Tomb Raider , conocida como Lara Croft: Tomb Raider de 2001 a 2008, es una franquicia mediática que se originó con unaserie de videojuegos de acción y aventuras creada por el desarrollador británico de videojuegos Core Design . La franquicia es actualmente propiedad de CDE Entertainment ; anteriormente era propiedad de Eidos Interactive , luego de Square Enix Europe después de la adquisición de Eidos por parte de Square Enix en 2009 hasta que Embracer Group compró la propiedad intelectual junto con Eidos en 2022. La franquicia se centra en la arqueóloga británica ficticia Lara Croft , que viaja por todo el mundo buscando en busca de artefactos perdidos e infiltrándose en tumbas y ruinas peligrosas. El juego generalmente se centra en la exploración, la resolución de acertijos, navegar en entornos hostiles llenos de trampas y luchar contra enemigos. Se han desarrollado medios adicionales para la franquicia en forma de adaptaciones cinematográficas , cómics y novelas .
El desarrollo del primer Tomb Raider comenzó en 1994; fue lanzado dos años después. Su éxito comercial y de crítica llevó a Core Design a desarrollar un nuevo juego anualmente durante los próximos cuatro años, lo que supuso una gran presión para el personal. El sexto juego, Tomb Raider: The Angel of Darkness , enfrentó dificultades durante el desarrollo y fue considerado un fracaso en el lanzamiento. Esto llevó a Eidos a cambiar las tareas de desarrollo a Crystal Dynamics , que ha sido el desarrollador principal de la serie desde entonces. Otros desarrolladores han contribuido a títulos derivados y adaptaciones de entradas principales.
Los juegos de Tomb Raider han vendido más de 95 millones de copias en todo el mundo hasta 2022. [1] mientras que toda la franquicia generó cerca de 1.200 millones de dólares en ingresos en 2002. [2] La serie ha recibido críticas generalmente positivas de los críticos, y Lara Croft se ha convertido en una de los protagonistas de videojuegos más reconocibles, ganando elogios y ganando lugares en el Walk of Game y Guinness World Records .
Los primeros seis juegos de Tomb Raider fueron desarrollados por Core Design, una empresa británica de desarrollo de videojuegos propiedad de Eidos Interactive . Después de que el sexto juego de la serie fuera lanzado con una recepción mixta en 2003, el desarrollo se transfirió al estudio estadounidense Crystal Dynamics , que se ha encargado de la serie principal desde entonces. [3] Desde 2001, otros desarrolladores han contribuido a adaptaciones de juegos principales o al desarrollo de títulos derivados. [3] [4] [5] [6] [7] [8]
The first entry in the series Tomb Raider was released in 1996 for personal computers (PC), PlayStation and Sega Saturn consoles.[9][10] The Saturn and PlayStation versions were released in Japan in 1997.[11][12] Its sequel, Tomb Raider II, launched in 1997, again for Microsoft Windows and PlayStation. A month before release, Eidos finalised a deal with Sony Computer Entertainment to keep the console version of Tomb Raider II and future games exclusive to PlayStation until the year 2000.[9][10] The PlayStation version was released in Japan in 1998.[13] Tomb Raider III launched in 1998.[10] As with Tomb Raider II, the PlayStation version released in Japan the following year.[14] The fourth consecutive title in the series, Tomb Raider: The Last Revelation, released in 1999. In 2000, with the end of the PlayStation exclusivity deal, the game also released on the Dreamcast.[9][15] In Japan, both console versions released the following year.[16][17] Tomb Raider: Chronicles released in 2000 on the same platforms as The Last Revelation, with the PlayStation version's Japanese release as before coming the following year.[9][15][18]
After a three-year gap, Tomb Raider: The Angel of Darkness was released on Microsoft Windows and PlayStation 2 (PS2) in 2003. The PlayStation 2 version was released in Japan that same year.[15][19] The next entry, Tomb Raider: Legend, was released worldwide in 2006 for the Microsoft Windows, PlayStation 2, Xbox, Xbox 360, PlayStation Portable (PSP), GameCube, Game Boy Advance (GBA) and Nintendo DS.[8][20][21] The Xbox 360, PlayStation 2 and PlayStation Portable versions were released in Japan the same year.[22] A year later, a remake of the first game titled Tomb Raider: Anniversary was released worldwide in 2007 for Microsoft Windows, PlayStation 2, PlayStation Portable, Xbox 360 and the Wii.[23] The next entry, Tomb Raider: Underworld, was released in 2008 on Microsoft Windows, PlayStation 3 (PS3), PlayStation 2, Xbox 360, Wii and DS.[24][25][26] The PlayStation 3, PlayStation 2, Xbox 360 and Wii versions were released in Japan in 2009.[27][28][29][30]
In 2011, The Tomb Raider Trilogy was released for PlayStation 3 as a compilation release that included Anniversary and Legend remastered in HD resolution, along with the PlayStation 3 version of Underworld. The disc includes avatars for PlayStation Home, a Theme Pack, new Trophies, Developer's Diary videos for the three games, and trailers for Lara Croft and the Guardian of Light as bonus content.
Un reinicio de la serie, titulado Tomb Raider , se lanzó en todo el mundo en 2013 para Microsoft Windows , PlayStation 3 y Xbox 360. [31] [32] Su secuela, Rise of the Tomb Raider , se lanzó en 2015 en Xbox 360 y Xbox Uno . [33] [34] El juego era parte de un acuerdo de exclusividad cronometrado con Microsoft. [35] Las versiones para PlayStation 4 y Microsoft Windows se lanzaron en 2016. [36] Otra secuela, Shadow of the Tomb Raider , [37] se lanzó en todo el mundo para PlayStation 4 , Xbox One y Microsoft Windows en 2018. [38] Bandai Namco Amusement lanzó un juego de arcade basado en esta encarnación en Europa en 2018. [39]
Core Design desarrolló dos títulos de Game Boy Color a principios de la década de 2000. El primero, un juego de desplazamiento lateral titulado simplemente Tomb Raider , se lanzó en 2000. [7] [40] Su secuela, Tomb Raider: Curse of the Sword , se lanzó en 2001 para el GBC. [7] [41] Un título de Game Boy Advance llamado Tomb Raider: The Prophecy , fue lanzado en 2002. A diferencia de los dos primeros títulos de Game Boy, este fue desarrollado por Ubi Soft Milan y publicado por Ubi Soft , adoptando una perspectiva isométrica y alejándose. desde el juego basado en plataformas de desplazamiento lateral. [7] [42]
De 2010 a 2015, se desarrolló una subserie titulada simplemente Lara Croft en Crystal Dynamics, con una jugabilidad diferente a la de la serie principal y existiendo en su propia continuidad. [43] [44] El primer juego, Lara Croft and the Guardian of Light , se lanzó en 2010 como título descargable para PC, PS3 y Xbox 360. [43] Le siguió Lara Croft and the Temple of Osiris , lanzado para venta minorista y descarga en 2014 para PC, PS4 y Xbox One. [45] Ambos títulos se lanzaron en una compilación titulada The Lara Croft Collection para Nintendo Switch en 2023. [46] En 2015 se lanzó una entrada para dispositivos móviles, un juego de plataformas sin fin titulado Lara Croft: Relic Run . [44] Square Enix Montreal también lanzó un rompecabezas de plataformas para dispositivos móviles, Lara Croft Go en 2015. [47]
En 2003, se lanzaron cuatro títulos de Tomb Raider para teléfonos móviles. [48] Desarrollado por Emerald City Games para dispositivos iOS y Android, Tomb Raider Reloaded es un juego arcade de acción y gratuito lanzado por CDE Entertainment en 2022. [49]
Después del lanzamiento de El ángel de las tinieblas en 2003, Core Design continuó trabajando en la franquicia durante otros tres años, pero ambos proyectos en desarrollo en ese período fueron cancelados. Una secuela titulada The Lost Dominion estaba en desarrollo preliminar ese año, pero la recepción negativa de The Angel of Darkness provocó que se descartara esta y una trilogía más amplia. [9] [50] Con la aprobación de Eidos, Core Design comenzó el desarrollo de una edición actualizada del primer juego para PSP llamado Tomb Raider: 10th Anniversary a finales de 2005, con una fecha de lanzamiento proyectada para la Navidad de 2006. El desarrollo continuó mientras otros Core El personal de diseño estaba trabajando en el juego de plataformas Free Running . Cuando Core Design se vendió a Rebellion Developments en junio de 2006, [51] Eidos solicitó la cancelación del proyecto. El personal sugirió que Eidos no quería dejar que desarrolladores externos se encargaran de la franquicia. [52] [53] Nunca se completó un "reskin" del juego de Indiana Jones , y Free Running fue finalmente el título final del estudio en 2007. Core Design, entonces llamado Rebellion Derby, cerró en 2010. Una compilación de enero de 2006 de El décimo aniversario se filtró en línea en 2020 y permanece disponible en Internet Archive . [54] [55] [56]
Lara Croft is the main protagonist and playable character of the video game series. She travels around the world in search of many forgotten artefacts and locations, frequently connected to supernatural powers.[59][60][61] While her biography has changed throughout the series, her shared traits are her origins as the only daughter and heir of the aristocratic Croft family.[59][62][63] She is portrayed as intelligent, athletic, elegant, fluent in multiple languages, and determined to fulfil her own goals at any cost. She has brown eyes and brown hair worn in a braid or ponytail. The character's classic outfit consists of a turquoise singlet, light brown shorts, calf-high boots, and tall white socks. Recurring accessories include fingerless gloves, a backpack, a utility belt with holsters on either side, and twin pistols. Later games have multiple new outfits for her.[58][64][65][66]
Lara Croft has been voiced by five actresses in the video game series: Shelley Blond, Judith Gibbins, Jonell Elliott, Keeley Hawes, and Camilla Luddington. In other media, Croft was also voiced by Minnie Driver in the animated series and portrayed by Angelina Jolie and Alicia Vikander in feature films. Multiple models and body doubles have portrayed Croft in promotional material until the reboot in 2013. Eight different real-life models have portrayed her at promotional events.[67][68]
On 27 January 2023, The Hollywood Reporter reported that Phoebe Waller-Bridge was set to write a TV show adaptation[69] of the video game franchise for Amazon. It was also reported this would involve a tie-in video game and movie in an interconnected universe, likened to the Marvel Cinematic Universe.[70]
The circumstances of her first adventures, along with the drive behind her adventures, differ depending on the continuity. In the original continuities, she is on a plane that crashes in the Himalayas: her journey back to civilization against the odds help to begin her journey towards her adult life as an adventuress and treasure hunter.[59][62] In the original continuity, after her ordeal in the Himalayas, she left behind her privileged life and made a living writing about her exploits as an adventurer, mercenary, and cat burglar. Shortly after these books she was disowned by her family.[71][72] In The Last Revelation, Lara was caught in a collapsing pyramid at the game's end, leaving her fate unknown: this was because the staff, exhausted from four years of non-stop development, wanted to move on from the character.[67] Chronicles was told through a series of flashbacks at a wake for Lara, while The Angel of Darkness was set an unspecified time after The Last Revelation, with Lara revealed to have survived. The circumstances of her survival were originally part of the game but were cut due to time constraints and the pushing of the publisher Eidos.[67][73]
In the Legend continuity, her mother Amelia was involved in the crash, and she is partially driven by the need to discover the truth behind her mother's disappearance and vindicate her father's theories about Amelia's disappearance.[74] This obsession with the truth is present in Anniversary, and ends up bringing the world to the brink of destruction during the events of Underworld.[75][76] Her father is referred to as Lord Henshingly Croft in the original games and Lord Richard Croft in the Legend continuity.[59][62] The Lara Croft subseries take place within their own separate continuity, devoting itself to adventures similar to earlier games while the main series goes in a different stylistic direction.[44]
En la continuidad del reinicio de 2013, la madre de Lara desapareció a una edad temprana y su padre se obsesionó con encontrar los secretos de la inmortalidad, lo que finalmente resultó en un aparente suicidio. Lara se distanció del recuerdo de su padre, creyendo como muchos otros que su obsesión le había hecho volverse loco. Después de estudiar en la universidad, Lara tiene la oportunidad de trabajar en un programa de arqueología, en la búsqueda del mítico reino de Yamatai . El viaje para encontrar el reino resulta en un naufragio en una isla, que luego se descubre que es Yamatai, pero la isla también es el hogar de bandidos salvajes, que fueron víctimas de naufragios anteriores. Los intentos de Lara de encontrar una manera de salir de la isla la llevan a descubrir que la isla misma les impide salir, lo que descubrió que está vinculado al alma aún viva de la Reina del Sol Himiko . Lara intenta encontrar una manera de desterrar el espíritu de la reina del sol para poder llegar a casa. Las consecuencias de los acontecimientos del juego hacen que Lara vea que su padre tenía razón y que ella se había distanciado innecesariamente de él. Ella decide terminar su trabajo y descubrir los misterios del mundo. Las secuelas del juego retratan a Lara Croft en conflicto con una antigua organización Trinity, en su búsqueda por obtener objetos sobrenaturales para dominar el mundo.
The gameplay of Tomb Raider is primarily based around an action-adventure framework, with Lara navigating environments and solving mechanical and environmental puzzles, in addition to fighting enemies and avoiding traps. These puzzles, primarily set within ancient tombs and temples, can extend across multiple rooms and areas within a level. Lara can swim through water, a rarity in games at the time that has continued through the series.[20][67][77][78] According to original software engineer and later studio manager Gavin Rummery, the original set-up of interlinking rooms was inspired by Egyptian multi-roomed tombs, particularly the tomb of Tutankhamun.[67] The feel of the gameplay was intended to evoke that of the 1989 video game Prince of Persia.[79] In the original games, Lara utilised a "bulldozer" steering set-up, with two buttons pushing her forward and back and two buttons steering her left and right, and in combat Lara automatically locked onto enemies when they came within range. The camera automatically adjusts depending on Lara's action, but defaults to a third-person perspective in most instances. This basic formula remained unchanged through the first series of games. Angel of Darkness added stealth elements.[77][78][80][81]
For Legend, the control scheme and character movement was redesigned to provide a smooth and fluid experience. One of the key elements present was how buttons for different actions cleanly transitioned into different actions, along with these moves being incorporated into combat to create effects such as stunning or knocking down enemies. Quick-time events were added into certain segments within each level, and many of the puzzles were based around sophisticated in-game physics.[20][67][82][83] Anniversary, while going through the same locales of the original game, was rebuilt using the gameplay and environmental puzzles of Legend.[84] For Underworld, the gameplay was redesigned around a phrase the staff had put to themselves: "What Could Lara Do?". Using this set-up, they created a greater variety of moves and greater interaction with the environment, along with expanding and improving combat.[85]
The gameplay underwent another major change for the 2013 reboot. Gameplay altered from progression through linear levels to navigating an open world, with hunting for supplies and upgrading equipment and weapons becoming a key part of gameplay, yet tombs were mostly optional and platforming was less present in comparison to combat. The combat was redesigned to be similar to the Uncharted series: the previous reticle-based lock-on mechanics were replaced by a free-roaming aim.[86] Rise of the Tomb Raider built on the 2013 reboot's foundation, adding dynamic weather systems, reintroducing swimming, and increasing the prevalence of non-optional tombs with more platforming elements.[87]
The concept for Tomb Raider originated in 1994 at Core Design, a British game development studio.[88] One of the people involved in its creation was Toby Gard, who was mostly responsible for creating the character of Lara Croft. Gard originally envisioned the character as a man: company co-founder Jeremy Heath-Smith was worried the character would be seen as derivative of Indiana Jones, so Gard changed the character's gender. Her design underwent multiple revisions and redrafts during early development.[3][67] The game proved an unexpected commercial success, reversing Eidos' then-bleak financial situation.[10] After the success of Tomb Raider, work began on a sequel. Gard was no longer given full creative control, and it was stated by development staff that he was both saddened and disappointed by the use of Lara Croft's sex appeal in marketing. Gard left Core Design in 1997 to found his own gaming company Confounding Factor, and was replaced by Stuart Atkinson.[10][67][89] Tomb Raider II proved a larger commercial success than the original.[90]
Durante los siguientes tres años, Core Design se comprometió a ofrecer un juego de Tomb Raider anualmente, lo que supuso una presión considerable para el personal. [90] Por esta razón, y con la sensación de que habían agotado el potencial de la serie, los desarrolladores intentaron matar al personaje. [91] Esto no funcionó, y aunque se creó un quinto juego, el equipo declaró que no estaban completamente involucrados en su desarrollo. [10] [67] Durante el desarrollo del quinto juego, el equipo se dividió en dos divisiones, y una de ellas trabajó en la secuela de próxima generación, The Angel of Darkness . [50] Durante este período, tanto Core Design como desarrolladores externos desarrollaron múltiples títulos portátiles. [7] [15] La producción de El ángel de las tinieblas estuvo plagada de problemas desde una etapa temprana, y el equipo quería crear un juego más grandioso para competir con los juegos de acción y aventuras contemporáneos. [50] Bajo la presión de Eidos, fue necesario cortar secciones clave del juego, y se lanzó antes de que el equipo sintiera que estaba listo. [50] [67] El juego recibió reacciones negativas de los críticos y Paramount lo citó como la razón del bajo rendimiento de la segunda película de Tomb Raider . [50] [67] [78] [92]
Mientras que el desarrollo del siguiente título, Legend, pasó a Crystal Dynamics, Core Design continuó trabajando en la franquicia hasta 2006, cuando se canceló su nueva versión del juego original titulado 10th Anniversary . Crystal Dynamics lanzaría más tarde un título similar titulado simplemente Anniversary . [93]
After the critical backlash of The Angel of Darkness, Eidos decided to take production of the Tomb Raider series out of Core Design's hands and give it to another subsidiary studio. Production of the next game was given to Crystal Dynamics in 2003, a studio that had made its name with the Legacy of Kain series.[78][94][95] Eidos CEO Ian Livingstone stated that while the critical failure of The Angel of Darkness was a major reason for taking the series away from Core Design, the decision was motivated by their inordinate struggles with developing for the PlayStation 2, and by how many members of the Core team had complained that they were "burnt out" on Tomb Raider. He added that "for a UK company, moving the development of its prized asset from Derby to California was a big decision to make but, as it turned out, absolutely the right one to make".[90] One of the main priorities for both Eidos and Crystal Dynamics was to regain the fanbase's trust in the brand, along with helping the series reclaim the status and selling power it had before The Angel of Darkness' release.[96] Their main goal was to put Lara back inside tombs, with their physics-based engine enabling more intricate puzzles.[82] Legend was well received, and was the first game in a rebooted trilogy.[97][98] After Legend was finished, the team decided to celebrate the tenth anniversary of the series by remaking the original game, rebuilding the environments and redesigning the story to fit in with the events and gameplay of Legend.[66][67] Alongside the development of Anniversary, an entry for seventh-generation hardware was in development, although it used established gaming architecture from Legend and this caused problems for the development team.[99] This released as Tomb Raider: Underworld in 2008.
In 2009, the year after the release of Underworld, Eidos was bought by Square Enix and later renamed Square Enix Europe, giving Square Enix ownership of the Tomb Raider franchise.[100][101] Development of Tomb Raider remained with Crystal Dynamics, now under the new structure. A new subseries began in 2010, billed simply as Lara Croft rather than Tomb Raider while using the aesthetics of the Legend continuity.[43] The first of these was Lara Croft and the Guardian of Light, followed by Lara Croft and the Temple of Osiris in 2014. From 2015 the subseries aimed at the mobile format with Relic Run,[45][102] and later Lara Croft Go which received critical acclaim.[103]
During this period, a second development team was working on a second reboot of the series and character, which put emphasis on a darker and grittier interpretation of the character.[57][104] Another priority was presenting Lara as a more human character, putting her in vulnerable situations, and showing how she begins her journey to becoming a "tomb raider" through both narrative and gameplay.[105] The reboot, simply entitled Tomb Raider, was met with critical acclaim at launch in 2013, and became the start of the "Survivor Trilogy".[106][107] A sequel, eventually revealed as Rise of the Tomb Raider, was in development a few months after the reboot's release.[33][108] In response to criticisms about a lack of classic tombs, more optional and story-based tombs were incorporated into the game.[109] It continued the team's new portrayal of Lara, showing more sides to her character and her growing obsession with discovering the truth.[61] In 2018, Shadow of the Tomb Raider was released to coincide with a new film starring Alicia Vikander as Lara Croft, simply titled Tomb Raider, taking heavy inspiration from the 2013 game of the same name.[110][111] Shadow was developed by Eidos-Montréal as Crystal Dynamics completed Marvel's Avengers, though Crystal would provide secondary support. The game concluded Lara's origin story. A "Definitive Edition", featuring all 7 DLCs for Shadow was released in November 2019.[112]
Following the conclusion of the Survivor trilogy, both Crystal Dynamics and Eidos-Montréal were busy with Marvel properties, and so there were no further Tomb Raider games for several years. In Crystal Dynamics' case, continued support for Marvel's Avengers lasted until 2023.[113] In 2021, Legendary Television and DJ2 Entertainment announced an anime series set after the events of Shadow of the Tomb Raider for Netflix.[114] The series' title was revealed as Tomb Raider: The Legend of Lara Croft during Netflix's Drop 01 livestream and is set for release in 2024.[115]
Embracer Group purchased a number of Square Enix Europe assets in May 2022 for $300 million, including Crystal Dynamics and the Tomb Raider franchise.[116][117] The studio announced the next main Tomb Raider title in 2022 as a game that would "unify the timelines", and combine elements from all three series, including the work of Core Design. In this timeline, Lara would be a seasoned adventurer.[118] This instalment will use Unreal Engine 5,[119] and will be published by Amazon Games.[120]
Tomb Raider Reloaded, a mobile game, was published by Square Enix London Mobile in 2023.[121] A collection of remasters of the first three games in the original Core Design Tomb Raider series titled Tomb Raider I–III Remastered was revealed during a Nintendo Direct presentation on 14 September 2023, and was released in February 2024 for Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, and Xbox Series X/S.[122]
The original Tomb Raider theme was composed by Nathan McCree. He created the original theme music after having discussions with Gard about the character of Lara Croft. Having decided to use Classical English music as an inspiration, he decided to create something simple for the theme song. Its simplicity made rearrangements and orchestrations easy. For his work on the first three Tomb Raider games, he was given fairly minimal briefs, and for Tomb Raider III he was working on the game as a freelancer as he had left the company.[123][124] For The Last Revelation, Peter Connelly replaced Nathan McCree as the main composer, using McCree's music as a basis for his work. He composed the opening theme for The Last Revelation, saying that the opening melody came to him out of the blue, and added Egyptian motifs to fit in with the game's setting. Chronicles was originally going to have a sizeable original opening theme, but due to time constraints the majority of it ended up being discarded, much to Connelly's later regret. Only the opening segment survived.[125] The music for The Angel of Darkness, composed by Connelly and Martin Iveson, was the one element of production that did not encounter problems, as recording was finished before the major content cuts happened. Scored using a full orchestra as opposed to the synthesised instruments of previous titles, it was performed by the London Symphony Orchestra.[50][125]
For Legend, Troels Brun Folmann composed the music and managed the sound effects. Alongside composing a large amount of music for the game, he created micro-scores for small segments within gameplay.[126] Folmann returned to score Anniversary, doing re-orchestrations of the original score, along with expanding them.[67] For Underworld, Folmann handled the main theme while Colin O'Malley handled the rest of the soundtrack, which featured far less looping music than Legend.[127] The 2013 reboot was scored by Jason Graves, who had become known through his work on the Dead Space franchise. Along with his orchestral style, he created a special instrument to create discordant sounds within the music, and musical elements from around the globe to represent the inhabitants of the game's island location.[128][129] For Rise of the Tomb Raider, the composer was Bobby Tahouri, who had previously worked as assistant composer on video games and theatrical films.[130] Guardian of Light used no original music, instead using extracts from the music of Legend, Anniversary and Underworld.[131] The music for Temple of Osiris was written by Will Roget II, who had originally worked on licensed video games including Star Wars: The Old Republic. Temple of Osiris was the first title in the Lara Croft subseries to have an original score, using Egyptian and Middle Eastern musical elements while creating a new main theme that could be used in future Lara Croft games.[132]
Over the lifetime of the franchise, four proprietary game engines have been built to support the main titles. Shadow of the Tomb Raider (2018) was the final main series title to use a proprietary engine, as the franchise is now moving to Unreal Engine 5. The change reflects a wider industry shift in recent years away from proprietary engines.[133][134]
The first Tomb Raider used a custom-built game engine, as other equivalent engines available to Core Design at the time were not versatile enough to realise the team's vision. The engine was designed by Paul Douglas, who handled the game's artificial intelligence (AI) and the three-dimensional (3D) graphics. The choice of a 3D game was influenced by the team's opinion that the game type was under-represented when compared to first-person shooters such as Doom. Its 3D style meant multiple elements were difficult to implement, including the AI and camera control. Another noted aspect was the multi-layered levels, as compared to equivalent 3D action-adventure games of the time which were limited to a flat-floor system. Lara's movements were hand-animated and coordinated rather than created using motion 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.[79] For Tomb Raider II, minor upgrades were made to the engine, with the main improvements being to the AI and smoothing out Lara's model.[81] Tomb Raider III underwent major revisions, including rewrites to the graphics engine and improvements in the lighting and AI systems.[135] The engine was given a major overhaul for The Last Revelation. The first five games make use of full-motion video cutscenes. For the first three games, they were primarily used as transitional periods depicting Lara moving from one level to another or one location to another.[136][137] For Chronicles, fairly minor revisions were made.[48][138]
For The Angel of Darkness, a new engine was built from scratch, but due to being unfamiliar and unused to the technology of the PS2, the team encountered multiple problems such as needing to remove areas and characters due to polygon restrictions. Due to the deadlines imposed, the team were forced to cut corners, meaning that the game reached store shelves in a poor condition.[50]
For Legend, the staff at Crystal Dynamics created a proprietary engine from the ground up, named the Crystal Engine.[20][139] The engine and the game's content were developed in parallel, leading to scheduling and workload difficulties.[20] Anniversary used the same engine as Legend.[140] Underworld used a new engine built specifically for the game, although its basic codebase was shared with Legend. The group of developers who were working on this new engine were not tied specifically to the Underworld project, but rather shared by other projects, and this led to issues of prioritisation and communication. There were also problems with complicated dependencies and over-ambition.[99][141] In Underworld, Lara's movements were animated using full motion capture, with Olympic gymnast Heidi Moneymaker providing the character's animations.[142]
For the 2013 reboot, a new engine called Foundation was created for the game.[143] Motion capture was again used for this title.[144] An updated version of the Foundation engine was used again for Rise of the Tomb Raider.[145] Lara's hair movements were made more realistic using a technology called TressFX in Tomb Raider and PureHair in Rise of the Tomb Raider.[146] The Foundation engine remained in use for the third entry in the reboot series, Shadow of the Tomb Raider, and featured new graphical enhancements from developer Eidos-Montréal.[147]
Both the character of Lara Croft and the concepts behind the Tomb Raider franchise have evolved thematically and in popularity since the first game's release in 1996.[148] The success of the game series led to several commercial tie-ins that further catapulted to cultural icon status,[149] including feature spin-off games, feature films, and comics.[150]
Upon release, Tomb Raider became an unexpected success, reaching the top of sales charts and remaining for a time. It went on to sell over 7 million units worldwide.[67][78] Tomb Raider II was a greater commercial success, with debut sales higher than the first game and total worldwide sales of 8 million units.[10][78] Despite varying critical receptions, series sales continued to be strong until the release of Chronicles, which sold 1.5 million units.[78] While The Angel of Darkness met with initial strong sales, it failed to meet expectations. Since the release of Legend, the series has picked up in terms of sales, popularity,[31] and critical acclaim.[151] The 2013 reboot sold 11 million units, becoming the most commercially successful Tomb Raider title to date.[152][153] As of 2021, the series has sold over 85 million units worldwide.[154] In addition to the games' success, the 2001 film adaptation grossed $275 million, making it the highest-grossing video game adaptation until being overtaken in 2010 by Prince of Persia: The Sands of Time.[155] Additionally, the first Tomb Raider comic book issue was the best-selling comic book of 1999[156] and the 2001 film adaptation had the biggest opening weekend (US$47.7m) for an action film with a female lead since Aliens in 1986.[155]
Multiple video game journalists, including Electronic Gaming Monthly's Crispin Boyer in 1997 and Eurogamer's Martyn Carroll in 2008, have cited the series as a pioneer in the medium, both laying the foundations for and popularising action-adventure and platforming games. Carrol credited the series for bringing video gaming out into the cultural mainstream.[78][81][157][158] In a different article, Eurogamer cited The Angel of Darkness as a pioneer of mixing different video game genres.[159] The public's reactions to the series over the years have conversely had a profound effect upon the series' direction and identity, as noted in a 2008 review of the series' history by Develop.[31] In 2006, Tomb Raider was voted one of Britain's top 10 designs in the Great British Design Quest organised by the BBC and the Design Museum. The game appeared in a list of British design icons which included Concorde, Mini, World Wide Web, Grand Theft Auto, K2 telephone box, London tube map, AEC Routemaster bus, and the Supermarine Spitfire.[160][161] In 2020, Tomb Raider featured on a series of UK postage stamps issued by the Royal Mail to celebrate classic UK video games.[162][163]
The character of Lara Croft has similarly enjoyed popularity, standing out during her initial appearance in the male-dominated video game market, and continuing to stand out throughout the series' history.[31][67][78][157][158][164] After her debut in 1996, Lara Croft was featured on the front cover of British culture magazine The Face, a position previously held by real-life celebrities. She similarly was featured in Irish rock band U2's PopMart Tour.[67][158] The character was inducted onto the Walk of Game in 2006,[165] and earned multiple mentions in the Guinness World Records: she was recognised as the "most successful human video game heroine" in 2006, and earned six awards in 2010. As part of the latter honours, Guinness World Records editor Gaz Deaves said that the character "epitomises all that's great about video gaming".[166][167] In an article for 1UP.com, Jeremy Parish said that Lara's sex appeal was the main draw for early fans, a facet Eidos exploited for marketing and attempted to emulate in other products. He cited other writers' statements that her popularity stemmed from player empathy with her ability to survive tough situations, alongside contrasting against weaker female characters such as Princess Peach.[158] However, alongside this praise, she has divided opinion as to her character design and consequent sexuality: she is both hailed as an empowering figure for women and a negative role model due to her hyper-sexualized and unrealistic appearance.[67]
The animated series is set to debut in 2024.