Tomb Raider Is For Squares: How Grids Defined the Original Classic

TL;DR


• The original Tomb Raider game was defined by its use of a grid-based level design, which was a departure from the more open-ended exploration of earlier action-adventure games. This grid-based approach allowed the developers to create intricate, puzzle-oriented levels that challenged players to navigate through a series of interconnected rooms and corridors, often with complex platforming challenges and environmental hazards.

• The grid-based design also influenced the game's camera system, which would often switch to a fixed, isometric perspective as Lara Croft moved through the level. This allowed the developers to create a sense of depth and spatial awareness, while also highlighting the game's emphasis on precise platforming and puzzle-solving. The camera's fixed perspectives also helped to create a sense of tension and claustrophobia, as players had to carefully navigate through the game's environments.

• The grid-based level design and camera system were integral to the Tomb Raider experience, shaping the game's overall tone and gameplay. The tight, interconnected levels and the fixed camera perspectives created a unique sense of exploration and discovery, as players had to carefully plan their movements and think strategically to overcome the game's challenges. This design approach helped to establish Tomb Raider as a landmark action-adventure game and a defining title of the PlayStation era.

Like summarized versions? Support us on Patreon!