Key foods
- Rework the Egyptian theme in Tomb Raider 4 to create a fresh visual separation in each area.
- Improve the rope swing mechanics in Tomb Raider 4 and 5 for a smoother and less frustrating experience.
- Enhance the jump controls in Tomb Raider Chronicles to make movement smoother and more modern.
Following the success of the remaster Tom Ridder Trilogy, Aspyr and Crystal Dynamics will now follow suit with remasters Tomb Raider: The Last Revelation, Tomb Raider: Chroniclesand Tomb Raider: The Angel of Darkness. It has been announced that Tomb Raider 4-6 Remastered will arrive PlayStation 4 and PlayStation 5 on February 14, 2025, but there are a few things the developers need to get right in order to explore the next chapters of Lara Croft's adventures in the world.
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Which Tomb Raider game is your favorite?
While each of the new Tomb Raider titles/remakes are some of my favorite video games, my favorite Tomb Raider title has to be Tomb Raider/Tomb Raider Definitive Edition 2013. It was one of my favorite titles to play on the PS4, the main reason I returned to the Tomb Raider series, and I found the story line about Himiko really interesting and enjoyable.
Tomb Raider 4 It seems to fit right in with the original trilogy, but Tomb Raider 5 It serves as a great flashback to the events of the previous episode, and Tomb Raider 6 (more commonly seen today) It received a lot of criticism upon release for being stylish but lacking in real substance compared to its predecessors. None of them are perfect games, though Tomb Raider 4 It's arguably the more popular of the three, and there's still plenty to do to make these titles a more enjoyable experience.
7 Rework the Egyptian theme
Introduce some changes in the Egyptian environment
Tomb Raider: The Last Revelation
- Developers
- Core design
- publisher(s)
- Eidos Interactive
- was published
- October 31, 1999
one of Tomb Raider 4Its biggest selling point is also one of its biggest disadvantages. The last revelation Everything seems to be expected from the original version Tom Ridder trilogy, but precisely because of this it can become quite repetitive. The level design is still top notch, as the setting really means a faithful rendering of Egypt, but the levels have less variety than some of the older games.
Everything takes place in Egypt, which is a big departure from the norm, but also means that jumping from Karnak to Cairo and Giza doesn't offer much variety. for the remaster, Tomb Raider 4 It would definitely benefit from a remake that creates a distinct visual separation between each Egyptian environment, so that each area feels fresh and not just a modified version of the previous mega city of Egypt.
6 Minimize rope rotation
Avoid multiple unintentional deaths due to unreliable mechanics
Tomb Raider: The Last Revelation
- Developers
- Core design
- Publisher(s)
- Eidos Interactive
- was published
- October 31, 1999
Just like Spider-Man's web shooters, many games use innovative travel mechanics that make the environment more interactive. As Lara Croft traverses Rome, the shores of Russia, an island off the coast of Ireland, famous Egyptian landmarks and good old New York, it's important that she has the right means of transportation. But there were many complaints about Lara's roping, especially in the Tomb Raider: The Last Revelation and Tomb Raider: Chronicles. In fact, switching from one platform to another was so difficult for players that they asked for help in online threads.
For reference, here's how to properly turn the ropes inside Tomb Raider 4 and Tomb Raider 5:
- Go all the way down, line up, hold sprint and then press jump at the end of the swing.
Although it all seems fairly simple, it would be much easier for Aspyr and Crystal Dynamics to completely overhaul the rope swing system and make it less cluttered and more intuitive, especially since Lara Croft can survive multiple deaths. Shame saves.
5 Make the roping faster
The famous archeologist Lara Croft can move faster than that
Tomb Raider: Chronicles
- Developers
- Core design
- publisher(s)
- Eidos Interactive
- was published
- November 24, 2000
As if the rope swing isn't bad enough, there's also the matter of the ropes Tomb Raider: Chronicles. Granted, it makes sense that Lara Croft doesn't walk tightropes like a superhuman, but watching her walk tightropes as if she's not an archeologist known for her athletic prowess is priceless.
Aside from the fact that the rope swing seems to take too long, the controls aren't the smoothest either. It's a real process to get Lara to walk forward, and when she starts wobbling like she might fall, the trick is to press the directional arrows in whichever direction she wants to go. This is one of the trickiest parts of the RAM level, despite not being a real threat, so it wouldn't hurt to smooth out the whole movement and adapt it to modern PS4/PS5 controls.
4 Fix all bugs
Many bugs make the game less challenging
Tomb Raider: The Angel of Darkness
- Developers
- Core design
- publisher(s)
- Eidos Interactive
- was published
- June 20, 2003
Like a remaster Tom Ridder trilogy, Crystal Dynamics and Aspyr have outstanding features Bug fixes for all three games (THis last revelation, Chroniclesand angel of darkness) generally makes the gameplay experience more enjoyable. These bugs are about Lara crawling around inside walls and jumping to higher platforms, triggering enemies and triggering scenes from inside the walls, falling through floors, Lara holding her gun as she climbs, and about Tomb Raider 6 – The game simply crashes.
Here are some known bugs Tomb Raider: The Last Revelation, Tomb Raider: Chroniclesand Tomb Raider: The Angel of Darkness:
- Corner shape – Stand right next to the corner, turn 45 degrees to the wall, and then the jump can take Lara to the top of a ledge.
- Flare Bug – While facing the wall and turning slightly left, drop the flare, roll, crawl, then grab the flare again. Lara will teleport to the top of the platform.
- Trigger Bug – Start by executing a corner bug or flaring bug, and when you're inside a wall, start jumping to potentially trigger an event, such as spawning an enemy or triggering a cutscene.
- Falling Through The Floor Bug – Place Lara against a slope, press roll, then press roll again and Lara will fall through the wall to the next level.
- Holding weapons while climbing shapes – draw a weapon, jump up, jump to a creature in the air, then select another weapon.
- Mickey Mouse Voice Bug – Occurs when Lara speaks faster than normal.
- Tomb Raider: The Angel of Darkness Unexpected accident
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3 Shorten loading times between regions
Long loading times can be confusing
Tomb Raider: The Last Revelation
- Developers
- Core design
- Publisher(s)
- Eidos Interactive
- was published
- October 31, 1999
in Tomb Raider: The Last Revelationsome loading screens dragged for an unspecified amount of time between new levels/areas. While it's easy to appreciate the architecture inside the tombs – and even the hieroglyphic markings that date back to the time period – the long wait between new locations is a bit disorienting, especially after beating a certain puzzle.
After completing a level, players are often itching to move and grab their bearings, so the long wait for loading can feel tedious. It may not be realistic to remove loading screens altogether, especially since the developers are using the same engine and code as the original game, but you could shorten the loading time, or at least include a notification instead to let players know. Be informed in which region they are located. They enter
2 Make cutscenes skippable
Experienced players want to jump right into the action
Tomb Raider: Chronicles
- Developers
- Core design
- publisher(s)
- Eidos Interactive
- was published
- November 24, 2000
It might seem blasphemous to even consider skipping cutscenes Tomb Raider: Chronicles Full of related background Tomb Raider: The Last Revelation. However, since the game is mostly one big flashback, it's not absolutely necessary for experienced players to watch all the events by recalling them.
Either way, newer players will benefit from the cutscenes, but veterans can enjoy the scenery instead of investing too much in a story they'll likely remember well. This can not necessarily be far from Tomb Raider: Chronicles So the cutscenes are skippable, but it also fixes the loading screen argument problem and makes the game flow more seamlessly.
1 Fix the overall flow of the game
Return the original controls
Tomb Raider: The Angel of Darkness
- Developers
- Core design
- publisher(s)
- Eidos Interactive
- was published
- June 20, 2003
There was a complete failure of the control scheme Tomb Raider: The Angel of Darkness After its release, the D-pad was primarily used to move around, ditching the analog sticks altogether, especially because the original controls were designed to resemble the PS1. At the time, most PS2 games used the analog stick as a sort of experimental method. Sony wasn't really happy with that Tom Ridder It debuted on the PS2 without a full controller, so Sony told Core Design to change it. All this happened when the game was already well behind schedule, so Core Design had a time limit and couldn't fix it.
This retreat led to strict controls for Tomb Raider: The Angel of Darknessespecially on PC, as none of the original controls transfer properly to other platforms. The remaster should fix the control problem in a specific way, which it almost certainly will, but angel of darkness Need to flesh out (or rework) their stupid power system (where the “I feel stronger now” meme comes from) and also polish the intro levels and Curtis, which both had unfinished/unreachable areas.