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Tomb Raider II

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Tomb Raider II
DeveloperCore Design[a]
PublisherEidos Interactive[b]
ProducerTroy Horton
Designers
  • Neal Boyd
  • Heather Gibson
ProgrammerGavin Rummery
Artists
  • Stuart Atkinson
  • Jocelyn Charmet
WriterVicky Arnold
ComposerNathan McCree
SeriesTomb Raider
PlatformsMicrosoft Windows
PlayStation
Mac OS
iOS
Android
ReleaseWindows, PlayStation
  • NA: 21 November 1997
  • EU: 21 November 1997
Mac OS
  • NA: October 1998
iOS
3 December 2014
Android
28 October 2015
GenreAction-adventure
ModeSingle-player

Tomb Raider II (also known as Tomb Raider II: Starring Lara Croft) is a 1997 action-adventure video game developed by Core Design and published by Eidos Interactive. It was first released on Windows and PlayStation. Later releases came for Mac OS (1998), iOS (2014) and Android (2015). It is the second entry in the Tomb Raider series, and follows archaeologist-adventurer Lara Croft hunting the magical Dagger of Xian in competition with an Italian cult. Gameplay features Lara navigating levels split into multiple areas and room complexes while fighting enemies and solving puzzles to progress, with some areas allowing for or requiring the use of vehicles.

Production began in 1996 immediately after the success of the original Tomb Raider, being completed in between six and nine months, a short development period which was physically and emotionally stressful for the team. Original staff members Toby Gard and Paul Douglas left over creative differences with the publisher, though many remained including composer Nathan McCree. A Sega Saturn version was scrapped due to a console exclusivity deal signed between Eidos and Sony.

The game was well-received by critics upon its release, with many noting its expanded gameplay and smoother graphics. It went on to sell nearly seven million copies worldwide. An expansion pack entitled The Further Adventures of Lara Croft was in development in late 1997 but was cancelled. Some elements from the project were carried over to the 1998 sequel, Tomb Raider III. An expansion entitled The Golden Mask was released the following year, containing new levels focused on Lara's quest to find a golden mask in Alaska. A remastered version of the game, alongside The Golden Mask, was included in Tomb Raider I–III Remastered in 2024.

Gameplay

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Lara Croft rides a snowmobile to navigate through a level in the game.

Tomb Raider II is an action-adventure video game in which the player assumes the role of archaeologist-adventurer Lara Croft, exploring a series of locations including ruins and tombs in search of ancient artefacts.[1] The game is split into levels: the Great Wall of China, Venice, an oil rig and shipwreck in an unspecified ocean area, and the foothills of Tibet. Lara's home of Croft Manor can be accessed from the start menu as a training area, and is used in the final level.[2][3]

Much of the gameplay is carried over from the original Tomb Raider.[1] The game is presented in a third person perspective focused on Lara, with levels and movement built around a grid-based system, with Lara's movement built around tank controls. Progress is based on puzzles revolving around finding keys and completing platforming sections, avoiding traps and environmental hazards in the process.[1][3][4] Lara can run, walk (which prevents her from falling off ledges), look around areas, jump forwards and backwards, shimmy along ledges, crawl, swim through bodies of water, and move blocks.[1][3][4] In addition, Lara is able to walk through shallow water, climb ladders and other designated surfaces, turn 180 degrees while jumping or swimming, and during the Venice and Tibet levels drive a speedboat and snowmobile respectively.[2][5] Zip lines in some areas can be used to traverse large gaps, and flares can be used to light dark areas for a limited time.[6]

By default in combat, Lara uses two pistols with infinite ammo, with her unable to perform actions aside from jumping while her weapons are drawn. Supplementary weapons with limited ammunition can be found during the game; these are a shotgun, dual automatic pistols, dual Uzis, an M16 rifle, a grenade launcher, and a harpoon gun used in underwater combat.[4][6] In some urban areas, windows can be shot out to create new routes.[6] During exploration, Lara can find supplies such as medipacks which heal damage, flares and ammunition for weapons both from defeated enemies, and around the environment. Each level contains three secret collectables−a silver, jade and gold dragon−which reward supply caches and sometimes weapons when all three are collected.[4][6] Players can perform saves anywhere in-game.[6] If Lara is killed, the player must restart from a previous save.[3]

Plot

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Lara Croft is searching for the Dagger of Xian, a magical weapon once used by an ancient Emperor of China to command his army; by plunging the weapon into its owner's heart, the weapon has the power to transform its bearer into a dragon. Having tracked the Dagger's chamber to beneath the Great Wall of China, Lara is accosted by a member of the Fiamma Nera, an Italian cult obsessed with the Dagger. Before killing himself, the cultist reveals that his master Marco Bartoli seeks the Dagger, and she tracks the Fiamma Nera to an abandoned opera house in Venice, Italy. Stowing away aboard a seaplane leaving Venice with Bartoli on board, Lara overhears Bartoli discussing the Seraph, an object key to retrieving the key to the Dagger's chamber that was with his father Gianni when his luxury liner Maria Doria was bombed and sunk.

Lara is found on the plane and captured, being imprisoned in a repurposed oil rig above the Maria Doria. Lara escapes and encounters a monk of the Barkhang Monastery in Tibet, who originally defeated the Emperor and sealed the Dagger away. The monk was there to prevent Bartoli from salvaging the Seraph. Bartoli kills the monk, and Lara narrowly escapes and dives alongside a submersible to discover the shipwreck, and searching throughout the remains she eventually retrieves the Seraph. Using the plane, she heads for Tibet and reaches the Barkhang Monastery, which is under siege from the Fiamma Nera. Using the Seraph, she opens the way to retrieve the key to the Dagger's chamber, killing its monstrous guardian in the process. Escaping the Fiamma Nera, she unlocks the Dagger's chamber, but is plunged into the catacombs beneath before she can reach it.

Making her way back, she witnesses Bartoli stabbing himself with the Dagger and being carried through a portal by his cultists. Following them through, Lara navigates a magical space of floating jade islands and animated statues, finally confronting Bartoli as he transforms into a dragon. Lara renders the dragon unconscious and pulls the dagger from Bartoli's heart, killing him and escaping back into the real world just as the area starts to collapse, causing part of the Wall to explode in the process. The Fiamma Nera launch a final unsuccessful attack against Lara at Croft Manor; the final scene is Lara about to disrobe for a shower, then breaking the fourth wall as she shoots at the camera.

Development

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Upon its release in 1996, Tomb Raider was a huge critical and commercial success for developer Core Design and publisher Eidos Interactive.[7] According to one report, a sequel was being planned two months before the original was released.[8] Co-designer Heather Gibson called the prospect of not making a sequel "unthinkable" given the work done on the original and its commercial success.[9] Due to creative differences surrounding Lara's portrayal and the decision to make a sequel rather than an entirely new game, her credited creator Toby Gard left the company alongside designer Paul Douglas, prompting mixed feelings from the other team members. Programmer Gavin Rummery had been working with Gard and Douglas on a planned original title, but disagreed with their attitude towards the heads of Core Design and rejoined the Tomb Raider team shortly before Gard and Douglas left.[9][7]

The production schedule, which lasted between six and nine months according to different estimations, was taxing for many team member both physically and emotionally: the production was later described as a prolonged crunch period.[10][5][7] Rummery described its production as "insane",[5] while fellow programmer Andrew Howe felt the production time was not unreasonable due to using pre-existing technology.[10] Alongside Rummery and Gibson, co-designer Neal Boyd, producer Troy Horton, writer Vicky Arnold, and composer Nathan McCree also remained.[7][11][12] The team was also expanded so the game could be produced in time; among them was future designer Andy Sandham, transferred over from production of Fighting Force 2 to work on the CGI cutscenes.[9] Also new to the team were animators Stewart Atkinson and Joss Charmet.[11] A team of six playtesters worked on the game throughout production right until it was sent for Sony's approval, playing through the game repeatedly to pick up bugs.[8]

Tomb Raider II was originally planned for PlayStation, Windows and Sega Saturn, the same platforms as the original.[13][14] Core Design had been planning for a Saturn version of Tomb Raider II to use the 3D accelerator cartridge designed for the Saturn conversion of Virtua Fighter 3;[15] this cartridge was cancelled before Tomb Raider II was completed.[16] The Saturn version was officially cancelled in mid-1997, with Core Design staff member Adrian Smith citing technical limitations of the console to program an adequate conversion.[14] It was reported that the more detailed 3D graphics of Tomb Raider II were too much for the Saturn hardware to handle, as the original game was already known to perform worse than other versions.[13] In September 1997, Eidos signed a deal with Sony, making the console versions of Tomb Raider exclusive to the PlayStation until the year 2000.[17][18] The Windows version was built for the Windows 95 system.[14] The team described the two versions as having few differences beyond their graphics; the Windows version allowed for high resolution display, while the PlayStation version used "neat transparencies and other effects".[19]

Lara's appearance in Tomb Raider II was given a make-over by Atkinson.[20] The number of polygons used for her character model was increased, adding more realistic curves to its design, and giving her more outfits for different levels.[21][22] Core Design producer Andrew Thompson estimated that her character model used double the number of polygons. She was also given a free-flowing ponytail to make her more realistic.[20] The ponytail had been present in some early builds of the first game but had to be cut due to technical issues; a fix was developed that allowed it to appear in II.[23] While Gard had been unwilling to populate the game with human enemies, Tomb Raider II put a greater focus on combat with armed human opponents, alongside a greater variety of animal and supernatural enemies.[1][2] This was also done in response to player complaints about a lack of combat in the original.[24]

While the higher combat meant there was more focus on action, Smith noted that the exploration that was a focus of the first game remained important.[25] There were also more boss-like battles compared to the original, and the enemy AI was improved so they could pursue her onto raised platforms.[20] Rather than starting over from scratch, the team used the same engine as the first game, focusing on tweaking and including new features such as climbing and wading.[26] Adding in all the new elements, both graphical and gameplay-related, was described as challenging as the team wanted the game to be seen as its own game more than a sequel.[19] Grenades were originally planned for the first game, but were not finished in time for release, so were not included in Tomb Raider II.[27] A notable leftover glitch from the first game was the "corner bug", with Boyd intentionally placed a health item in the game that could only be reached by using the glitch.[10]

A new level editor tool was designed so areas could be put together quickly, speeding up the level creation and allowing for quick detection of bugs.[24] There was a greater variety of level environments created, including a number of outdoor areas. The in-game camera was also adjusted to correct awkward camera angles that could occur in the original.[20] Tomb Raider II was described as similar in length to the first game, but with more detailed environments and expanded gameplay elements.[25] Atkinson attributed the inclusion of vehicles as his suggestion.[9] Three proposed actions that did not make it into the final game were crawling through narrow spaces, swinging on ropes, and a "hand-over-hand" gymnastics move with an unspecified application.[6][20][22] Planned sections riding a motorbike and a horse had to be cut.[24] The game was to have ended with the dragon battle, but this was felt to be anticlimactic, so an epilogue level was added. Due to time constraints, the team set the epilogue in the existing Croft Manor level.[9] Winston the Butler was intended to appear in this final level armed with a blunderbuss, though he would not actually attack the enemies. His appearance was cut due to time constraints.[10] The final shower scene, with Lara breaking the fourth wall, was a response from Core Design to the notorious "Nude Raider" fan patch.[9] They similarly included a secret code that blew Lara up rather than its rumoured function of stripping Lara.[28]

Audio

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McCree was allotted much more time to score the game than he was with the original Tomb Raider, allowing him to not only write twice as many tunes, but also plan out ahead of time how his music would be used in the game and generally become more directly involved in the game's development.[9] He worked on the game's music and sound with sound designer Matt Kemp.[29] McCree enjoyed finding ways of arranging the main theme, with its simplicity making variations after the first game easy. One of the pieces he remembered fondly was "Venice"; describing it as "an exercise in stylistic writing", he wrote it to sound like a piece of Baroque music such as Antonio Vivaldi and Johann Sebastian Bach, with the major challenge being to make the violins sound real.[30] He spent three months working on the score for Tomb Raider II.[31] McCree and Kemp later called their work on the game stressful due to not knowing the space they had available, and needing to cut and rearrange the music and sound up to the last minute. The team considered incorporating interactive MIDI sampling, but discarded the idea due to poor sound quality.[29]

While Lara's original voice actress Shelley Blond was offered the chance to reprise her role, she was unable to do so due to other commitments, but she gave permission for her effort noises to be kept.[9] Judith Gibbins became the new voice of Lara.[6] Gibbins, who had worked in amateur dramatics, was recommended to audition by her brother Martin Gibbins who worked at Core Design.[32][33] Her role in the game was kept a secret, though she did confide in her son.[32] The secrecy was part of the marketing strategy that Eidos was employing to make Lara seem like a real person. Voice recording took place in London and lasted months due to the need to re-record due to frequent script changes.[33] She would voice the character only once more in the following game.[32]

Release

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Tomb Raider II was announced early in 1997.[2] An early demo based on the game's alpha version, later leaked online, was shown at E3.[34] Beginning in October, Eidos launched what was described as a "multi-media dollar" extensive marketing campaign including radio commercials, print and television ads, cross promotion with MTV and the drink brand Pepsi, and a direct mail campaign. The push ran parallel to an increased media presence for Lara as a character.[35] The exclusivity deal with Sony meant that extra funding was made available for the game's marketing, alongside making the Tomb Raider series an icon for the console.[5] Due to the deadline pressure, PlayStation demo discs were mistakenly sent to Sony with expired copy-protection timers, making them unplayable. After Sony "went nuclear", Core Design quickly created a fix and recalled the discs.[8] The Natural History Museum, London was booked out for a launch event hosted by Jonathan Ross. The launch party itself took place in Central Hall (now known as Hintze Hall), which at the time was dominated by the Diplodocus cast Dippy.[10] For live action promotion at gaming events, Lara was portrayed by actress Rhona Mitra, who had replaced model Natalie Cook as part of Eidos's cross-media promotional strategy.[36][6]

Both the Windows and PlayStation versions of the game were released in North America and Europe on 21 November 1997.[37][38] The PlayStation version was published in Japan by Victor Interactive Software on 22 January 1998.[39][40] A version for Mac OS was developed by Westlake Interactive and published by Aspyr in North America in October 1998.[41][42] Tomb Raider II was made available for download for the PlayStation 3 via the PlayStation Network store on 7 September 2012.[43] The game was released for Mac OS X and sold via the Mac App Store in October 2011.[44] The PC version was re-released digitally in 2012 by GOG.com.[45] A version for iOS was published by then-franchise owner Square Enix on 3 December 2014.[46] This version was released for Android the following year on 28 October.[47] The game was remastered as part of the Tomb Raider I–III Remastered collection for the Nintendo Switch, PlayStation 5, PlayStation 4, Xbox Series X/S, Xbox One, and PC in February 2024.[48]

The Further Adventures of Lara Croft expansion

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A cancelled expansion pack for the game was in development in late 1997, which would have featured seven levels set in India. The pack was nicknamed Tomb Raider 2.5 by some media at the time, and Gavin Rummery described it as a "continuation" of Tomb Raider II. A disk swapping feature was in development for the PlayStation version of Tomb Raider II that would allow players to launch the original, then switch out disks to play the expansion pack levels.[10] According to IGN it would have also featured new FMV sequences.[49]

A new team composed of other Core Design developers was established for the expansion, while the Tomb Raider II team explored an early transition to the PlayStation 2 for the franchise with a two or three year development period. In the end Eidos' desire for annual sequels led to a cancellation of the PlayStation 2 project; the expansion team instead developed a full sequel for PlayStation as Tomb Raider III: Adventures of Lara Croft. Some elements from The Further Adventures were carried over into the final game.[10]

The Golden Mask expansion

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An additional set of four levels, alternately called Tomb Raider II Gold and Tomb Raider II: The Golden Mask, was released for Windows and Mac OS in 1999.[50][51] The story follows Lara exploring a hidden realm in Alaska in search of a magical golden mask.[52] The levels were first released as downloadable content through the game's website starting in April 1999.[50] The full version was released as an expansion pack alongside a reissue of the main game on 30 May.[51] The levels were offered as a free download for those who already owned Tomb Raider II.[53][54] While the levels were original, they were built using the existing engine and technology of Tomb Raider II.[51] Phil Campbell, designer of the Gold editions of the Tomb Raider games, noted that the levels and stories were designed based around references more than having any connection to the main game.[55] The level set was originally going to have an opening cutscene introducing the narrative.[56] Lara was originally given a more revealing leopard skin jumpsuit outfit for the level "Nightmare in Vegas", but was vetoed by Eidos and Core Design as not fitting the character. Another dropped concept for the level was having the scenery mostly in black and white, and human enemies being different versions of Elvis Presley.[28] While released for the Mac in January 2000,[54] and included in the mobile ports and Remastered,[46][47][48] several re-releases of Tomb Raider II excluded The Golden Mask due to licensing issues.[57]

Reception

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Tomb Raider II received positive reviews from most critics. At Metacritic, which assigns a weighted average rating out of 100, the game received a score of 85 for the PlayStation version based on 13 reviews, which indicates "favourable reviews".[69] The majority commented that while the differences from the original game are relatively small, Tomb Raider was a strong enough game that these differences and the consistent execution were enough to make an outstanding game.[58][59][61][62] Next Generation, for example, stated that despite its forced development and having little additions in the game, the magazine felt the second game was superior to the original.[62] Glenn Rubenstein was one of the few to disagree, writing in GameSpot that the improvements were cosmetic. He opined that both instalments of the series to date are uninspired games which sold largely on the stardom of Lara Croft.[60] IGN's Adam Douglas concluded that compared to its predecessor, the second game is inferior to the original despite being entertaining.[61] Crispin Boyer of Electronic Gaming Monthly drew the comparison more favourably, considering Tomb Raider II a superior game.[58]

Among the changes the sequel made, the ones which received the most positive mentions were the addition of vehicles[58][60][61][62][71] and the ability to climb walls.[58][61][71] Many critics also compared the game's massive length favourably to that of the original Tomb Raider.[58][59][71] Both GameSpot's Tim Soete and GamePro highly praised the timed traps, saying they induce a greater sense of panic and engagement than the traps in the original Tomb Raider.[59][71] Rubenstein, despite his generally negative assessment of the game, agreed with Douglas that the greater number of human opponents in the sequel was a welcome improvement.[60][61] An overwhelming majority of critics described Tomb Raider II as extremely difficult right from the beginning levels,[58][59][61][62][71] with Next Generation stating that Core had clearly designed it with players who had completed the original Tomb Raider in mind.[62] GamePro likewise described it as "for experts", but suggested that novices could learn the game given a good amount of patience and practice.[71]

The graphics received more criticism than other aspects of the game; both Rubenstein and Electronic Gaming Monthly's Shawn Smith noted that the environmental graphics are rough, but added that this was both understandable and relatively unimportant given the enormous size of the levels.[58][60] Soete and Next Generation also praised the huge levels,[59][62] with Soete commenting that Lara is exaggeratedly dwarfed in her surroundings, scaling the enormous walls of a gangster hideout's vestibule during one adventure, swinging from balcony to balcony in a surrealistically proportioned opera house during another.[59] Macworld's Michael Gowan wrote that while gunplay is involved, the exploration and problem solving keep the players riveted for hours and also praised the graphics.[66] GamePro gave Tomb Raider II a 4.0 out of 5 for control and a perfect 5.0 for sound, fun factor, and graphics, applauding the controls, onslaught of threats, character animation, cinematic cutscenes, and intelligent use of sound effects and music.[71]

Electronic Gaming Monthly named it "Adventure Game of the Year" at their 1997 Editors' Choice Awards, citing its unmatched variety of challenges and experiences.[72]

Sales

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In their first month of release in the United States, the computer and PlayStation versions of Tomb Raider II were respectively the ninth best-selling computer game and the eleventh best-selling home console game.[73] The PlayStation version peaked at #3 in December 1997,[74] while the computer version peaked at #6 in January 1998.[75] The PlayStation version briefly resurfaced on the chart in March and April 1999.[76][77] In August 1998, Tomb Raider II's computer and PlayStation releases each received a "Platinum" sales award from the Verband der Unterhaltungssoftware Deutschland (VUD),[78] given to games with at least 200,000 sales across Germany, Austria and Switzerland.[79] Sales of its computer version totaled 137,000 units in the German market between January and September 1998 alone, which made it the region's third-best-selling computer game during that period.[80] It ultimately became the German market's fifth-best-selling computer game of 1998 as a whole.[81] Tomb Raider II's PlayStation version sold 221,000 units and was the German market's third-biggest console title across all systems over the same timeframe.[80] At the 1999 Milia festival in Cannes, Tomb Raider II earned a "Gold" prize for revenues above €39 million in the European Union during the previous year.[82] The game has sold 6.8 million copies worldwide as of 2009,[83] and was the second overall best selling PlayStation title in the UK.[84]

Legacy

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Following Tomb Raider and Tomb Raider II, the Core Design team wanted two years to properly evolve the series game design, but the company was committed by Eidos to delivering a new Tomb Raider title annually to meet consumer demand, which caused several team members to attempt quitting. To compromise, Heath-Smith hired further staff, with many of these new hires working on the next entry.[5][7] Originally intended as a spin-off and reworked during development as the next mainline entry, Tomb Raider III was released in 1998 for PlayStation and Windows.[9][85] Alongside this, other team members began work on the fourth entry Tomb Raider: The Last Revelation (1999), intended as a means of killing off the character due to the workload and stress of developing the series.[5][7]

Tomb Raider II and The Golden Mask expansion were released as part of Tomb Raider I–III Remastered, a high-definition remaster for Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, and Xbox Series X/S. Released in February 2024, it was developed and published by Aspyr in partnership with Crystal Dynamics. The remaster includes options for new control schemes, and revamped graphics.[86]

During this period, Lara Croft also reached the height of her popularity as a character, appearing in advertisements and media crossovers, including an appearance in U2's 1997 PopMart Tour.[6][87] A film adaptation was first proposed in 1996 and the film rights were acquired by Paramount Pictures in 1998.[88][89] The adaptation was eventually released as Lara Croft: Tomb Raider in 2001 with Angelina Jolie in the titular role.[88] In 2017, the game's opening Great Wall level was remade by a fan in Unreal Engine and released as Tomb Raider: The Dagger of Xian. The project was a free demo.[90]

Winston in the freezer

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As Winston the butler follows Lara around the Croft Manor level, it is possible to lead him into the walk-in freezer and close the door to trap him in there. Doing so became a popular joke among players.[91] Heather Gibson was aware it was possible during development of the level, but it was not a conscious design choice. Winston was coded as "violent" but was slow moving and lacked any attacks, which led him to follow Lara slowly around the level. He would attempt to leave the freezer but was unable to do so. Asked about the scene in an interview conducted for The Making of Tomb Raider, McCree stated that for fans "...it's oddly part of their childhood, hearing Winston, and locking him in the freezer."[10]

The scene is referenced in Rise of the Tomb Raider, where a document indicates that a younger Lara used to lock Winston in there as an "act of rebellion". In the remastered version of the game, locking Winston in the freezer causes him to be frozen into a block of ice and the player is granted an achievement.[92]

References

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Further reading

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Tomb Raider II is a 1997 action-adventure video game developed by Core Design and published by Eidos Interactive.[1] It serves as the sequel to the original Tomb Raider and stars the iconic protagonist Lara Croft, an archaeologist and adventurer who explores ancient ruins and battles enemies in search of powerful artifacts.[1] The game was initially released for Microsoft Windows on October 31, 1997, in Europe, followed by the PlayStation version on November 21, 1997, in North America, with subsequent ports to platforms including Macintosh and mobile devices, and a remastered version released in 2024 as part of Tomb Raider I-III Remastered.[2][3] In the game's plot, Lara Croft pursues the legendary Dagger of Xian, a mystical artifact capable of transforming its wielder into a dragon, to thwart the schemes of a Venetian crime lord named Marco Bartoli who seeks to harness its power.[1] The story unfolds across 18 levels set in diverse locations such as the Great Wall of China, the canals of Venice, a sunken ocean liner off the coast of Shanghai, and the snowy peaks of Tibet, blending historical and mythical elements tied to Chinese emperors and Tibetan monks.[1] Lara's journey involves navigating hazardous 3D environments, solving intricate environmental puzzles, and engaging in combat with human and animal foes, all while collecting keys, artifacts, and ammunition to progress.[4] Gameplay builds on the original title with enhanced mechanics, including new weapons like the harpoon gun, grenade launcher, and M16 rifle, as well as expanded athletic moves such as mid-air rolls and improved ladder climbing.[1] A major innovation is the introduction of vehicles, including a motorboat for navigating Venice's waterways and a jeep for high-speed chases along the Great Wall, adding variety to the platforming and exploration-focused action.[1] Dynamic lighting effects and more detailed textures contribute to richer atmospheres, while the save-anywhere system allows players greater flexibility during challenging sequences.[1] Tomb Raider II received widespread critical acclaim for its ambitious level design, improved graphics, and engaging set pieces, earning an aggregate score of 85 out of 100 on Metacritic based on contemporary reviews. IGN awarded it an 8 out of 10, praising the increased difficulty and visual upgrades but noting occasional frustrations with controls and puzzle clarity.[5] The title's commercial success solidified Lara Croft as a cultural icon in gaming, influencing the franchise's direction toward more narrative-driven adventures and contributing to the popularity of third-person action games in the late 1990s.[1]

Gameplay

Core Mechanics

Tomb Raider II employs a third-person perspective, where the camera follows Lara Croft from behind, providing a fixed view that emphasizes environmental exploration and platforming challenges. Players control the camera using the look mode, activated by the Look button (Insert on PC or L1 on PlayStation), which shifts to Lara's first-person viewpoint for scouting ahead without moving her position; combining this with directional inputs allows panning in specific directions to reveal hidden paths or hazards. Manual targeting is engaged by drawing weapons, enabling precise aiming at enemies via a crosshair, while swimming mechanics introduce fluid underwater navigation, where Lara dives by pressing Jump near water and propels herself using directional controls, with an oxygen meter limiting submersion time before surfacing is required.[6] Lara's movement repertoire centers on agile traversal suited to ancient ruins and varied terrains, including running forward with the Up directional input for swift progression, jumping (straight up or combined with directions for forward, backward, or side leaps) to clear gaps, and grabbing ledges by approaching an edge and pressing the Action button (Ctrl on PC or X on PlayStation) to latch on for shimmying or pulling up. Safety drops mitigate fall damage by hanging from a ledge with Action and then releasing with Down, allowing controlled descent from heights that would otherwise injure her, while roll maneuvers—executed by pressing a direction opposite to movement during a run—enable quick dodges or directional changes to evade threats.[6] Inventory management revolves around a radial menu accessed via the Passport item, organizing weapons, ammunition, and medipacks for on-the-fly selection during gameplay; players holster or draw weapons using the dedicated Holster button (Space on PC or Triangle on PlayStation) for quick transitions between armed and unarmed states, with ammo types tailored to each firearm, such as shells for the shotgun or clips for the automatic pistols, collected and stored without automatic replenishment. Medipacks serve as the primary healing items, with small variants restoring partial health and large ones fully replenishing it, selected from the inventory ring to apply instantly amid combat or after environmental damage.[6] Compared to the original Tomb Raider, the sequel introduces refined climbing animations for more fluid ledge traversal and wall-scaling, alongside new vehicle mechanics that expand navigation options: the motorboat in aquatic levels like Venice allows steering with directional inputs and acceleration via Action for pursuing objectives across canals, while the snowmobile in snowy Tibetan areas provides mounted traversal with turbo boosts (Jump button) for high-speed chases, though collisions risk health depletion. These additions enhance exploration by integrating vehicular segments into level design, reducing reliance on foot-based platforming in select areas.[6][7] The health system operates on a depletable bar that decreases from falls beyond safe heights, enemy attacks, or environmental hazards such as strong water currents that can drag Lara into damaging spikes or drown her if oxygen runs out; no passive regeneration occurs, compelling players to strategically use medipacks to recover, with overuse leading to scarcity in later levels where hazards like freezing temperatures or toxic pools further threaten survival.[6]

Puzzles and Combat

Tomb Raider II features a variety of puzzle types that emphasize environmental interaction and spatial reasoning to advance through its levels. Common mechanisms include switch-based puzzles, where players activate levers or pressure plates to open doors or alter level geometry, often requiring precise timing to navigate resulting changes like rising platforms or shifting walls. Block-pushing challenges involve maneuvering heavy stone blocks to access elevated ledges or block harmful projectiles, while timed sequences demand quick execution, such as sprinting through briefly deactivated flame barriers or aligning movable objects before mechanisms reset. Key hunts require scouring levels for specific items, like ornate keys or levers, to unlock progression gates, integrating exploration with problem-solving.[8][9] The game's combat system revolves around Lara Croft's arsenal of seven weapons, each acquired progressively and suited to different threats, with no traditional upgrades but increasing power through better ammunition types. Starting with dual pistols offering unlimited but weak firepower, players gain access to the shotgun for close-range crowd control, dual automatic pistols for moderate rapid fire, dual Uzis as high-rate submachine guns effective against human foes, the M16 assault rifle for balanced mid-range engagements, the grenade launcher for explosive area denial, and the harpoon gun for underwater precision against aquatic enemies. Auto-aim is limited to a basic targeting lock-on that assists only when enemies are directly in view, requiring manual aiming adjustments for accuracy, which can lead to tense, resource-dependent fights. Enemy AI exhibits simple behaviors, such as patrolling guards in industrial areas who alert on sight and pursue predictably, or wildlife like aggressive tigers and rats that charge directly, with birds like ravens diving in scripted patterns, lacking advanced tactics like flanking or cover usage.[10][11][12] Progression often hinges on collecting level-specific artifacts essential for plot advancement, such as the Seraph, a golden winged figure retrieved from the sunken Maria Doria shipwreck, which serves as a key to unlock sacred doors in the Barkhang Monastery. Other items, like the five Prayer Wheels gathered in Tibetan ruins, must be placed in altars to reveal hidden paths, blending artifact hunts with puzzle resolution to drive the narrative forward without overt spoilers.[13][14] Exploration yields rewards through hidden secrets—48 in total across the main campaign—manifesting as collectible dragon statues (stone, jade, and gold variants) tucked in alcoves or behind breakable barriers. Finding all three in a level triggers bonus pickups, typically extra ammunition clips, large medipacks, or occasionally a weapon like the Uzis, enhancing survival without altering core difficulty. In the optional Golden Mask expansion levels, collecting every secret unlocks bonus stages, such as the surreal Nightmare in Vegas, rewarding thorough players with additional challenges.[15][16][17][18] Difficulty scales progressively across the 15 main levels, with early stages introducing basic threats and later ones layering complex traps to heighten tension and test precision. Trap designs include retractable spike pits that emerge from floors or walls, forcing players to time jumps or use environmental ledges to evade instant death, and flame emitters—such as swinging blowtorches or timed burner walls—that require sprinting through narrow gaps or dousing them via distant switches. These elements intensify in mid-to-late game locales, like the trap-laden Great Wall or flooded shipwrecks, where combining traps with enemy patrols demands strategic prioritization of movement and combat.[19][9][20]

Story and Characters

Plot

Tomb Raider II follows adventurer Lara Croft as she embarks on a global quest to recover the Dagger of Xian, a legendary Chinese artifact reputed to bestow the power of an immortal dragon upon whoever drives it into their heart.[21] The narrative begins with Lara investigating the theft of the dagger from a Venice museum by operatives of the Fiamma Nera, a sinister Italian cult led by the ambitious Marco Bartoli, who aims to harness the relic's power for domination.[22] To thwart Bartoli's scheme, Lara first journeys to the Great Wall of China, navigating treacherous caverns where the cult is excavating and battling its members to learn more about the dagger's ancient history.[22] Her pursuit leads her to Venice, where she infiltrates the cult's fortified hideout and opera house, engaging in high-stakes chases and confrontations to uncover clues about the Seraph, an artifact key to accessing the dagger's resting place.[22] The adventure then shifts to the submerged wreck of the Maria Doria, a once-grand ocean liner in the Mediterranean, as Lara seeks the Seraph from the cult's salvage operation.[23] Escalating the conflict, Lara travels to the harsh Tibetan mountains, exploring monasteries and snowy expanses; there, she uses the Seraph to enter the catacombs and obtain the Talion, the final key needed to unlock the Temple of Xian.[21] She proceeds to a hidden temple in mainland China, racing against the cult to prevent the completion of their dark ceremony that could unleash catastrophic forces.[22] The story reaches its peak back at Croft Manor in England, where the cult's pursuit invades Lara's sanctuary, forcing a desperate stand to avert worldwide devastation from the artifact's unleashed might.[22] Spanning 16 primary levels linked by explorable hub areas, the plot emphasizes progressive artifact hunts, cultural lore, and rising peril as Lara unravels the cult's ritualistic ambitions across diverse locales.[5]

Characters

Lara Croft serves as the protagonist of Tomb Raider II, portrayed as a bold British archaeologist and adventurer driven by an insatiable curiosity for lost artifacts and ancient lore. Born into the wealthy Croft family as the daughter of Lord Harrington Croft, she uses her inheritance to fund expeditions that blend scholarly pursuit with high-stakes exploration, often placing her in direct conflict with those seeking to exploit historical relics for power. In this installment, Lara's character model receives technical enhancements, including smoother animations and higher polygon counts for more fluid movement, alongside new costume options such as a black wetsuit for aquatic maneuvers in Venice and a heavy bomber jacket suited to the cold Tibetan environments.[24][25] The primary antagonist, Marco Bartoli, leads the Fiamma Nera, a secretive Italian cult with centuries-old roots in occult pursuits, and is motivated by a desire to harness the Dagger of Xian's transformative power to achieve god-like dominion, continuing his late father Gianni's obsessive quest for the artifact. Depicted in full-motion video cutscenes as a stern, middle-aged man with a thick black beard, piercing eyes, and authoritative demeanor clad in dark suits, Bartoli commands loyalty from his followers through a mix of charisma and ruthless enforcement, viewing Lara as a mere obstacle to his apocalyptic ambitions.[26][27] Supporting human characters include Winston, Lara's loyal butler who maintains Croft Manor and appears briefly in the training level, offering subtle hints of domestic normalcy amid her chaotic life; he is voiced with a posh British accent emphasizing his steadfast service. Brother Chan Barkhang, a wise Tibetan monk from the Barkhang Monastery, aids Lara by revealing key lore about the Dagger's hiding place and its dangers, representing a voice of spiritual guardianship against exploitation. Minor non-player characters, such as the Venetian canal workers and Fiamma Nera operatives under Bartoli's employ, populate early levels as hostile or neutral figures, their designs drawing from 1930s Italian industrial aesthetics to immerse players in the story's historical intrigue.[26][28] Non-human elements center on the mythical Dragon Emperor, an ancient Chinese ruler whose spirit is bound to the Dagger of Xian; according to in-game lore, the artifact allows its wielder to absorb the dragon's essence, triggering a grotesque transformation into a fire-breathing, winged beast capable of immense destruction. This creature's design evokes imperial Chinese mythology, with scaled hide, elongated form, and elemental powers, serving as the narrative's climactic threat and symbolizing the perils of unchecked ambition.[29] Voice acting in Tomb Raider II is handled primarily by Judith Gibbins as Lara Croft, delivering her signature confident and wry tone in sparse in-game quotes and cutscenes, while Nathan McCree provides voices for multiple male roles including Winston and various goons. Core Design employed full-motion video (FMV) sequences for introductory and transitional scenes featuring live-action actors, but lip-sync was absent due to the era's technical constraints, resulting in dialogue overlays without synchronized mouth movements on in-game models to prioritize performance over realism. Massimo Marinoni voices Bartoli with a gravelly Italian inflection in FMVs, enhancing the cult leader's menacing aura despite the format's limitations.[26][28]

Development

Design and Prototyping

Following the monumental success of Tomb Raider in 1996, which sold over seven million copies worldwide, Core Design initiated development on its sequel to capitalize on the franchise's momentum while expanding the scope of gameplay and environments. The core concept aimed to elevate the adventure to a grander scale, incorporating dynamic vehicles for traversal and diverse settings that blended ancient ruins with modern urban locales, such as the intricate canal systems of Venice where players pilot a motorboat to navigate and evade enemies. This shift introduced vehicular mechanics to facilitate faster-paced exploration and combat sequences, marking a deliberate evolution from the predominantly on-foot platforming of the original.[30] The development team at Core Design, a British studio based in Derby, consisted of approximately 18 to 20 members, including programmers, animators, level designers, and artists who worked intensively to meet tight deadlines. Key figures included lead programmer Gavin Rummery, who oversaw engine enhancements; animators like Stuart Atkinson, responsible for refining Lara Croft's model with added details such as dynamic ponytail physics; and level designers Neal Boyd and Heather Gibson, who crafted the expansive world layouts. Executive producer Jeremy H. Smith coordinated the overall effort, building on the studio's experience from the first game while incorporating feedback to balance action and puzzle elements more evenly. Notably, original Lara co-creator Toby Gard had departed the studio early in production due to creative disagreements over the character's direction and the rushed sequel timeline, leaving the team to iterate without his direct involvement.[31][32][33] Prototyping began in late 1996 with alpha builds focused on testing core engine upgrades and new mechanics, such as the motorboat in Venice's canals and the armed snowmobile in Tibetan levels, which allowed for high-speed chases and environmental interactions not feasible in the predecessor. Early PC alphas from this period featured placeholder assets, like the original Lara model without her signature braid, and omitted key elements such as the Venice boat gate, enabling developers to refine vehicle handling and collision detection iteratively. Discarded prototypes included ambitious features like crawling animations, rope-swinging traversal, and even horseback riding, which were cut to streamline development and maintain the grid-based movement system; multiplayer elements were explored in preliminary discussions but ultimately abandoned due to technical constraints and the focus on single-player adventure. By mid-1997, E3 demos showcased playable sections like Bartoli's Hideout and the Wreck of the Maria Doria, incorporating debug tools such as the "DOZY" cheat for rapid testing of level connectivity and golden Lara visuals for navigation aids.[34][30] Level design emphasized hand-crafted, interconnected environments that encouraged non-linear exploration, with hidden secrets and alternate paths rewarding player curiosity amid puzzle-solving and combat. Designers like Richard Morton prioritized a central "centerpiece" for each level—such as a dramatic vehicle chase or collapsing structure—around which architecture and hazards were built to create cinematic set pieces inspired by adventure films like the Indiana Jones series, evoking globe-trotting relic hunts with traps and booby-trapped tombs. This philosophy ensured levels felt organic and replayable, blending urban pursuits in Venice with snowy Himalayan traverses, while avoiding overly linear progression to foster a sense of discovery.[35][36] The project launched in 1996 with an initial target for PlayStation exclusivity, aligning with Sony's aggressive push for third-party titles amid the console's market dominance; this deal was formalized in September 1997, securing the platform's priority until 2000. The compressed six-to-eight-month cycle demanded round-the-clock work from the team, resulting in a pre-Christmas 1997 release that prioritized core enhancements over expansive reinvention.[30][37]

Technical Challenges

The development of Tomb Raider II involved significant upgrades to the original game's engine, primarily handled by Core Design's programming team to enhance visual fidelity and gameplay responsiveness on the PlayStation and PC platforms. The graphics engine was overhauled to support more polygons, reducing clipping issues and enabling smoother character models, including doubling the polygon count for Lara Croft to allow for details like a dynamically swaying ponytail. Larger textures and atmospheric effects, such as breaking glass and transparencies, were incorporated, alongside dynamic lighting features like flares, flickers, and gun flashes to improve realism and environmental immersion. These changes also facilitated larger outdoor areas, though they demanded refined camera systems and controls to maintain intuitive navigation without illogical shifts in perspective.[38][31] A notable technical hurdle was the "corner bug," an exploit where Lara could clip through walls by repeatedly jumping into room corners at a 45-degree angle, allowing unintended shortcuts and progression skips. Discovered during quality assurance testing by Sony Europe testers, the bug proved difficult to reproduce consistently, leading it to be classified as a non-critical advisory issue rather than a showstopper. Core Design programmer Paul Douglas developed a provisional fix, but due to tight development timelines and insufficient testing windows, it was ultimately removed from the final release; partial mitigations appeared in later expansions like The Golden Mask, though the glitch persisted in core gameplay and became a staple in speedrunning communities.[39] Performance challenges arose from the engine's expanded capabilities, particularly in rendering complex environments with increased polygons and lighting, which occasionally caused frame rate drops on lower-end hardware like Pentium 90 systems. To address this, developers optimized for 3D acceleration on PC via Direct3D support and implemented minimum specs requiring at least 16MB RAM, while the PlayStation version leveraged hardware for smoother transparencies; post-launch patches further improved compatibility with 3Dfx Voodoo cards to stabilize frame rates in demanding levels.[38][31] Porting efforts for the Sega Saturn faced substantial delays stemming from hardware differences, including the console's dual-CPU architecture and weaker 3D polygon handling compared to the PlayStation. Although initial development progressed, the project was ultimately canceled in mid-1997 due to a lucrative exclusivity agreement between publisher Eidos Interactive and Sony, which prioritized PlayStation as the lead platform until at least 2000 and rendered multi-platform efforts uneconomical; official statements cited technical limitations, but the deal effectively halted Saturn work despite prototypes showing inferior graphics and unstable performance.[40] The quality assurance process was rigorous, involving extensive bug hunting across the expanded level set to ensure stability amid the engine's new features. Testers identified and resolved numerous issues, including potential save state corruptions that could arise from frequent loading in intricate puzzles, through iterative fixes implemented pre-launch to prevent data loss and maintain player progress integrity.[31]

Audio and Music

The audio and music of Tomb Raider II were primarily composed and produced by Nathan McCree, who crafted an orchestral-style score using MIDI synthesis to evoke the epic scope of adventure films. McCree's soundtrack features prominent themes such as the main title melody, which establishes Lara Croft's adventurous spirit through swelling strings and percussion, and Tibetan motifs in levels like the Tibetan Foothills, incorporating ethnic drumming and flutes to reflect the game's exotic locales.[41][42] The score draws influences from adventure film soundtracks by composers like John Williams and Jerry Goldsmith, emphasizing emotional depth and orchestral grandeur over contemporary electronic trends.[43] Sound effects were also handled by McCree, who developed a custom library to enhance immersion, including distinct footsteps varying by surface, realistic gunshots for Lara's dual pistols, and environmental cues such as echoing temple reverberations and water splashes in submerged areas. These effects were recorded and edited at Core Design's studios in Derby, England, using basic digital audio tools to ensure synchronization with gameplay actions like jumps and enemy encounters.[44][45] Voice acting centered on Judith Gibbins, who provided Lara Croft's dialogue in the game's full-motion video (FMV) cutscenes, delivering lines with a poised British accent during key narrative moments, such as confrontations with antagonists. These live-action FMVs integrated Gibbins' voice work seamlessly with pre-recorded footage, adding personality to Lara's witty and determined demeanor.[46][47] Technically, the PlayStation version employed ADPCM compression for its audio tracks and samples, resulting in lower fidelity due to the format's lossy nature and hardware constraints, while the PC port offered improved clarity through uncompressed 8-bit PCM samples at higher bit depths, allowing for richer playback on capable sound cards. The production process at Core Design involved McCree working iteratively over three months in a small-team environment, recording elements in-house with synthesizers like the Roland JV-1080 to achieve the desired orchestral texture without relying on live musicians.[48][49]

Marketing

Promotional Campaigns

Eidos Interactive mounted an extensive pre-launch promotional campaign for Tomb Raider II in 1997, allocating approximately £2 million for European efforts alone to capitalize on the success of the original game and elevate Lara Croft's status as a gaming icon. The strategy emphasized multimedia advertising across print, television, and trade shows, targeting core gaming audiences in Europe and North America while leveraging Lara's adventurous persona through dynamic visuals of her in action. This included full-page color advertisements in national newspapers like The Sun (with a circulation of approximately 3.7 million) and lifestyle magazines such as Loaded and Maxim, alongside specialist gaming publications like Official PlayStation Magazine and PC Gamer.[50][51] A key element was the showcase at the Electronic Entertainment Expo (E3) in May 1997, where Core Design presented a rolling demo of the Venice level to highlight the game's expanded environments, vehicle mechanics, and Lara's improved animations, such as enhanced climbing and combat moves. This teaser generated significant buzz among developers and media, positioning Tomb Raider II as a technical leap forward. Complementing the event, print and TV advertisements featured Lara in dynamic action poses—scaling cliffs or wielding weapons—accompanied by slogans like "Lara's Back" to evoke her return with greater challenges. These ads ran bi-weekly in trade press from September 1997, building anticipation for the November release.[52][53][51] To further engage potential buyers, Eidos distributed playable demos of the Venice level starting in September 1997, making them available to retailers for PC and PlayStation versions and including them on PlayStation cover discs like the Interactive Sampler Disc Volume 7. This hands-on access allowed players to experience the level's boat chases and puzzle-solving early, contributing to heightened interest and pre-order momentum. The campaign also tied into Lara Croft's burgeoning celebrity status, with promotional efforts aligning her rising fame—fueled by media appearances and endorsements—to the game's narrative, including a timely comic book crossover with Witchblade released in December 1997 that depicted Lara in a high-stakes adventure alongside Sara Pezzini.[51][54][55] The overall reach extended through innovative tactics like a washroom advertising campaign with the slogan "Size is everything," delivering 15.18 million impressions, and a beermat promotion across 2,000 UK venues, ensuring broad exposure in everyday settings while prioritizing key markets in Europe and North America. Development assets, including early animations and level designs, were repurposed directly into these promos to maintain authenticity and excitement.

Tie-ins and Merchandise

Tie-ins and merchandise for Tomb Raider II extended the game's universe through licensed products and media released concurrently with its 1997 launch, capitalizing on Lara Croft's growing popularity. Toy Biz produced a line of action figures featuring Lara Croft, including a 5-inch figure equipped with accessories such as wicked weapons, targeted at collectors and fans.[56] These figures, released in 1997, emphasized Lara's adventurous persona with detailed sculpts and play features.[57] Strategy guides were a key companion product, with Prima Publishing issuing Tomb Raider II: The Official Strategy Guide by Kip Ward in October 1997, offering comprehensive walkthroughs, puzzle solutions, and secrets for the PlayStation and PC versions.[58] This 144-page full-color book became an essential resource for navigating the game's expanded levels and challenges.[59] The official soundtrack, composed by Nathan McCree, was released on CD in 1997 by Eidos Interactive, compiling 34 tracks including ambient themes, action cues like "Chase" and "Look Out!", and orchestral pieces that underscored the game's global settings.[60] Distributed through specialty game retailers, the enhanced CD also included interactive elements for PC users.[61] In comics, Top Cow Productions launched the Tomb Raider/Witchblade one-shot special in December 1997, a 32-page crossover written and illustrated by Michael Turner, where Lara Croft teams up with Witchblade Sara Pezzini to battle supernatural threats, expanding her lore beyond the game's plot.[62] Eidos formed a key partnership with Sony Computer Entertainment for the PlayStation release, securing platform exclusivity that delayed any Sega Saturn version until 1999 and focused promotional efforts on PS1 bundling options.[63] This collaboration included early PC demos distributed via magazines and online portals to build anticipation ahead of the November launch.

Release

Initial Launch

Tomb Raider II was initially released for the PlayStation console, with the European version launching in November 1997 and the North American version following on November 21, 1997. The PC port, utilizing DirectX for enhanced graphics and compatibility, became available in North America on November 21, 1997,[64] and in Europe on November 24, 1997. Although a Sega Saturn version was in development and planned for late 1997, it faced delays due to technical challenges and an exclusivity agreement with Sony, ultimately leading to its cancellation without an official 1998 release.[3][63] The game's launch was supported by promotional efforts from publisher Eidos Interactive, including press tours in London to showcase the title to media outlets. Coverage appeared promptly in major gaming publications, such as IGN's review published on November 24, 1997, and GamePro's coverage in its December 1997 issue, highlighting the sequel's expanded gameplay and Lara Croft's adventures. These events and reviews capitalized on the anticipation built from the original Tomb Raider's success, positioning the sequel as a major release for the holiday season. Post-launch, Eidos provided updates primarily for the PC version to address initial technical issues. Patches released in late 1997 and early 1998 fixed bugs, including save game corruption and compatibility problems with certain hardware configurations, ensuring smoother gameplay for players on Windows systems. These updates were distributed via official channels and demonstrated Eidos's commitment to supporting the game's longevity on PC.[65][66]

Expansions

Tomb Raider II's primary official expansion, titled The Golden Mask (also known as Tomb Raider II: Gold), was developed by Core Design and released in June 1999 exclusively for Windows PC and Macintosh platforms as a standalone product or bundled with the base game.[67][68] This add-on introduced four main levels and one bonus level forming a self-contained mini-adventure, extending the core gameplay mechanics with fresh environments and objectives centered on Lara Croft's pursuit of the Mask of Tornarsuk, a mythical Inuit artifact reputed to possess resurrection powers.[67] The expansion utilized the same engine as the original game, incorporating enhanced dynamic lighting and exterior settings to support its diverse locales, while adding new weapons such as the MP5 submachine gun and grenade launcher, alongside refined character animations and moves.[68][69] The main levels in The Golden Mask are set on Melnikov Island in the Bering Sea and are played in the following order: "The Cold War," "Fool's Gold," "Furnace of the Gods," and "Kingdom." The bonus level, "Nightmare in Vegas," set in Nevada, is unlocked by collecting all 12 secrets from the main levels.[70][71] These stages emphasize exploration and puzzle-solving in varied terrains, maintain the series' signature third-person action-adventure style, and feature a shorter overall playtime of about 4-6 hours, focusing on linear progression with environmental hazards like avalanches, lava flows, and mythical guardians.[67] Developed post-launch by Core Design using existing assets and tools from Tomb Raider II, the expansion addressed several bugs from the original, such as the notorious corner exploit that allowed unintended level skips, through included patches in the Gold edition.[33] A planned second expansion, The Further Adventures of Lara Croft, entered development in late 1997 with intentions for five new levels—including settings like an ice palace and jungle—plus additions such as a revolver weapon, but it was ultimately cancelled and repurposed into elements of Tomb Raider III (1998).[31] As a result, The Golden Mask remained the sole released add-on, available primarily via retail for PC with limited mail-order options for Macintosh users, and later integrated into bundled PC re-releases to enhance longevity without requiring the base game for standalone play.[69]

Ports and Remasters

Tomb Raider II received several ports following its initial 1997 release on Windows and PlayStation. A Macintosh port arrived in 1998, featuring improved performance optimizations for the platform. The Windows version was bundled as part of the Tomb Raider II Gold edition in 1999, incorporating the standalone expansion The Golden Mask with five additional levels forming a mini-adventure centered on an Inuit artifact, the Mask of Tornarsuk.[67][65] The game appeared in various compilations for broader accessibility. In 2002, it was included in Tomb Raider: The Greatest Raids for PC, a collection packaging the first four entries in the series within a DVD-style case for enhanced value.[72] A digital re-release followed on the PlayStation Network in 2009 for PlayStation 3 and PSP, adapted as a PSOne Classic with added trophy support to engage modern players. Later mobile adaptations emerged, with ports for iOS in 2014 and Android in 2015 combining the core game and The Golden Mask into a single package optimized for touch controls. These versions preserved the original level designs while simplifying navigation for portable devices. The most significant update came with Aspyr's Tomb Raider I-III Remastered collection, released on February 14, 2024, for PC (Steam and GOG), PlayStation 4/5, Xbox One/Series X|S, and Nintendo Switch.[73] This edition includes Tomb Raider II alongside its Golden Mask expansion, offering toggleable enhanced graphics with higher-resolution textures and models that maintain the original PS1 aesthetic, support for up to 8K resolution, 60 FPS performance, and full widescreen compatibility.[73] Players can switch between classic tank-style controls and a modern scheme with fluid movement, camera lock-on, and quality-of-life tweaks like improved inventory access.[74] Photo mode was available at launch, allowing customizable poses, outfits, and environmental shots.[75] Post-launch support included multiple patches throughout 2024 to refine the experience. Update 1 in March addressed graphical glitches, camera issues in modern controls, and expanded photo mode with new poses.[76] Update 2 in April fixed additional bugs, such as hair animation distortions in HD mode, and added more photo mode options including the Bloody T-Rex Lara outfit.[77] By mid-2025, the collection had generated over $4.3 million in revenue and exceeded sales expectations at Embracer Group, with estimates placing Steam units alone above 300,000.[78]

Reception

Critical Reviews

Upon its release in 1997, Tomb Raider II received generally positive reviews from critics, earning an aggregate score of 85/100 on Metacritic based on 13 reviews for the PlayStation version.[79] Reviewers praised the game's improvements over its predecessor, particularly in graphics and level design, which offered more expansive and varied environments such as the canals of Venice and the decks of an offshore rig. GameSpot awarded it 8.2/10 for the PC version, highlighting the "extremely spacious environments" that encouraged exploration and made Lara Croft feel like a "modern Alice in Wonderland."[80] IGN gave it 8/10, commending the deeper adventure elements, including new vehicle sections like the motorboat chase and the addition of movable blocks and flares for puzzle-solving.[5] Lara's enhanced animations and charismatic presence were also frequently lauded, contributing to the game's sense of immersion in globe-trotting scenarios. Despite the acclaim, critics noted several shortcomings, including clunky controls that made precise platforming frustrating, repetitive combat encounters with human enemies, and excessive backtracking in certain levels, which could lead to fatigue.[5] The game's length was another point of criticism, typically clocking in at 10-15 hours for a main playthrough, though this encouraged replayability for secrets and higher difficulties.[80] These issues were seen as holdovers from the original Tomb Raider, tempering the sequel's innovations. In retrospective analyses from the 2000s and beyond, Tomb Raider II is often regarded as the peak of the original Core Design era, celebrated for its ambitious level variety and narrative flair that elevated the series' action-adventure formula. The 2024 remaster, bundled in Tomb Raider I-III Remastered, scored 75/100 on Metacritic, with praise for its faithful visual upgrades and toggleable classic filters that preserved the original's charm, though some noted the puzzles and camera mechanics felt dated by modern standards.[81][82] The game earned multiple accolades in 1997, including Electronic Gaming Monthly's Adventure Game of the Year award.[1]

Commercial Success

Tomb Raider II enjoyed substantial commercial success, with the game selling approximately 7 million copies worldwide as of 2009. The PlayStation version performed especially strongly in Europe and the UK, topping sales charts and becoming the second best-selling PlayStation title in the UK overall. These figures contributed significantly to Eidos Interactive's financial performance, as the Tomb Raider series accounted for 60-65% of the company's revenue in its 1998 fiscal year.[83] The game's PC-exclusive expansion, Tomb Raider II: The Golden Mask, released in 1999, helped to expand the franchise's presence in the PC market. Digital re-releases further extended the game's commercial reach. The 2024 Tomb Raider I-III Remastered collection, which includes Tomb Raider II, generated an estimated $4.3 million in gross revenue on Steam as of May 2025 and exceeded Embracer Group's expectations.[78] The franchise surpassed 100 million lifetime units sold as of October 2024.[84] Tomb Raider II's success bolstered Lara Croft as a cultural icon, influencing merchandising and licensing in the late 1990s.

Legacy

Series Influence

Tomb Raider II established key gameplay formulas that directly shaped its sequel, Tomb Raider III (1998), by introducing vehicles such as the motorboat for navigating Venice's canals and the snowmobile for traversing Tibetan foothills, which added dynamic traversal mechanics to the series. These elements were expanded in Tomb Raider III with additional vehicles like the quad bike and underwater propulsion unit, creating larger, more interconnected levels that emphasized exploration and environmental interaction across the franchise.[85] The game's design legacies extended beyond the series, popularizing hub worlds through levels like Venice, where players used vehicles to explore open urban environments and collect artifacts, blending puzzle-solving with non-linear progression. This collectathon approach, involving secret hunts and item gathering in expansive areas, influenced adventure game trends, with the broader Tomb Raider series inspiring the cinematic set pieces and exploration structures in Naughty Dog's Uncharted games through emphasis on acrobatic traversal and narrative-driven discovery.[86] Tomb Raider II's audio style, composed by Nathan McCree with synthesized orchestral cues and ambient stingers, set a melodic signature for the series that emphasized tension and adventure, influencing subsequent soundtracks in Tomb Raider III and beyond. Later composers, such as those for Rise of the Tomb Raider (2015), explicitly referenced McCree's work to maintain thematic continuity, while mobile titles like Lara Croft GO (2015) incorporated similar field-recording-inspired motifs to evoke the original era's atmospheric depth.[43][87][88] The standalone expansion Tomb Raider II: The Golden Mask (1999), developed by Core Design, introduced five new levels centered on an Alaskan artifact quest, establishing a model for add-on content in the studio's era with self-contained stories and bonus challenges. This template for expansion packs, seen in predecessors like Unfinished Business for the original Tomb Raider and successors like The Lost Artifact for Tomb Raider III, prefigured modern downloadable content practices in adventure games, where discrete narrative extensions enhance replayability without altering core campaigns.[89] Tomb Raider II cemented Lara Croft's status as a premier gaming mascot through its enhanced character animation and global adventures, elevating her from the original game's protagonist to an iconic figure synonymous with the franchise. This solidified her cultural prominence, contributing to the series surpassing 20 million units sold by 2000 and driving Eidos Interactive's early commercial dominance in the industry.[84][90]

Cultural Impact

Tomb Raider II has left a lasting mark on gaming culture through memorable memes originating from its gameplay quirks. One enduring Easter egg involves players maneuvering Lara Croft to lock her butler, Winston, inside the Croft Manor freezer, a humorous interaction that became a rite of passage for 1990s gamers and has been referenced in later Tomb Raider titles as a nod to fan traditions.[91] Another iconic element is the "corner bug," a glitch allowing Lara to clip through walls by exploiting collision detection, which has become central to the game's speedrunning community; as of November 2025, world records for glitched Any% runs stand at approximately 48 minutes, showcasing intricate sequences of this technique.[92][93] The game's narrative and settings influenced subsequent media adaptations, particularly the 2001 film Lara Croft: Tomb Raider, which featured Venice as an early setting with boat chases—mirroring the Venetian canals from Tomb Raider II's early levels—while drawing on the franchise's artifact-hunting lore.[94] Comics and novels published by Dark Horse further expanded Tomb Raider II's lore, weaving additional backstories around Lara's pursuits of ancient relics like the Dagger, enriching the classic era's mythology with new adventures and character insights.[95] The title's dedicated fan community continues to thrive through modding and competitive events. Enthusiasts utilize the Tomb Raider Next Generation (TRNG) engine to create custom levels and modifications, breathing new life into the game's environments and mechanics for modern playthroughs. In August 2025, open-source re-implementations like OpenTomb received updates with new graphics options, enhancing preservation and playability of TR2 on contemporary systems.[96][97] Annual speedrun marathons at events like Awesome Games Done Quick (AGDQ) feature Tomb Raider II runs, fostering communal engagement and raising funds for charities, with showcases dating back to AGDQ 2014 and continuing through recent iterations.[98] Lara Croft's portrayal in Tomb Raider II solidified her as a 1990s icon of female empowerment in gaming, embodying intelligence and athleticism in a male-dominated medium, yet sparking ongoing debates about sexualization due to her exaggerated proportions and camera angles designed for visual appeal.[99] These discussions highlight her dual role as a trailblazing heroine and a product of era-specific gender tropes.[100] In the 2020s, the 2024 remaster of Tomb Raider I-III revitalized interest, amassing over 1.1 million hours watched on Twitch streams that year and inspiring a surge in fan art, podcasts, and nostalgic content celebrating the sequel's legacy.[101]

References

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