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Tomb Raider III
Tomb Raider III
from Wikipedia

Tomb Raider III
DeveloperCore Design[a]
PublisherEidos Interactive[b]
ProducerTroy Horton
DesignersJamie Morton
Richard Morton
Andrew Sandham
ProgrammersChris Coupe
Martin Gibbins
WriterVicky Arnold
ComposerNathan McCree
SeriesTomb Raider
PlatformsMicrosoft Windows
PlayStation
Mac OS
ReleaseWindows, PlayStation
  • EU: 20 November 1998
  • NA: 24 November 1998
Mac OS
  • NA: 19 October 1999
GenreAction-adventure
ModeSingle-player

Tomb Raider III (also known as Tomb Raider III: Adventures of Lara Croft) is an action-adventure video game developed by Core Design and published by Eidos Interactive. It was first released for PlayStation and Microsoft Windows in 1998, and for Mac OS in 1999. It is the third title in the Tomb Raider series, following Tomb Raider II (1997). The story follows archaeologist-adventurer Lara Croft as she embarks upon a quest to recover four pieces of a meteorite that are scattered across the world. To progress through the game, the player must complete a series of levels that involve solving puzzles, traversing dangerous locations, and defeating enemies.

Tomb Raider III was built on an upgraded version of the Tomb Raider engine that was used by its predecessors. The engine offers better speed efficiency and new graphical features such as coloured lighting and triangular polygons, allowing developers to achieve greater detail and more complex geometry. The game was designed to be more in line with the puzzle-solving gameplay of the original Tomb Raider as opposed to the more shooting-oriented style of Tomb Raider II.

Accompanied by an extensive marketing campaign, Tomb Raider III was a commercial success, selling around six million copies worldwide. Although the game received generally favourable reviews, it did not fare as well as its predecessors, with critics generally agreeing that the game failed to change the same tried and tested formula. The game's difficult and unforgiving gameplay also received some criticism. A sequel, Tomb Raider: The Last Revelation, was released in 1999. A stand-alone expansion for Tomb Raider III featuring six new levels, subtitled The Lost Artefact, was released in 2000. A remastered version of the game, alongside The Lost Artefact, was included in Tomb Raider I–III Remastered in 2024.

Gameplay

[edit]
The player, controlling Lara Croft from a third-person perspective, progresses through the game's Nevada Desert level.

Tomb Raider III is a single-player action-adventure game where the player controls the protagonist, Lara Croft, from a third-person perspective through five locations: India, South Pacific, London, Nevada, and Antarctica.[1] Once the player completes the first location (India), the following three (South Pacific, London, and Nevada) can be played in any order before the final location (Antarctica) closes the game.[1] Each location features a series of enclosed levels that involve solving puzzles, jumping over obstacles, and defeating enemies.[1] Most puzzles involve rearranging items, manipulating switches, or pushing objects.[2] As Lara, the player can run, jump, climb, crawl, "monkey swing" across certain overhead frames, and swim and dive underwater for a limited period of time.[2] Lara can sprint to gain a temporary burst of greater speed while running, which is useful for escaping errant boulders and other immediate disasters.[1]

To defeat enemies, the player can use a variety of weapons, including dual pistols, dual Uzis, a Desert Eagle, a shotgun, an MP5 submachine gun, a grenade launcher, a rocket launcher, and a harpoon gun for underwater use.[3] The dual pistols have infinite ammunition and are Lara's default weapons, while the other weapons have finite ammunition and must be found in the levels.[3] At one point in the game, Lara is stripped of all her weapons, leaving the player defenceless and forced to use stealth, before recovering her pistols later.[4] Lara has a certain amount of health that decreases if she falls from a great height or when she is attacked by enemies.[5] If Lara's health is fully depleted, the player must start the game again from a previous save point. Saving the player's progress on the PlayStation version of the game requires a memory card and consumes a Save Crystal from Lara's inventory. These can be found throughout each level and do not require the player to save the game at the pick-up spot.[6]

A significant portion of the game takes place underwater. Some pools are inhabited by piranhas that can kill Lara within seconds, while others have streams with currents that can pull her in a fixed direction, preventing the player from being able to swim back or grab onto a ledge. Furthermore, the water in the Antarctica levels is too cold for Lara to swim through for more than a few seconds.[4] The player can also wade through quicksand, but at the risk of drowning Lara.[5] Some levels require the player to use vehicles. For example, the kayak helps Lara fight her way down rapids in the Madubu Gorge level, while an underwater propeller unit allows her to explore deep water areas in the Lud's Gate level. Other vehicles include a quad bike, a boat, and minecarts.[7] Flares may be used to explore darkened areas.[2] Ammunition, flares, and health recovery items are dispersed among the levels to help players increase their resources.[7][3] The game features a tutorial level where the player can practise Lara's moves and combat abilities.[8]

Plot

[edit]

A corporation called RX-Tech excavates the crash site of a meteorite that impacted on Antarctica millions of years ago and finds strange Rapa Nui-like statues alongside the grave of one of HMS Beagle's sailors. Meanwhile, archaeologist-adventurer Lara Croft is searching for an artefact known as the Infada Stone in the ruins of an ancient Indian Hindu temple once inhabited by the Infada tribe. After taking the artefact from a researcher working for RX-Tech, Lara is approached by RX-Tech scientist Dr. Willard, who explains that Polynesians came across a meteorite crater in Antarctica thousands of years ago and found that it held incredible power. Using rock from the meteorite, they crafted four crystalline artefacts, one of which is the Infada Stone. They fled Antarctica for unknown reasons, but in the 19th century, a group of sailors travelling with Charles Darwin came to Antarctica and rediscovered the artefacts. The four artefacts were distributed across the globe. Dr. Willard has been able to track the artefacts by using the diary of one of the sailors. Lara agrees to help him find the other three.

Travelling to a South Pacific island in Indonesia, Lara encounters a wounded soldier who gives her hints about the existence of Puna, a powerful deity. While pursuing Puna, Lara learns that one of Darwin's sailors brought one of the artefacts to the island. She infiltrates a temple and defeats Puna, who has immense power granted by the second artefact, the Ora Dagger. In London, Lara searches for the third artefact, the Eye of Isis, now in the possession of Sophia Leigh, the head of a cosmetics corporation. Lara learns that the corporation has performed experiments on humans in order to achieve immortality and eternal youth for Sophia's personal gain. Lara confronts Sophia in her office and ultimately obtains the artefact. In Nevada, Lara makes her way through a desert canyon and tries to enter Area 51, where the fourth artefact, Element 115, is located in an alien spacecraft guarded by the US government. She is taken prisoner after her attempted break-in fails. Freeing herself, she escapes the security compound and stows away in a truck to Area 51, where she obtains the artefact.

After collecting all four artefacts, Lara travels to Antarctica and discovers that Dr. Willard had been using the knowledge gained from the meteorite to perform experiments on his own men, turning them into horrible mutations. Angered by this revelation, she confronts Dr. Willard, who reveals that he is planning to encourage the mutations, only on a global scale, using the combined power of the artefacts and the meteorite from which they were carved. As Lara voices her opposition to his operation, Willard betrays her, steals the artefacts, and disappears into the RX-Tech excavation site. After fighting more mutants and navigating the treacherous ruins of the ancient city of Tinnos built atop the meteorite crater, Lara faces Willard, who has now used the power of the four artefacts to greatly speed up the evolutionary processes of the human body and thereby turned himself into a spider-like creature. Lara deactivates the meteorite by recovering the artefacts, kills the mutated Willard, and escapes by helicopter.

Development

[edit]
Unlike its predecessors, Tomb Raider III was primarily developed for the PlayStation console.

As the development of Tomb Raider II concluded in late 1997, Core Design considered plans for a sequel. The fact that the second game was selling very well dispelled the team's fears that the franchise was a one-hit wonder, and led to the scoping of a continuation for the franchise. Development on Tomb Raider III began that December. The project originated as an extension of The Further Adventures of Lara Croft, which had been planned as a seven level expansion pack for Tomb Raider II. The final game retained a shortened Adventures of Lara Croft subtitle. It was developed by the expansion pack team- a new group formed from other Core Design developers- rather than the Tomb Raider II team.[9][10]

The PlayStation served as the lead platform for the game, while the Microsoft Windows release is a conversion with slightly improved visuals.[11] As a result, everything was built around the capabilities of the PlayStation hardware, with 16-bit palettes and high-resolution graphics, as opposed to the 8-bit palettes and "pseudo medium" resolution of the earlier titles, as Core Design CEO Jeremy Smith recalled.[12] It made use of a revised engine featuring changes from Martin Gibbins, who previously worked on the 1996 title Blam! Machinehead.[12] The upgraded engine offered better speed efficiency and new graphical features.[12] While both the original Tomb Raider and Tomb Raider II used a grid system where developers could build the levels with a set of blocks, Tomb Raider III's system incorporated triangular polygons, allowing developers to achieve greater detail and more complex architectural structures.[13] The triangles also allowed developers to implement the game's quicksand and rippling water features.[12] The dynamic lighting system was improved with coloured lighting and better water reflection, making Tomb Raider III more atmospheric than its predecessors.[14] The team also implemented new weather effects such as rain, snow, and wind.[13] The game features more particle effects, offering more realistic explosions and smoke.[12] All the textures used in the game were drawn in true colour before being rendered by the graphics engine, resulting in a better output quality.[11]

Tomb Raider III was designed more in line with the puzzle-solving gameplay of the original Tomb Raider as opposed to the more shooting-oriented style of Tomb Raider II.[15] The levels were designed to be less linear than before with the goal of giving players multiple routes to complete each one.[13] The game's five locations were decided upon before the plot was conceived.[16] According to producer Mike Schmitt, the team opted to "just take a globe, spin it, and see where it lands, and whether it's an interesting location or not".[17] Once the setting had been decided upon, a storyline linking all the locations was written.[16] Lara's range of abilities was expanded with moves such as the duck, crawl, dash, and "monkey swing".[18] The 1995 film Desperado was an influence on Lara's gun play and new moves.[12] Developers initially considered the possibility of implementing hand-to-hand combat, but the idea was rejected because it would have required giving enemies new combat animations.[19]

Dr. Tom Scutt, a specialist with a Ph.D in artificial intelligence was hired to enhance the game's artificial intelligence and give enemies more lifelike behaviour.[20] In previous Tomb Raider games, enemies would simply run at Lara and attack immediately, whereas in Tomb Raider III, enemies can pop out of the dark and attack the player, or retreat back into the level and regroup to attack later.[20] Stealth features partially inspired by the 1997 first-person shooter GoldenEye 007 were introduced, giving players the ability to avoid detection by sneaking behind enemies.[20] New vehicles that are critical to complete certain levels were added; the team also experimented with the idea of putting Lara on horseback, but they ultimately discarded it.[19] The London section of the game was originally intended to feature an additional level set in a cathedral, but was removed from the main story due to its high difficulty and kept instead as a bonus available after collecting secrets.[21][22] The development of the game took eleven months to complete, and incorporating all the new ideas into the engine was considered the most difficult task of the project.[10]

PlayStation 2 version

[edit]

In late 1997, a survival game entitled Tomb Raider III was in early development for the PlayStation 2. In interviews conducted for The Making of Tomb Raider, most staff indicated that a two-year development cycle was planned, though Heather Gibson stated that it would have been three years. The team intended to make major changes for the sequel, as they did not want to simply make another game with the same engine and gameplay. The team intended to develop a new engine and animation system[12] and add survival elements. The game would have had a remote island setting and a need for Lara to find food and water. Gavin Rummary indicated that it would not have been similar to the 2013 reboot.[9]

Eidos however intended to pursue annual releases for the franchise, and wanted a game ready for Christmas 1998.[23][9] They instead had a new team formed of other Core Design developers work on an expanded version of The Further Adventures of Lara Croft which would be released as a standalone Tomb Raider III. Their intention at the time was that the original team would continue working on the PlayStation 2 title in the interim as a future mainline entry for the franchise. Eidos did not notify the developers of the production change; Gavin Rummary indicated that they only became aware when Tomb Raider III was announced to the public as a PlayStation title. The original team was burned out from the extreme crunch for the previous games, and were concerned about conflicts between the two projects. "it was just too much", according to Stuart Atkinson.[23] The survival game concept persisted without the Tomb Raider IP briefly, but the team were ultimately moved to work on Project Eden (2001). There would be no Tomb Raider game for the PlayStation 2 until The Angel of Darkness (2003).[9]

Marketing

[edit]

The release of Tomb Raider III was accompanied by an extensive marketing campaign.[24] To promote the game, English model Nell McAndrew was hired to appear as Lara Croft on a press tour across Italy, Spain, Germany, the US, and Australia. McAndrew made appearances on various multimedia outlets, including TV shows, radio stations, and department stores, while Lara Croft appeared on the front cover of most UK games magazines.[25] Other highlights included French TV advertisements for the SEAT car manufacturer and a music video for the German band Die Ärzte.[25] British sports lifestyle brand Animal designed and merchandised a range of Lara Croft clothes and accessories,[26] while Core Design launched its own clothing articles.[27] In May 1998, a demonstration of the game was presented at the Electronic Entertainment Expo in Atlanta, Georgia.[28] The show included a virtual appearance of Lara, which allowed the audience to ask her questions.[25] According to Core Design's public relations manager Susie Hamilton, a total of £1.7 million was spent on the marketing campaign.[24]

Like its predecessor, Tomb Raider III had a launch party at the Natural History Museum, London. A short film was shot for the event, entitled Tomb Raider: The Trilogy. The tongue-in-cheek film featured a gamer being interrogated by the Police about their obsession with Lara Croft. Afterwards the film remained on a digibeta tape that was rediscovered by Janey de Nordwall, handed over to Square Enix; and eventually released on YouTube in 2016.[29][30]

Releases

[edit]

Tomb Raider III was released for the Microsoft Windows and PlayStation platforms in Europe on 20 November 1998, and in North America on 24 November.[31][32] Upon release, some minor bugs in the game were detected, the most significant of which prevented players from completing the Temple Ruins level if they saved the game in a specific area and then went back to that area.[33] Although the bugs in the Microsoft Windows version were addressed with the release of a patch, they remained in the original PlayStation discs. To prevent further issues, Core Design quickly burned new gold discs with an updated version of the game.[33] A port, developed by Westlake Interactive and published by Aspyr, was released for Mac OS computers in 1999.[34] A stand-alone expansion, titled Tomb Raider III: The Lost Artefact, was released for Microsoft Windows and Mac OS computers in March 2000.[35] Unlike the main game, the expansion was developed by a separate Eidos team.[36] It includes six levels set in Scotland, the Channel Tunnel, and France, where Lara must learn of the existence of a fifth meteorite piece called the Hand of Rathmore.[35] In 2011, Tomb Raider III was released as a "PSOne Classic" on the PlayStation Network.[37]

Tomb Raider III and The Lost Artefact 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.[38]

Reception

[edit]

Although Tomb Raider III received generally favourable reviews from critics,[41] it did not fare as well as its two predecessors.[23] Edge considered Tomb Raider III "a valid addition to the growing franchise", stating that it offers more attractive graphics and more innovation than Tomb Raider II,[43] while Next Generation called it the biggest and most rewarding game of the series.[50] CVG described it as a perfect mix of the exploration and puzzles of the original, in addition of more shooting elements in the game.[42] Other critics, however, felt that the game failed to change the same tried and tested formula.[44][47][1][5] In its review, IGN said that Tomb Raider III added nothing revolutionary in its formula.[1]

Writing for GameSpot, reviewer Joe Fielder highlighted the graphics for their new lighting effects and varied textures, saying that they improve the gameplay experience because they make it easier for players to identify ledges and jump-off points.[47] Douglass Perry of IGN remarked that the upgraded engine made the game look better than its predecessors, but overall considered Tomb Raider III to be outdated, especially when compared to newer engines that were released at the time.[1] Edge felt that the old controls did not suit the more complex environments and criticised the game's lack of narrative and cinematic presentation.[43]

The game's difficult and unforgiving gameplay frustrated critics.[5][44][45] Game Revolution explained that, while in previous Tomb Raider games instant death was when trying to rush through an area, every step in Tomb Raider III is a potential threat of instant death.[5] The publication went so far as to call Tomb Raider III "a marketing concept", stating that the game is so difficult that it is impossible to beat without buying a strategy guide.[5] Similarly, Electronic Gaming Monthly criticised the game for being rushed and highly frustrating.[44] The magazine also remarked that the stealth elements in the Nevada levels were ineffective, especially when compared to Konami's Metal Gear Solid.[44]

The game's new vehicles, improved artificial intelligence of enemies, and nonlinear gameplay were generally highlighted positively.[47][51] The Electric Playground said that progressing through the different locations in a nonlinear fashion makes Lara's adventuring more diverse and rewarding.[45] CVG's Alez Huhtala praised the fact that players must collect Save Crystals to save their progress in the PlayStation version of the game, as he felt that Tomb Raider II's option to save the game at any time made the game very easy and removed tension.[42] In contrast, Joe Rybicki of Official U.S. PlayStation Magazine felt that the save system was a poor return and aspect from the original game, making Tomb Raider III much more frustrating,[51] but ultimately recommended it for its addictive gameplay.[51]

Sales

[edit]

Upon release, Tomb Raider III topped the UK games charts and was the German market's second-best-selling video game of 1998, behind Anno 1602.[52][53] At the 1999 Milia festival in Cannes, it took home a "Platinum" prize for revenues above €68 million in the European Union during the previous year. This made it the highest-grossing game in Europe for 1998.[54] As of 2009, Tomb Raider III had sold around six million copies worldwide.[55]

Notes

[edit]

References

[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Tomb Raider III: Adventures of Lara Croft is a 1998 action-adventure video game developed by and published by . Released initially for PlayStation and Microsoft Windows on November 20, 1998, in and November 24, 1998, in , it serves as the third main installment in the series. The game centers on protagonist , an archaeologist and adventurer, who pursues four ancient artifacts—each a fragment of a believed to have caused the extinction of the dinosaurs—across diverse global locations including , , the South Pacific, , and . In the game, players control Lara in a third-person perspective, engaging in platforming, puzzle-solving, , and against human and animal enemies. Notable innovations include the introduction of the quad bike as a drivable for traversing certain levels, expanded gameplay sections, and non-linear level designs with multiple branching paths that encourage replayability and strategic route selection. Lara's serves as a hub with an to practice maneuvers, while the core loop emphasizes acrobatic actions like swimming, jumping, climbing, and shooting dual pistols alongside collected weapons. The title also features an expansion pack, Tomb Raider III: The Lost Artifact, released in 2000 for PC and Mac OS, adding five new levels set in , , and focused on another relic. Upon release, Tomb Raider III garnered generally positive reception for its ambitious level variety and improved graphics over predecessors, though some critics noted persistent control issues and occasional frustration with puzzle complexity. It contributed to the series' enduring popularity, with ports to additional platforms like Macintosh in 1999 and later digital re-releases, culminating in the Tomb Raider I-III Remastered collection announced on September 14, 2023, by Aspyr Media in partnership with Crystal Dynamics and released in 2024, featuring support for 4K visuals.

Gameplay

Core Mechanics

Tomb Raider III employs a third-person perspective, providing players with direct control over protagonist as she navigates complex environments through precise platforming and exploration. Core movements include running, jumping (both standing and running variants for reaching distant ledges or grabbing edges), onto ledges or ladders by pressing forward while facing climbable surfaces, in water sections where directional controls dictate depth and speed, and crawling through narrow passages activated by a dedicated key. These mechanics form the foundation of the game's survival loop, requiring players to master timing and spatial awareness to avoid fatal falls or environmental pitfalls. Puzzle-solving centers on environmental interactions that demand logical deduction and physical dexterity, such as pushing movable blocks to access elevated areas or create bridges, activating distant switches to trigger mechanisms like opening doors or raising platforms, and executing timing-based challenges like sliding down slopes while avoiding spikes or jumping across collapsing sections. This design encourages experimentation with Lara's movement capabilities to manipulate the surroundings, blending physical traversal with problem-solving to progress through levels. The save system utilizes collectible Save Crystals, limited in quantity per level (typically 2-3 provided, with additional ones hidden as secrets), compelling strategic decisions on when to save amid hazardous sections to mitigate risk of progress loss. On PlayStation, saves require picking up a crystal each time, while PC and Macintosh versions allow anytime saving; an optional "Easy" mode removes this restriction entirely. This mechanic heightens tension, as crystals are consumed upon use and cannot be replenished indefinitely. Following the initial linear levels in (Jungle, Temple Ruins, River Ganges, and ) and the early South Pacific levels (Coastal Village and Crash Site), the game introduces non-linear progression via the central hub (Madubu Gorge), where players select the order of subsequent world clusters—completing the remaining South Pacific level, , or —each offering unique environmental challenges and minor advantages or disadvantages based on completion sequence. This structure promotes replayability and varied strategic approaches to gathering key artifacts. Health management relies on small and large medipacks collected throughout levels to restore vitality depleted by environmental hazards, including traps like spiked pits or swinging blades, falls from heights, drowning in water without surfacing, and exposure to extreme conditions such as freezing temperatures in later areas. Players must balance for health items against immediate threats, as overuse of medipacks can leave reserves scarce for tougher encounters.

Weapons and Equipment

In Tomb Raider III, Lara Croft's primary weapon consists of dual pistols with unlimited ammunition, allowing for sustained combat without resource management concerns for this armament. These handguns feature manual aiming for precise shots alongside a lock-on targeting system that automatically aligns with enemies, facilitating quick engagements in dynamic environments. The game expands Lara's arsenal with several unlockable weapons acquired through level progression, each requiring specific ammo pickups dispersed throughout the environments. These include the shotgun for close-range crowd control, magnums (modeled after the Desert Eagle) for powerful single-target damage, Uzis as rapid-fire submachine guns, the MP5 submachine gun for automatic fire, the grenade launcher for area-denial explosives, the rocket launcher for high-impact destruction, and the harpoon gun for underwater combat and retrieval tasks. Ammo for these weapons is collected from crates and enemy drops, encouraging strategic selection based on encounter types. Supporting equipment enhances exploration and survival, with enabling distant scouting of hazards and objectives, and flares providing temporary illumination in pitch-black areas to reveal hidden paths or items. These tools integrate seamlessly with the action-adventure framework, prioritizing utility over direct combat. Ammo scarcity for advanced weapons promotes a balance that favors puzzle-solving and evasion over prolonged shooting, a shift from Tomb Raider II's more generous resource distribution which allowed freer use of . This underscores the game's emphasis on environmental interaction, where weapons occasionally serve non-lethal purposes, such as shooting distant switches to advance puzzles. Combat sequences occasionally incorporate vehicle-based weaponry, such as mounted machine guns on speedboats or stationary turrets in key areas, adding variety to encounters while maintaining the core focus on Lara's portable arsenal.

Levels and Exploration

Tomb Raider III structures its adventure across five primary locations, representing a global odyssey that emphasizes non-linear exploration in most areas: India with its dense jungle ruins, the South Pacific featuring tropical islands, the urban sprawl of London, the arid Nevada desert housing a military base, and the frozen expanses of Antarctica centered on an icy research facility. The game comprises 19 main levels distributed among these locations, beginning with a linear sequence of six levels—four in India (Jungle, Temple Ruins, River Ganges, Caves of Kaliya) and two in the South Pacific (Coastal Village, Crash Site)—before accessing the Madubu Gorge hub to select the order of completing the remaining South Pacific level, London, and Nevada, each containing additional interconnected levels that encourage backtracking and discovery. The finale unfolds in Antarctica's four levels, where progression ties into the overarching artifact quest. This hub-based design fosters a sense of worldwide travel, with levels blending platforming, puzzle-solving, and combat amid varied biomes, promoting thorough investigation to uncover hidden paths and collectibles. Exploration is enhanced by the introduction of vehicles tailored to specific environments, including the quad bike for rapid land traversal in areas like the River Ganges and , the for navigating treacherous rapids and water currents in Madubu Gorge, and the for skimming across coastal waters in the South Pacific. These vehicles not only accelerate movement across expansive terrains but also introduce new challenges, such as maneuvering through obstacles or timed sequences, thereby expanding the scope of level traversal beyond on-foot acrobatics. Additionally, underwater sections are prominent, particularly in coastal and locales, where players manage a timed oxygen meter to avoid while employing refined controls—pressing the jump button to and directionals to maneuver—for more fluid submersion and retrieval of submerged items or keys. To incentivize replayability, the game incorporates a bonus level—All Hallows—unlocked by collecting all secrets in the levels (part of the game's total 59 secrets). Levels feature multi-path designs, allowing players to approach objectives via alternative routes that reward risk-taking, such as scaling ruins or delving into caves. Environmental interactivity adds depth, with dynamic weather effects like persistent rain in Indian jungles and blinding snowstorms in altering visibility and footing, alongside destructible objects such as crates and barriers that can be shattered to access hidden areas or shortcuts. These elements collectively underscore the game's emphasis on immersive, incentive-driven exploration.

Plot and Characters

Story Summary

Tomb Raider III centers on adventurer Lara Croft's pursuit of four powerful artifacts forged from fragments of an ancient , a celestial body theorized to have caused the extinction of the dinosaurs millions of years ago. The narrative opens in the jungles of , where Lara seeks the Infada Stone in an ancient temple—a relic imbued with the meteorite's otherworldly properties that local tribes revered for granting . This discovery propels her into a worldwide hunt, as the meteorite's fragments were dispersed long ago, fashioned into artifacts scattered across remote locales. Lara's journey spans diverse environments, from the volcanic islands of the South Pacific—home to the Ora Dagger—to the secretive military installations of Nevada's , harboring Element 115, and the fog-shrouded streets and museums of , guarding the Eye of . After securing the Infada Stone, players can tackle these hub-based regions in non-linear fashion, with each artifact temporarily enhancing Lara's abilities to navigate perilous terrains and solve intricate puzzles tied to the relics' ancient origins. The story weaves themes of forgotten civilizations' encounters with cosmic forces, the perils of corporate greed seeking to harness the meteorite for mutagenic experiments, and the transformative—often monstrous—effects of its elemental power on humanity. The quest builds to a climactic expedition in the icy wastelands of , site of the original meteorite impact and a hidden facility exploiting its secrets, forcing Lara to confront the full implications of her pursuit. In the game's expansion, The Lost Artefact, Lara learns of a fifth meteorite-derived relic, the Hand of Rathmore, prompting a new odyssey through the misty , the crumbling castle, the rugged Cornish coast, and the labyrinthine Paris catacombs, further unraveling the meteorite's enduring legacy. Ultimately, Lara destroys the artifacts to avert worldwide disaster, underscoring the series' motif of safeguarding perilous knowledge from misuse.

Key Characters

Lara Croft serves as the protagonist of Tomb Raider III: Adventures of Lara Croft, portrayed as an intelligent archaeologist and adventurer driven by curiosity about ancient artifacts and global mysteries. Voiced by English actress Judith Gibbins, whose performance added depth to Lara's dialogue and interactions, the character features enhanced animations that convey greater expressiveness, including improved facial movements and fluid actions compared to prior entries. Additionally, model Nell McAndrew's likeness, used in promotional campaigns, influenced updates to Lara's in-game appearance for a more realistic physique and pose. Dr. Mark Willard acts as the primary , a head at the international firm RX Tech, whose obsession with genetic mutation stems from exposure to a mysterious containing Element 115. Willard's research aims to harness the substance for rapid evolution experiments, leading to his own transformation into a mutated form that embodies the game's themes of scientific and biological alteration. Voiced by , his character is depicted as initially composed and opportunistic, reflecting the dangers of unchecked ambition in archaeological pursuits. Sophia Leigh emerges as a complex supporting figure and in the London segments, a British businesswoman who owns a cosmetics company and secretly pursues mystical artifacts on the to fuel her enigmatic agenda. Voiced by Judith Gibbins, sharing the role's vocal traits with Lara for ironic contrast, Leigh's sophisticated demeanor and heavy makeup underscore her dual nature as a potential ally turned adversary, blending corporate intrigue with interests. Tony functions as an early antagonistic supporting character, a former RX Tech researcher whose exposure to the meteorite has driven him to madness, positioning him as a deranged enforcer in the Indian locales. Described in development notes as an eccentric henchman under Willard's influence, Tony's green expedition attire and erratic behavior highlight the corrupting effects of the artifacts on human subjects. Puna appears as a tribal and guardian in the South Pacific levels, revered as a chief and pseudo-deity by local islanders who protect the artifact, embodying cultural reverence for ancient relics. Masked to conceal possibly linked to the meteorite's power, Puna's role ties into the game's exploration of indigenous lore and artifact custodianship. The game features various minor NPCs and artifact guardians that enrich the narrative, such as the in the Indian jungles, a mythical beast safeguarding the Infada Stone and representing Himalayan , and mutated creatures in Antarctica's RX Tech facilities, products of Willard's experiments that illustrate the meteorite's transformative perils. These entities, lacking individual , contribute through environmental interactions and lore ties, voiced elements like Winston Smith—Lara's butler, performed by Nathan McCree—provide occasional narrative support via radio communications.

Development

Conception and Design

Development of Tomb Raider III began shortly after the release of Tomb Raider II in late 1997, led by Core Design CEO Jeremy Heath-Smith. The creative direction emphasized a global travel theme drawn from real-world exploratory adventures, incorporating diverse settings like ancient Indian ruins, urban London streets, and Nevada deserts to expand Lara Croft's journeys beyond isolated tombs. This approach introduced non-linear hub-based level structures, allowing players greater freedom in sequencing sub-adventures and encouraging replayability through interconnected exploration paths. The original development team had left due to burnout after , so a new, less experienced team took over, mentored by veterans. Produced over an intensive eight-month cycle by this dedicated team, the game prioritized deeper narrative elements, weaving a more cohesive storyline around an ancient artifact and its global ramifications—including biological mutations—marking a shift toward richer character motivations compared to prior installments. Drawing from fan feedback on the series' , designers incorporated a wider variety of enemies, from tribal guardians to mutated creatures, while aiming for cultural authenticity in level aesthetics—such as detailed Himalayan temple architecture—to ground the adventure in believable exotic locales. Art direction refined Lara's polygonal model for enhanced visual detail and introduced smoother animations to improve her movement fluidity across complex environments.

Technical Innovations

Tomb Raider III featured an upgraded version of the , with nearly all main elements rewritten to improve performance and visual fidelity. Developers at incorporated triangular polygons into the landscape system, enabling smoother surfaces and more organic level designs compared to the quadrilateral-based geometry of previous titles. This allowed for greater detail in environments, such as curved terrain and complex structures, enhancing the overall immersion without requiring additional hardware. Graphical advancements included multi-colored dynamic lighting, which applied varied hues to environments, enemies, and herself, creating more realistic atmospheres and reducing the flat of earlier games. Enhanced particle effects brought greater realism to interactive elements, including , , weather phenomena like , explosions, bullet holes, and environmental debris such as leaves and footsteps. Water physics saw significant improvements, with rippling surfaces, reflections, and semi-transparent effects simulating , alongside realistic currents that influenced Lara's movement in underwater sections. These features were optimized for the PlayStation's hardware, including a high-resolution mode at 512x240 pixels for better visibility of distant objects. On PC, the engine supported 16-bit with transparency effects, allowing for higher resolution textures and smoother gameplay without necessitating a 3D accelerator card. Enemy AI was refined to make opponents more lifelike and strategic, with improved that enabled them to navigate complex environments and coordinate basic tactics, such as flanking or pursuing in groups, diverging from the more predictable behaviors in . Audio design emphasized immersive environmental feedback, including surface-specific sounds for Lara's footsteps that varied by terrain like stone or water. The soundtrack, composed primarily by Nathan McCree with contributions from Martin Iveson, Peter Connelly, and Matthew Kemp, featured dynamic ambient tracks tailored to each locale, from jungle echoes to ancient ruins. Cutscenes incorporated full , with performers including Judith Gibbins as , adding narrative depth through spoken dialogue during key story moments. To address issues from predecessors, the team resolved clipping problems that had caused collision glitches in , such as objects passing through walls, through extensive pre-release testing and tweaks. PC optimization targeted stable performance, with the game capable of running at higher frame rates on capable hardware—up to 60 FPS in some configurations—while maintaining with existing saves. These innovations collectively elevated Tomb Raider III's technical polish, setting it apart as a more refined entry in the series.

Early PlayStation 2 Plans

In late 1997, following the completion of Tomb Raider II, Core Design initiated early conceptualization for a next-generation PlayStation 2 sequel to the series. The studio envisioned leveraging the console's capabilities for enhanced graphics, more complex environments, and innovative gameplay mechanics. By early 1998, these plans pivoted dramatically due to the PlayStation 2's launch delay to 2000 and intense pressure from publisher to deliver an annual sequel on existing PlayStation 1 and PC platforms to sustain the series' commercial momentum. Instead of pursuing the PS2 project, Core Design was forced to reallocate resources to produce Tomb Raider III for PS1 and PC, compressing the development cycle to approximately eight months and relying on an expanded but inexperienced team mentored by the original developers. This shift, as described in developer interviews, stemmed from Eidos' focus on rapid profitability amid the franchise's success, overriding Core's preference for a two-year timeline to fully realize next-gen ambitions. The plot involving biological mutations was developed for the PS1/PC version under these constraints. Internal reflections from , shared in later interviews, highlight how this pivot curtailed the project's scope, leading to a more traditional action-adventure structure rather than fully exploring advanced features like deeper narrative interactions or expansive open-world elements. Tomb Raider III was never released natively for the , though PlayStation 1 discs remained backward compatible on the console.

Release and Marketing

Platforms and Launch

Tomb Raider III: Adventures of Lara Croft was initially released for the PlayStation and Microsoft Windows platforms in on 20 November 1998 and in on 24 November 1998. The game was published worldwide by , with regional variations in box art reflecting localized marketing emphases, such as different poses of or environmental motifs tailored to , , and Asian markets. These initial platforms were limited to PlayStation and Windows, excluding contemporary consoles like the or , which never received versions of the title. A Macintosh port followed on 19 October 1999, developed by Westlake Interactive in partnership with Media to adapt the game for the . Physical copies were distributed exclusively through retail channels, featuring standard jewel case packaging for the PC version and black slimline cases for PlayStation, accompanied by a printed manual that included detailed level maps to aid exploration. The launch aligned with the 1998 holiday shopping season to capitalize on year-end sales, with promotional events held in major cities such as a high-profile party at London's on 15 October 1998, hosted by presenter and featuring exclusive footage and attendee interactions with developers.

Promotional Efforts

The promotional campaign for Tomb Raider III: Adventures of Lara Croft was backed by a £1.7 million , handled primarily by TBWA Simons Palmer GGT, Sony PlayStation's advertising agency in the UK. This investment supported a multifaceted strategy emphasizing 's allure and the game's globe-trotting scope, building on the character's established status as a from prior entries. A key element featured British model Nell McAndrew as the live-action embodiment of Lara Croft, appearing in extensive photoshoots, print advertisements, and public appearances to personify the character. McAndrew's involvement extended to global promotional tours, where she attended events and media engagements to heighten anticipation. At the Electronic Entertainment Expo (E3) in May 1998, Core Design showcased an early demo of the game's India level, highlighting new gameplay mechanics like enhanced swimming and climbing. This demo was later distributed on discs bundled with gaming magazines, such as the Official UK PlayStation Magazine issue 39, allowing players to experience segments of the adventure ahead of release. Television commercials further amplified the hype, with spots like the UK ad "I've finished with her twice," which humorously depicted a man's obsessive relationship with Lara, underscoring the game's thrilling global exploits across locations from India to Antarctica. Merchandise efforts capitalized on Lara's popularity, including action figures produced by and apparel lines that extended the brand into consumer products. The launch event in culminated in a high-profile party at London's on October 15, 1998, featuring a custom promotional and guests to celebrate the game's debut. Cross-promotions integrated with media outlets, such as exclusive content and demos in the Official PlayStation Magazine, reinforcing Lara's iconic appeal. The campaign rolled out internationally, with tailored advertising in and the focusing on the game's adventurous narrative, though specifics varied by market to align with regional gaming preferences.

Expansions and Later Ports

In March 2000, Core Design released Tomb Raider III: The Lost Artefact, a stand-alone expansion for PlayStation and PC that adds six new levels set in locations including Scotland, coastal England, the Channel Tunnel, and Paris, where Lara Croft pursues a fifth artifact carved from the same meteorite as in the base game. During the early 2000s, Tomb Raider III appeared in various compilations and ports, such as the PlayStation 2-exclusive Tomb Raider: The Greatest Raids in 2001, which bundled it with the first three entries in the series. The game received digital re-releases starting with in 2007, followed by in 2012; these versions incorporate widescreen support, modern controller compatibility, and community patches for enhanced resolutions and field-of-view adjustments. On September 14, 2023, Aspyr Media, in collaboration with , announced Tomb Raider I–III Remastered, a collection remastering the first three games in the series including Tomb Raider III, featuring high-definition visuals supporting 4K resolution on compatible platforms, improved lighting, and a toggle to switch between remastered and original models; clear screenshots of Lara Croft in the remastered style were released alongside the announcement. In February 2024, Aspyr Media, in collaboration with , launched Tomb Raider I–III Remastered for , , , Xbox Series X/S, , and PC (via , , and ), featuring high-definition textures, improved lighting, and a toggle to switch between remastered visuals and the original low-poly models, while incorporating all expansions like The Lost Artefact and bonus secret levels. Prior to this remaster, Tomb Raider III had no official console ports, though unofficial fan modifications exist to run the game on modern engines like OpenLara; these are not officially supported or endorsed by the developers.

Reception and Legacy

Critical Reviews

Upon its release in 1998, Tomb Raider III: Adventures of received generally positive reviews from critics, earning an aggregate score of 76 out of 100 on based on 14 reviews for the PlayStation version. Reviewers praised the game's enhanced engine, which introduced improved visuals such as dynamic lighting, enhanced shadows, and more detailed environments, making levels feel more immersive and varied across its global settings from to . highlighted the title as "a more refined, more thorough play experience than it's ever been," commending the expanded puzzle-solving elements and the sense of adventure in its sprawling, non-linear worlds. Similarly, described it as "a solid game, worth the time of anyone who enjoys a good puzzle/adventure title," appreciating the deeper story involving ancient artifacts and 's personal stakes. However, criticisms focused on the game's adherence to the series' core formula without significant innovation, leading to repetitive combat encounters and frustrating control schemes inherited from prior entries. Many outlets noted difficulty spikes in certain levels, such as the underwater sections and platforming challenges, which could feel unfair due to imprecise jumping mechanics and enemy AI that occasionally overwhelmed players. specifically pointed out that while the puzzles were engaging, the combat remained "repetitive" and less evolved than the exploration aspects, contributing to a sense that the series was beginning to show its age. The game's expansions, particularly Tomb Raider III: The Lost Artifact released in 2000, received mixed reception, often viewed as supplementary content that extended gameplay without fully recapturing the main title's strengths. Critics appreciated the six additional levels set in , , the , and for their atmospheric design and puzzle variety, with one GameFAQs reviewer calling it "very challenging" yet rewarding in level design and sound. However, user scores reflected a lukewarm average of 7.1 out of 10 based on 16 ratings, with some describing the pack as filler that reused assets and failed to innovate beyond the base game. The 2024 remaster, included in I-III Remastered Starring (which incorporates the Lost Artifact expansion), garnered positive feedback for its accessibility updates, achieving a score of 75 out of 100 across platforms. Reviewers lauded the toggleable modern controls, which smoothed out the original's clunky movement, and the graphical enhancements that preserved the '90s aesthetic while adding high-resolution textures and dynamic lighting. praised the collection as "a great restoration of classic games," noting how the modernization made III's varied levels and story more approachable for new players without alienating purists who could revert to original visuals. That said, some critics expressed reservations, arguing that core issues like repetitive combat persisted, and traditionalists preferred the unadulterated originals for their raw challenge.

Sales and Commercial Impact

Tomb Raider III achieved strong commercial performance upon release, selling over 6 million copies worldwide by the early . In , it became the highest-grossing of 1998, generating revenues exceeding €68 million across the region during that year. The PlayStation version significantly outperformed the PC edition, driving the majority of sales and contributing to publisher Eidos Interactive's record profits of £36.2 million in the nine months ending December 1998, with the series accounting for 60-65% of the company's overall revenue. The 's success further amplified Lara Croft's status as a powerhouse, spawning tie-in products ranging from apparel and toys to endorsements that generated substantial additional income for Eidos, often surpassing direct in long-term franchise value. Compared to its predecessor, , which sold approximately 7 million units, Tomb Raider III moved fewer copies amid growing concerns over series fatigue following rapid annual releases, yet it remained a solid commercial hit that sustained the franchise's momentum. Ongoing compilations and re-releases extended its market reach, with the 2024 Tomb Raider I-III Remastered collection experiencing a sales resurgence, moving an estimated 78,000 units and grossing $1.9 million on Steam in its initial weeks while exceeding publisher Embracer Group's expectations overall.

Remasters and Cultural Influence

In 2024, Aspyr Media released a remastered collection of Tomb Raider III: Adventures of Lara Croft alongside the first two entries in the series, featuring significant technical upgrades including support for resolutions up to 8K on PC, modernized control schemes that replace the original tank-style movement with more intuitive 360-degree camera options, and a new photo mode allowing players to pause gameplay, pose Lara Croft, and capture screenshots with adjustable filters and effects. These enhancements were integrated into the Tomb Raider I-III Remastered collection, which has contributed to renewed interest in the classic era of the franchise by making the games more accessible to contemporary audiences while preserving the original levels and expansions. Tomb Raider III played a pivotal role in establishing as an enduring of pop culture, embodying a blend of adventure, intellect, and physical prowess that challenged the male-dominated landscape of video games at the time. Her portrayal in the game, navigating complex puzzles and exotic locales, influenced the depiction of female protagonists in subsequent titles, paving the way for more empowered characters in action-adventure genres and sparking discussions on gender representation in gaming. Beyond gaming, Croft's image from Tomb Raider III has permeated broader media, appearing in films such as the 2001 Lara Croft: Tomb Raider adaptation and inspiring memes that highlight her as a symbol of nostalgic digital heroism. The game's fan legacy remains vibrant, sustained by a dedicated modding community that has developed tools like the Tomb Raider Next Generation (TRNG) engine, an open-source extension of the original PlayStation engine used to create custom levels, animations, and graphical overhauls for III and related titles. Speedrunning enthusiasts continue to push the boundaries of the game's mechanics, with organized leaderboards tracking glitchless and any% categories, where world records have been iteratively improved through precise route optimization and exploit discovery. Comprehensive fan-maintained wikis document every secret, artifact location, and level detail, serving as essential resources for both newcomers and veterans exploring the game's intricate design. Within the broader Tomb Raider series, Tomb Raider III directly paved the way for its sequel, (1999), by expanding on the globe-trotting narrative and mechanics introduced in the prior installment, while maintaining the core formula of puzzle-solving and combat. However, growing critiques of the series' repetitive level structures and aging controls after Tomb Raider III contributed to developer Core Design's experimental shifts in later entries, ultimately influencing the franchise's trajectory toward full reboots in 2006 and 2013 to revitalize the and . Following the 2024 remaster's launch, issued multiple patches addressing bugs, crashes, and visual inconsistencies, with updates through 2025 incorporating community feedback to refine modern controls, enhance texture fidelity, and resolve level-specific issues like missing assets in Tomb Raider III's expansions.

References

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