Sequel SurgeĪfter the success of Tomb Raider, Eidos pushed to have a new installment of the franchise on shelves every year, with Tomb Raider II arriving almost exactly one year after its predecessor. The game was the product of a significantly larger development team and the decision to optimize the original Tomb Raider game engine instead of creating a new engine for the sequel. Tomb Raider II improved upon the formula that worked so well for the original, with Lara criss-crossing the globe in search of a magical dagger and enjoying a few new abilities (including a mid-air roll and expanding game-saving options), a visual makeover, and to go along with a noticeably improved 3D environment. The difficulty of the game was also tweaked, making the notoriously frustrating puzzles that plagued the original Tomb Raider a bit easier to navigate this time around. These improvements to the original Tomb Raider appeared to pay off, as the sequel topped the impressive sales of its predecessor by moving more than 8 million units worldwide. The game also matched the first installment’s critical achievement, earning positive reviews and ensuring that a third installment would follow.Īnd just as planned, Tomb Raider III arrived on shelves one year later with a new adventure for Lara Croft. This time around, players found themselves navigating the globe in search of meteorite fragments with a host of new abilities at Lara Croft’s disposal, including a “monkey swing” and sprinting abilities. While reviews were generally positive for Tomb Raider III, the third chapter of the series marked the first downward trend in both sales and critical assessment.
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