurry up when doing this because if it is too close you may not get a shot.
  13. [13]
    The Seraph - WikiRaider
    Apr 1, 2020 · The Seraph is an artefact Lara finds in Tomb Raider II aboard The Deck of the sunken Maria Doria. ... A winged figure, apparently made from gold.Missing: dagger | Show results with:dagger
  14. [14]
    Tomb Raider 2 Game Info and Walkthrough | Stella's Site
    Lara Croft goes after the legendary Dagger of Xian, an artifact rumored to give whoever possesses it the power of the dragon.Level 1: great wall · Level 2: venice · Lara's Home · Golden Mask
  15. [15]
    Tomb Raider II Secrets - WikiRaider
    Apr 1, 2020 · Secrets in Tomb Raider II come in the form of small Silver, Jade or Gold dragon statues. Collecting all three in a single level can benefit the player with ...<|separator|>
  16. [16]
    Bonus Levels - WikiRaider
    Sep 18, 2009 · Finding all 12 secrets in the 4 normal levels of the Tomb Raider II Add-on The Golden Mask unlocks the secret level Nightmare in Vegas, which ...
  17. [17]
    The Great Wall - Gauntlet of Traps (Part 2) Includes Secret #2
    After jumping over the spikes and sliding down the slope, Lara lands in a room with spiked walls encroaching. There's a set of automatic pistol clips on the ...
  18. [18]
    Tomb Raider 2 - Bartoli's Hideout - Tricky Fire Traps - YouTube
    Apr 26, 2022 · This fire trap is heavily timed. Some say you can swim under them and climb out at the last flame and run through the centre of it without ...
  19. [19]
    How to Play the Tomb Raider Games in Chronological Order - IGN
    Apr 10, 2025 · Tomb Raider II (1997). This time Lara is on the hunt for the Dagger of Xian, a magical weapon once used by the Emperors of China. A cult ...
  20. [20]
    Tomb Raider II Review for PC - GameFAQs
    Rating 85% (13) Sep 26, 2000 · The story behind the action in Tomb Raider II involves The Dagger of Xian, a weapon that supposedly gives one the power of the dragon when ...
  21. [21]
    Tomb Raider II Top 5 Levels
    Mar 14, 2024 · Lara explores the sunken wreck of the once luxury liner Maria Doria to find an ancient device called the Seraph. The objective is to locate ...Missing: plot summary
  22. [22]
    Meet Lara Croft - Tomb Raider
    The story reveals new details about Natla's plan to use the Scion to resurrect her Atlantean army of mutants and a doppleganger of Lara herself.Missing: plot summary
  23. [23]
    Tomb Raider II, Starring Lara Croft Outfits - Raiding The Globe
    Outfits · Assault course outfit (Lara's Home) · Classic outfit (China - Venice - Offshore Rig) · Sola wetsuit (Wreck of the Maria Doria) · Bomber jacket (Tibet).
  24. [24]
    Tomb Raider II (Video Game 1997) - Full cast & crew - IMDb
    Cast ; Judith Gibbins · Lara Croft ; Massimo Marinoni · Marco Bartoli ; Simon Greenall · Claudio. /Fabio. /Brother Chan Barkhang. /Goons. /Monks ; Nathan McCree.
  25. [25]
    Tomb raider II : Prima's official strategy guide : Ward, Kip, 1948
    Oct 5, 2010 · Tomb raider II : Prima's official strategy guide. by: Ward, Kip, 1948-. Publication date: 1999. Topics: Tomb raider, Tomb raider II. Publisher ...Missing: manual | Show results with:manual
  26. [26]
    Tomb Raider II (1997 Video Game) - Behind The Voice Actors
    The Tomb Raider II Cast ; Lara Croft voice Lara Croft voiced by Judith Gibbins ; Marco Bartoli voice Marco Bartoli voiced by Massimo Marinoni ; Claudio voice ...
  27. [27]
    Tomb Raider II Gold Official Strategy Guide - Internet Archive
    Oct 29, 2023 · Scan of Tomb Raider II Gold Official Strategy Guide from Retromags. ... PDF download · download 1 file · SINGLE PAGE PROCESSED JP2 ZIP download.Missing: instruction manual
  28. [28]
    Evercade Game Spotlight: Tomb Raider II Starring Lara Croft
    Aug 28, 2024 · Production for Tomb Raider II (as we'll refer to it hereafter) began in 1996, almost immediately after the release of the first Tomb Raider. It ...
  29. [29]
    Tomb Raider II - Team Interview (1997) - Core Design
    Lara Croft gets a new look thanks to graphic designer Stewart Atkinson and rest of the development team. They've been working around the clock to get Tomb ...Missing: Bartoli | Show results with:Bartoli
  30. [30]
    Toby Gard - IMDb
    Gard left Core Design during the development of Tomb Raider II, because he was opposed to the idea and marketing of Lara's sex appeal, and felt he had little ...
  31. [31]
    “It felt like robbery”: Tomb Raider and the fall of Core Design
    Mar 31, 2015 · Tomb Raider developer Core Design appeared untouchable with Lara in tow, and it was thanks to the franchise's immense success that publisher Eidos had just ...
  32. [32]
    Tomb Raider 2 Beta [PSX / Saturn / PC] - Unseen64
    Dec 5, 2011 · Early Alpha Stage – Date, Late 1996. Platform: PC. These screenshots come from an early alpha build of Tomb Raider 2. As you can see, Lara has ...
  33. [33]
    An Interview With Richard Morton (1999) - Core Design
    As a level designer, what is your philosophy for making a level work well? The first thing is to have a centerpiece for the level and work around that. This ...
  34. [34]
    Tomb Raiders: Idea of an Adventurer - TheRaider.net - Articles
    Feb 11, 2001 · Tomb Raider II and Indiana Jones and the Temple of Doom also closely parallel one another. Both stories center around very dark ...
  35. [35]
    Tomb Raider I-III Remastered launches Feb 14 on PS4 & PS5
    Sep 14, 2023 · Tomb Raider II and III's console versions were exclusive to the platform, further solidifying the link between Lara Croft and PlayStation.Missing: timeline | Show results with:timeline
  36. [36]
    Tomb Raider 2 - An Inside Look (1997) - Core Design
    Though the graphics are better across the board (Thompson: "The entire graphic engine has been improved to incorporate more of everything: more polygons, better ...<|separator|>
  37. [37]
    Tomb Raider Q&A with Paul Douglas - Core Design
    Apr 2, 2020 · We submitted too early with little more than a brief plot outline and a paragraph describing gameplay. It wasnt until we had some prototype ...Missing: summary | Show results with:summary<|control11|><|separator|>
  38. [38]
    Sony Vies for Tomb Raider 2 Exclusive - IGN
    May 21, 1997 · The deal has not yet been made final but is supposedly nearing completion. Eidos refused to confirm or deny the allegation. "At this time, Eidos ...Missing: Saturn port cancellation<|separator|>
  39. [39]
    The guitarguitar Interview: Tomb Raider composer Nathan McCree
    Dec 6, 2019 · Writing, recording and producing the entire score by himself, McCree went on to score the following two Tomb Raider sequels for Core, defining ...
  40. [40]
    McCree & Kemp detail the construction of a Tomb Raider score, had ...
    Feb 28, 2012 · McCree & Kemp detail the construction of a Tomb Raider score, had hoped to compose for first film & Tomb Raider II music almost made a Spice ...
  41. [41]
    Nathan Mccree - PRS for Music
    Nov 2, 2016 · When composer Nathan McCree wrote the soundtrack for the first ever Tomb Raider videogame 20 years ago, he unknowingly created the enduring ...
  42. [42]
    [Exclusive] Interview with Nathan McCree - Tomb of Ash
    Apr 18, 2016 · Nathan McCree is a music composer and sound effects editor for various multimedia projects. Nathan wrote the iconic music for Tomb Raider 1-3.
  43. [43]
  44. [44]
    Judith Gibbins - IMDb
    She is an actress, known for Tomb Raider III: Adventures of Lara Croft (1998), Tomb Raider II (1997) and Tomb Raider I-II-III Remastered (2024). Born1962.
  45. [45]
    Judith Gibbins (visual voices guide) - Behind The Voice Actors
    Judith Gibbins is a voice actor known for voicing Lara Croft. Take a visual walk through their career and see 5 images of the characters they've voiced.Missing: FMV cutscenes<|separator|>
  46. [46]
    Tomb Raider Data Formats (TRosettaStone) - OpenTomb
    All information in this document was derived independently, without the aid or assistance of anyone at Core Design or Eidos. ... TR2 refers to Tomb Raider II and ...Missing: lip | Show results with:lip
  47. [47]
    Interview with Tomb Raider legacy composer Nathan McCree
    Nov 27, 2013 · McCree reflects on his compositional career, including the original Tomb Raider (1996) and its sequels; Tomb Raider II: The Dagger of Xian ...<|separator|>
  48. [48]
    Eidos puts pounds 2m behind game girl - Campaign
    Sep 11, 1997 · Video game developer Eidos is investing pounds 2m in its European marketing campaign for Tomb Raider II but has abandoned Sega's Saturn ...Missing: budget | Show results with:budget
  49. [49]
    [PDF] TOMB RAIDER Marketing Plan CONFIDENTIAL - Virtual Lara
    Jul 3, 1997 · TOMB RAIDER II Marketing Plan. CONFIDENTIAL. TOMB RAIDER ... A two month promotion has been confirmed over November and December which will.
  50. [50]
    E3 Reports (1997) - Core Design
    The rolling demo will show more of the Venice level, the Tibetan level and even some of the sunken galleon boats level. They will see a wide variety of stuff ...
  51. [51]
    Lara Croft, The Bit Girl - Newsweek
    Nov 9, 1997 · '' The tag line? ""Lara's Back. Where the Boys Are.'' Request Reprint & Licensing. Submit Correction.Missing: II | Show results with:II
  52. [52]
    Tomb Raider II® Venice (1997) PS1 DEMO - YouTube
    May 6, 2024 · Tomb Raider 2 Demo of the Venice level. Featured on the Interactive Sampler Disc Volume 7 CD (1997). Not Emulated. #tombraider #playstation ...Missing: pre- orders
  53. [53]
    Tomb Raider Comics - Crossovers
    Release date: December 1997 ; Covers penciled by: Michael Turner ; Writer: Michael Turner & Bill O'Neil ; Pencils: Michael Turner & Keu Cha ; Inks: Joe Weems, Jason ...
  54. [54]
    Tomb Raider - Lara Croft (Jungle) - OAFE
    Feb 9, 2013 · ToyBiz gave Lara Croft her first action figure in 1997 (a retooled Jubilee, oddly enough), but it wasn't until 1999 that she got a full-fledged ...<|separator|>
  55. [55]
    Lara Croft Tomb Raider 4.75" Action Figure 1997 - eBay
    Find many great new & used options and get the best deals for Lara Croft Tomb Raider 4.75" Action Figure 1997 at the best online prices at eBay!
  56. [56]
    Tomb Raider II: The Official Strategy Guide (Secrets of the Games ...
    A comprehensive guide unveiling all secrets, walkthroughs, and strategies for mastering the challenging puzzles and environments in the action-packed Tomb ...Missing: manual | Show results with:manual
  57. [57]
    Tomb Raider II: The Official Strategy Guide | Lara Croft Wiki | Fandom
    Lara Croft doesn't have time for losers. To negotiate merciless terrain you need the best guide you can find for your quest. Get Tomb Raider II: The Official ...Missing: manual | Show results with:manual
  58. [58]
  59. [59]
    Original Soundtrack - Tomb Raider II - Croft Generation
    The following OST (Original Soundtrack), corresponds to the second game, Tomb Raider II: Starring Lara Croft, in 1997, and it consists of 34 songs.
  60. [60]
    Tomb Raider Crossover Comics - Top Cow - Raiding The Globe
    Official Tomb Raider & Lara Croft Fansite that revolves around up-to-date news, guides, unique galleries, downloads, exclusive content, and many more.
  61. [61]
    Tomb Raider II - Sega Retro
    Tomb Raider II is the sequel to Tomb Raider, and was released for the PlayStation console and Windows PCs in 1997.
  62. [62]
    Tomb Raider II - Wikipedia
    Gameplay features Lara navigating levels split into multiple areas and room complexes while fighting enemies and solving puzzles to progress, with some areas ...Gameplay · Development · Release · Reception
  63. [63]
    Tomb Raider II - PCGamingWiki PCGW - bugs, fixes, crashes, mods ...
    Oct 27, 2025 · A patch to correct issues with the level Nightmare in Vegas is available here. High quality sound effects and soundtrack are also available.
  64. [64]
    Patches and Updates - Tomb Raider II
    REVISED TOMB RAIDER II EXE 2.0. - This is a new version of the Tomb Raider II EXE from Core Design. REVISED TOMB RAIDER II EXE 1.0.<|control11|><|separator|>
  65. [65]
    Tomb Raider II: Gold (1999) - MobyGames
    Tomb Raider II Gold is a re-release of Tomb Raider II along with a new scenario titled "The Golden Mask", comprising five new levels. In this bonus mission, ...
  66. [66]
    [PDF] TR2-PC-SALES SHEET-ENG - Virtual Lara
    The Golden Mask edition includes the original Tomb Raider II plus a separate disc featuring four brand new levels. The new levels have been created with the ...
  67. [67]
    Tomb Raider Expansion for PC Only - IGN
    Apr 7, 1999 · ... Lara Croft in four all-new levels. Lara sets forth on another quest for the Golden Mask of Tornarsuk. Multiple environments spotlight an ...
  68. [68]
    PC - Core Design
    TOMB RAIDER: THE GREATEST RAIDS PC Packaged in a thick DVD case, Tomb Raider: The Greatest Raids, comprising of the first four entries in the series, was ...Missing: compilation | Show results with:compilation
  69. [69]
    Aspyr & Crystal Dynamics Reveal Tomb Raider I-III Remastered ...
    Sep 14, 2023 · Developed and published by Aspyr, this definitive collection is available to pre-order today and launches Feb. 14, 2024, on PlayStation®5, ...
  70. [70]
    Tomb Raider I-III Remastered PS4 & PS5 features detailed, new key ...
    Jan 16, 2024 · Aspyr & Lara go way back · Crystal Dynamics vision · Remaster defined · Engineering goal – performance with pixel-perfect preservation · Gameplay ...
  71. [71]
    Explore the World Through Lara's Lens with Tomb Raider I-III ...
    Explore the World Through Lara's Lens with Tomb Raider I-III Remastered Photo Mode · Find the Shot · Choose an Outfit, Equip a Weapon · Pick an ...
  72. [72]
    Tomb Raider 1-3 Remastered Update 1 Patch Notes News | ResetEra
    Mar 13, 2024 · Two things worth noting is that Photo Mode has been expanded and the camera in Modern Controls has been made better. Wrexis. Member.
  73. [73]
    Tomb Raider I-III Remastered - Update 2 | Patch Notes - Aspyr Support
    Apr 11, 2024 · Bloody T-Rex Lara outfit now available in Photo Mode; New Photo Mode poses; Lara's hair no longer expands/contracts in HD mode; Addressed ...
  74. [74]
    REMASTERED TOMB RAIDER CONTINUES TO PERFORM ON ...
    May 5, 2025 · By comparison, Tomb Raider I-III Remastered, released in February 2024, has accumulated an estimated 4.3M USD in revenue and maintains a ...
  75. [75]
    Tomb Raider II Reviews - Metacritic
    5/5 stars. ... best Tomb Raider game ever it's not too lonely full of puzzles like part 1 and also not impossible difficulty like part 3 and not repetitive levels ...Tomb Raider II critic reviewsTomb Raider / Tomb Raider II
  76. [76]
    Tomb Raider II Review - GameSpot
    Rating 8.2/10 · Review by Tim SoeteDec 15, 1997 · Taking its cue from the previous game, Tomb Raider II sees Croft becoming embroiled in a brand new globe-trotting hunt for treasure.<|control11|><|separator|>
  77. [77]
    Tomb Raider I-III Remastered Starring Lara Croft Reviews - Metacritic
    Feb 14, 2024 · A pretty good remaster. Nice to be able to switch between original graphics and new ones of the fly. Unfortunately has quite a bit of obvious AI ...
  78. [78]
    Tomb Raider 1-3 Remastered review - PC Gamer
    Rating 78% · Review by Kerry BrunskillFeb 13, 2024 · Playing through these remasters confirmed that the original trilogy really were as amazing as I remembered them outside those very '90s flaws.
  79. [79]
    Franchise Feature: The Vehicles - Tomb Raider
    Mar 1, 2021 · Vehicles have proven one of the most popular aspects of Lara Croft: Relic Run, with the inclusion of the quad bike, motorbike, and snowmobile ...<|separator|>
  80. [80]
    Uncharted stole more from other games than Nathan Drake ever ...
    May 6, 2016 · Since then, Uncharted and Tomb Raider have alternately inspired each other, resulting in the latter series' 2013 reboot and this year's ...
  81. [81]
    25 years on, Tomb Raider 2 is still as good as it gets | Eurogamer.net
    Nov 21, 2022 · Lara Croft is disoriented, so rather than put a visual effect on the screen or muddle the controller inputs, they just completely disorient you.
  82. [82]
    exclusive MoTR interview with composer Bobby Tahouri
    Nov 6, 2015 · Did previous Tomb Raider soundtracks influence ROTTR's score at all? BT: Yes, I spent some time listening to the music for the previous ...
  83. [83]
    Lara Croft GO Music Week - Day 2 - Official Tomb Raider Blog
    Oct 13, 2015 · We were inspired by the work of Nathan McCree (Tomb Raider I, II and III) in the early stage of production. His musical composition hints to ...<|separator|>
  84. [84]
    Tomb Raider II: Golden Mask (Expansion) - Raiding The Globe
    Official Tomb Raider & Lara Croft Fansite that revolves around up-to-date news, guides, unique galleries, downloads, exclusive content, and many more.
  85. [85]
    Tomb Raider franchise tops 100 million copies sold - Game Developer
    Oct 11, 2024 · Crystal Dynamics revealed the long-running Tomb Raider franchise has eclipsed sales of 100 million copies in its almost 30-year history.Missing: III figures
  86. [86]
    Square Enix outs lifetime sales numbers for Tomb, other games
    Eidos' best-selling franchise, Tomb Raider, has sold 30 million units since 1996. The bulk of those sales can be attributed to the first four installments in ...<|separator|>
  87. [87]
    'Shadow of the Tomb Raider' throws back to hilarious ... - Mashable
    Yep, it's Winston, the Croft family butler that 12-year-olds made a sport out of freezing to death during the '90s. The familiarly shaky hands slide into view ...
  88. [88]
    Odd corner bug in Great Wall level - Tomb Raider Forums
    Sep 17, 2007 · I'm posting this because the the bug action is strange-looking. Run to the corner as shown and do a normal corner bug.
  89. [89]
    Tomb Raider II - Speedrun.com
    View Tomb Raider II speedruns, leaderboards, forums and more on Speedrun.com.
  90. [90]
    Another Tomb Raider Script Review and Comparison - IGN
    Oct 24, 2000 · The movie now starts out in Venice (this should sound familiar to fans of the computer game) instead of some unexplained Yugoslavian ruins ...
  91. [91]
    Tomb Raider II #2 :: Profile - Dark Horse Comics
    Mar 23, 2016 · After Rise of the Tomb Raider, Lara Croft's adventure continues with Eisner Award- winning writer Mariko Tamaki!Missing: tie- novelization soundtrack partnerships Sega
  92. [92]
    Welcome to TRNG - Tomb Raider Forums
    May 25, 2008 · This subforum is for all of you who are using the Tomb Raider Next Generation engine for building levels. IMPORTANT NOTE ----------------------- ...NGLE download - Tomb Raider ForumsTRNG and NGLE - Tomb Raider ForumsMore results from www.tombraiderforums.comMissing: II community
  93. [93]
    Tomb Raider 2 :: SPEED RUN (1:46:14) by Feasel #AGDQ 2014
    Jan 27, 2014 · I love me some TR speed running. It's a surprisingly fun game to watch a speed run of.:) Please leave a 'Like' to show us which runs you ...
  94. [94]
    Why we've been arguing about Lara Croft for two decades | Vox
    Mar 17, 2018 · Lara, in her earliest incarnations, may have been a fembot, but if male gamers wanted to fantasize about her, they had to get to know her first.Missing: 1990s | Show results with:1990s
  95. [95]
    On 30 Years of Lara Croft | Feminist Media Histories
    Jul 1, 2025 · The most enduring lines of feminist inquiry into the Tomb Raider franchise have analyzed the promises and failures of Lara Croft as empowering ...
  96. [96]
    Tomb Raider I•II•III Remastered - Twitch statistics, channels & viewers
    Tomb Raider I•II•III Remastered has been watched for over 1.1 million hours with an average of 158 viewers and a peak of 2,893 so far this year.