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While Lara's character design and Gard's initial concept were present, much of the additional detail was worked out by Arnold. The team kept the project deliberately simple and comparatively modest in scope. The staff were also uncomfortable with Lara killing that many humans. A plan that made it into the final product was using enemy placement to shift the atmosphere from pure action-adventure to a horror -like tone. Boyd and Gibson immersed themselves in literature and history about each culture for the first three areas, respectively inspired by the Inca Empire , Classical Greece and Ancient Egypt.
Following the release of the Saturn version, a number of bugs were discovered that affected all versions of the game; because of the timed exclusivity, the development team fixed these bugs for the PlayStation and PC versions. A third-person 3D action-adventure like Tomb Raider was unprecedented at the time, and the development team took several months to find a way to make Gard's vision for the game work on the hardware of the time, in particular getting the player character to interact with freeform environments.
Tomb Raider used a custom-built game engine, as did many games of the era. The engine was designed and built by Douglas with assistance from Rummery. The level editor program was designed so that developers could make rapid adjustments to specific areas with ease. The team then added architecture and gameplay elements like traps and enemies, then implemented the different lighting values.
The choice of a third-person perspective was influenced by the team's opinion that the game type was under-represented when compared to first-person shooters such as Doom. The third-person view meant multiple elements were difficult to implement, including the character and camera control. For standard navigation and combat, the camera was fixed on a particular point and oriented around Lara while focusing on that object.
For underwater environments, the effects were created using gouraud shading to create real-time ripple and lighting effects. Based on this, he kept the main theme simple and melodic. To make the choir sound realistic, he inserted recordings of himself breathing at the right points so it sounded like an actual choir.
There was no time for rewrites, so each track was included in the game as first composed. Unlike most other games of the time, there was not a musical track playing constantly throughout the game; instead, limited musical cues would play only during specially-selected moments to produce a dramatic effect.
According to McCree, the game was scored this way because he was allotted very little time for the job, forcing him to quickly write pieces without any thought to where they would go in the game. When the soundtrack was finally applied, the developers found that the tunes worked best when applied to specific places.
English voice actress Shelley Blond provided the voice of Lara. She was given the job after her agent called and had her record some audition lines onto tape. She felt under a lot of pressure at the time, as Core Design had spent three months searching for the right voice. I would have added more inflection, tone and emotion to my voice but they wanted to keep it how they felt it should sound, which was quite right.
My job was to bring their character to life. According to Blond, she spent four to five hours recording the voice for Lara including the grunts, cries and other effort and death sounds. Tomb Raider was first confirmed in , although details were kept scarce by the developers. They first hired Natalie Cook, but apparently due to her unsuitability with Eidos's cross-media plans for the character, she was replaced with Rhona Mitra in The game first released for Saturn in Europe on 25 October In , four new levels were released in an expansion pack for the Windows version, known under the title Tomb Raider: Unfinished Business.
The expansion pack also came with promotional materials for the game's sequel Tomb Raider II. The game was released for Mac OS on 16 March It was ported to the platform by Aspyr and based on Tomb Raider Gold. The port was released on 17 December , and includes the additional levels of the Gold release. An infamous part of Tomb Raider ' s history is a fan-made software patch dubbed Nude Raider.
In April , it was falsely alleged that an insider from Eidos reported to a Tomb Raider electronic mailing list that Eidos had begun suing players using the Nude Raider patches. Eidos sent cease and desist letters to the owners of the "nuderaider. Sites depicting nude images of Lara Croft have been sent cease and desist notices and shut down, [61] and Eidos Interactive was awarded the rights to the Nude Raider domain name.
Upon its release in , the game was widely praised by video game magazines for its variety and depth of control, [72] [73] [76] [78] [84] revolutionary graphics , [65] [72] [76] [84] intriguing environments, [65] [72] [76] [78] and use of occasional combat to maintain an atmosphere of tension.
Some critics rated the PlayStation version better than the Saturn version. MacDonald wrote that its graphics were sharper [73] and GamePro scored it half a point higher than the Saturn version in every category despite noting the former's "solid showing".
Tomb Raider was Computer Games Strategy Plus ' s overall game of the year and won the magazine's award for the year's best "3D Action" game as well. Less than a year after its release, Electronic Gaming Monthly ranked the PlayStation version of Tomb Raider the 54th-best console video game of all time, particularly citing its vast and compelling areas to explore.
They praised it for Lara's appeal to gamers and non-gamers alike. At release, Tomb Raider topped the British charts a record three times, [12] and contributed substantially to the success of the PlayStation. This made it the country's highest-selling PlayStation title for the period. In , Next Generation listed Tomb Raider as number 22 on its "Top 50 Games of All Time", commenting that, "Fantastic level design and art direction enabled a real feeling of exploration and accomplishment.
When you played Tomb Raider , you felt like a tomb raider. It won a multitude of Game of the Year awards from leading industry publications. Releasing to poor critical reception and lackluster sales, Eidos Interactive transferred the franchise to another development studio they owned, Crystal Dynamics , who would reboot the series in with Tomb Raider: Legend.
Following the release of Tomb Raider , Lara Croft herself became a gaming icon, seeing unprecedented media cross promotion. These included commercials for cars and foodstuffs, an appearance on the cover of The Face , and requests for sponsorship from outside companies.
While Gard enjoyed working at Core Design, he wished to have greater creative control, and disliked Eidos's treatment of Lara Croft in promotional material, which focused on her sexuality at the expense of her in-game characterisation. After the release of Legend , Crystal Dynamics created a remake of Tomb Raider using the Legend engine and continuity.
Gard acted as one of the story designers, fleshing out both the main narrative and Lara's characterisation. Fan interest in the game has continued since its original release. In January , a version for the Game Boy Advance was released, which attracted attention from several media outlets.
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Prima Games. ISBN Aurum Entertainment. Archived from the original on 11 May Retrieved 11 February Archived from the original on 1 December Mean Machines Sega. EMAP 46 : 16— Next Generation. Imagine Media. June Future Publishing : 16— Archived from the original on 6 March Retrieved 1 June Video Game Music Online.
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