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** Originally, Creator/CrystalDynamics was not involved in the project for the 10th anniversary of the ''Tomb Raider'' franchise and their full focus was developing ''Underworld''. But as they got tangled in what eventually became ''VideoGame/TombRaiderAnniversary'' and had to delegate more and more manpower to it, it started to negatively affect the development of ''Underworld''. As a result, ''Underworld'' started to suffer from schedule delays and the most basic workforce shortage, finally ending up ChristmasRushed, with the infamous camera issues soiling the reception and sales right from the start. Should Crystal Dynamics never decide to make ''Anniversary'' (which by itself ended up being a [[TroubledProduction monumental pain to make]] and a [[BoxOfficeBomb financial failure]]), ''Underworld'' stood a chance to get a far more polished release, having one solid game rather than two disappointments.

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** Originally, Creator/CrystalDynamics was not involved in the project for the 10th anniversary of the ''Tomb Raider'' franchise and their full focus was on developing ''Underworld''. But as they got tangled in what eventually became ''VideoGame/TombRaiderAnniversary'' and had to delegate more and more manpower to it, it started to negatively affect the development of ''Underworld''. As a result, ''Underworld'' started to suffer from schedule delays and the most basic workforce shortage, finally ending up ChristmasRushed, with the infamous camera issues soiling the reception and sales right from the start. Should Crystal Dynamics never decide to make ''Anniversary'' (which by itself ended up being a [[TroubledProduction monumental pain to make]] and a [[BoxOfficeBomb financial failure]]), ''Underworld'' stood a chance to get a far more polished release, having one solid game rather than two disappointments.
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** Originally, Creator/CrystalDynamics was not involved in the project for the 10th anniversary of the ''Tomb Raider'' franchise and their full focus was developing ''Underworld''. But as they got tangled in what eventually became ''VideoGame/TombRaiderAnniversary'' and had to delegate more and more manpower to it, it started to negatively affect the development of ''Underworld''. As a result, ''Underworld'' started to suffer from schedule delays and the most basic workforce shortage, finally ending up ChristmasRushed, with the infamous camera issues soiling the reception and sales right from the start. Should Crystal Dynamics never decide to make ''Anniversary'' (which by itself ended up being a [[TroubledProduction monumental pain to make]] and a [[BoxOfficeBomb financial failure]]), ''Underworld'' stood a chance to get a far more polished release, having one solid game rather than two disappointments.

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Restoring examples cut and moved by a ban evader


* WhatCouldHaveBeen: [[WhatCouldHaveBeen/TombRaider Shares a page]].

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* WhatCouldHaveBeen: [[WhatCouldHaveBeen/TombRaider Shares WhatCouldHaveBeen:
** Discussions took place for
a page]].3rd DLC level to follow ''Lara's Shadow''. One idea involved the thralls breaking up through the streets and invading London, which would've resulted in Lara sacrificing her life in order to save the city. The idea was well received but was ultimately decided to be too grand in scope for a downloadable level. The next concept was tentatively called ''Raiders'', and would've been an isometric level that would've featured an army of Lara doppelgangers. Though the idea was abandoned, the isometric format was repurposed for ''VideoGame/LaraCroftAndTheGuardianOfLight''.
** A DummiedOut cutscene shows an extension to the game's ending where Amanda tries to kill Lara with a rock, causing Lara to avoid the attack, shoot her in the leg, and leave her behind. The scene being cut was likely done to keep the ending bittersweet rather than having the two women continue their hatred towards each other after everything they went through.
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* WhatCouldHaveBeen:
** Discussions took place for a 3rd DLC level to follow ''Lara's Shadow''. One idea involved the thralls breaking up through the streets and invading London, which would've resulted in Lara sacrificing her life in order to save the city. The idea was well received but was ultimately decided to be too grand in scope for a downloadable level. The next concept was tentatively called ''Raiders'', and would've been an isometric level that would've featured an army of Lara doppelgangers. Though the idea was abandoned, the isometric format was repurposed for ''VideoGame/LaraCroftAndTheGuardianOfLight''.
** A DummiedOut cutscene shows an extension to the game's ending where Amanda tries to kill Lara with a rock, causing Lara to avoid the attack, shoot her in the leg, and leave her behind. The scene being cut was likely done to keep the ending bittersweet rather than having the two women continue their hatred towards each other after everything they went through.

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* WhatCouldHaveBeen:
** Discussions took place for
WhatCouldHaveBeen: [[WhatCouldHaveBeen/TombRaider Shares a 3rd DLC level to follow ''Lara's Shadow''. One idea involved the thralls breaking up through the streets and invading London, which would've resulted in Lara sacrificing her life in order to save the city. The idea was well received but was ultimately decided to be too grand in scope for a downloadable level. The next concept was tentatively called ''Raiders'', and would've been an isometric level that would've featured an army of Lara doppelgangers. Though the idea was abandoned, the isometric format was repurposed for ''VideoGame/LaraCroftAndTheGuardianOfLight''.
** A DummiedOut cutscene shows an extension to the game's ending where Amanda tries to kill Lara with a rock, causing Lara to avoid the attack, shoot her in the leg, and leave her behind. The scene being cut was likely done to keep the ending bittersweet rather than having the two women continue their hatred towards each other after everything they went through.
page]].

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Trope merged per Wick Cleaning Projects


* ActingForTwo: Happens in the second DLC, ''Lara's Shadow'', where Lara ends up talking with the Doppelgänger. For obvious reasons, both are voiced by Keeley Hawes.



* TalkingToHerself: Happens in the second DLC, ''Lara's Shadow'', where Lara ends up talking with the Doppelgänger. For obvious reasons, both are voiced by Keeley Hawes.

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* WhatCouldHaveBeen: Discussions took place for a 3rd DLC level to follow ''Lara's Shadow''. One idea involved the thralls breaking up through the streets and invading London, which would've resulted in Lara sacrificing her life in order to save the city. The idea was well received but was ultimately decided to be too grand in scope for a downloadable level. The next concept was tentatively called ''Raiders'', and would've been an isometric level that would've featured an army of Lara doppelgangers. Though the idea was abandoned, the isometric format was repurposed for ''VideoGame/LaraCroftAndTheGuardianOfLight''.

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* WhatCouldHaveBeen: WhatCouldHaveBeen:
**
Discussions took place for a 3rd DLC level to follow ''Lara's Shadow''. One idea involved the thralls breaking up through the streets and invading London, which would've resulted in Lara sacrificing her life in order to save the city. The idea was well received but was ultimately decided to be too grand in scope for a downloadable level. The next concept was tentatively called ''Raiders'', and would've been an isometric level that would've featured an army of Lara doppelgangers. Though the idea was abandoned, the isometric format was repurposed for ''VideoGame/LaraCroftAndTheGuardianOfLight''.''VideoGame/LaraCroftAndTheGuardianOfLight''.
** A DummiedOut cutscene shows an extension to the game's ending where Amanda tries to kill Lara with a rock, causing Lara to avoid the attack, shoot her in the leg, and leave her behind. The scene being cut was likely done to keep the ending bittersweet rather than having the two women continue their hatred towards each other after everything they went through.
Tabs MOD

Removed: 82

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not trivia


* ImageSource:
** BareYourMidriff (bottom-left)
** WhoWearsShortShorts (bottom-left)
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* ImageSource:
** BareYourMidriff (bottom-left)
** WhoWearsShortShorts (bottom-left)
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%%* ChristmasRushed: A very obvious and very infamous case.

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%%* * ChristmasRushed: A very obvious and very infamous case.case, leading to a buggy release and just plain ''awful'' camera work due to the unfinished state of the game.



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* ChristmasRushed: A very obvious and very infamous case.

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* %%* ChristmasRushed: A very obvious and very infamous case.case.
* DummiedOut: The [=PS2=] and PC versions have an extended ending hidden within their files. It picks up immediately after the normal ending with Lara walking through Nepal, when Amanda runs up behind her and attempts to kill her by smashing her head with a rock. Lara shoots Amanda in the leg and considers killing her, but ultimately decides to just leave her in the snow and keeps walking.
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* WhatCouldHaveBeen: Discussions took place for a 3rd DLC level to follow ''Lara's Shadow''. One idea involved the thralls breaking up through the streets and invading London, which would've resulted in Lara sacrificing her life in order to save the city. The idea was well received but was ultimately decided to be too grand in scope for a downloadable level. The next concept was tentatively called ''Raiders'', and would've been an isometric level that would've featured an army of Lara doppelgangers. Though the idea was abandoned, the isometric format was repurposed for ''Lara Croft and the Guardian of Light''.

to:

* WhatCouldHaveBeen: Discussions took place for a 3rd DLC level to follow ''Lara's Shadow''. One idea involved the thralls breaking up through the streets and invading London, which would've resulted in Lara sacrificing her life in order to save the city. The idea was well received but was ultimately decided to be too grand in scope for a downloadable level. The next concept was tentatively called ''Raiders'', and would've been an isometric level that would've featured an army of Lara doppelgangers. Though the idea was abandoned, the isometric format was repurposed for ''Lara Croft and the Guardian of Light''.''VideoGame/LaraCroftAndTheGuardianOfLight''.

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Changed: -2

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Added "What Could Have Been"


* TalkingToHerself: Happens in the second DLC, ''Lara's Shadow'', where Lara ends up talking with the Doppelgänger. For obvious reasons, both are voiced by Keeley Hawes.

to:

* TalkingToHerself: Happens in the second DLC, ''Lara's Shadow'', where Lara ends up talking with the Doppelgänger. For obvious reasons, both are voiced by Keeley Hawes.Hawes.
* WhatCouldHaveBeen: Discussions took place for a 3rd DLC level to follow ''Lara's Shadow''. One idea involved the thralls breaking up through the streets and invading London, which would've resulted in Lara sacrificing her life in order to save the city. The idea was well received but was ultimately decided to be too grand in scope for a downloadable level. The next concept was tentatively called ''Raiders'', and would've been an isometric level that would've featured an army of Lara doppelgangers. Though the idea was abandoned, the isometric format was repurposed for ''Lara Croft and the Guardian of Light''.

Added: 169

Removed: 169

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* TalkingToHerself: Happens in the second DLC, ''Lara's Shadow'', where Lara ends up talking with the Doppelgänger. For obvious reasons, both are voiced by Keeley Hawes.



** Even the mobile game comes in 2 different versions: one is a 2D platformer similar to earlier mobile Tomb Raider games, while the other is a 3D on-rails platformer similar to the mobile version of ''Legend''.

to:

** Even the mobile game comes in 2 different versions: one is a 2D platformer similar to earlier mobile Tomb Raider games, while the other is a 3D on-rails platformer similar to the mobile version of ''Legend''.''Legend''.
* TalkingToHerself: Happens in the second DLC, ''Lara's Shadow'', where Lara ends up talking with the Doppelgänger. For obvious reasons, both are voiced by Keeley Hawes.
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Trivia examples have to be hooked to a trope.


** Even the mobile game comes in 2 different versions: one is a 2D platformer similar to earlier mobile Tomb Raider games, while the other is a 3D on-rails platformer similar to the mobile version of ''Legend''.
* This is the only chapter of the L-A-U trilogy not available on the PSP, likely due to technical constraints. However, a separate DS game was made, similar to ''Legend''.

to:

** Even the mobile game comes in 2 different versions: one is a 2D platformer similar to earlier mobile Tomb Raider games, while the other is a 3D on-rails platformer similar to the mobile version of ''Legend''.
* This is the only chapter of the L-A-U trilogy not available on the PSP, likely due to technical constraints. However, a separate DS game was made, similar to
''Legend''.

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* Unlike the previous 2 games which were practically identical across platforms, the "SD" ports of ''Underworld'' to the Wii and [=PS2=] are significantly different from the [=PS3=]/360/PC version. The Wii version sacrifices some graphics quality and level areas for new puzzles that make use of the console's motion control technology, and was quite well-received by the community. The [=PS2=] version is based on the Wii version, but with even more content stripped out to the point where the game is a blatant cash-grab, reflected in its review scores.

to:

* ReformulatedGame: Unlike the previous 2 games which were practically identical across platforms, the "SD" ports of ''Underworld'' to the Wii and [=PS2=] are significantly different from the [=PS3=]/360/PC version. The Wii version sacrifices some graphics quality and level areas for new puzzles that make use of the console's motion control technology, and was quite well-received by the community. The [=PS2=] version is based on the Wii version, but with even more content stripped out to the point where the game is a blatant cash-grab, reflected in its review scores.



** For some reason, the Wii version is the only one that allows Lara to climb onto the top deck of her ship (using the ladder on the back). On other versions, the top deck is modeled but the ladder doesn't do anything.
** The Wii/[=PS2=] games removed most of the fancy acrobatic flips (Lara can only perform the default roll), as well as the sprint feature.



* This is the only chapter of the L-A-U trilogy not available on the PSP, likely due to technical constraints. However, a separate DS game was made, similar to ''Legend''.
* For some reason, the Wii version is the only one that allows Lara to climb onto the top deck of her ship (using the ladder on the back). On other versions, the top deck is modeled but the ladder doesn't do anything.
* The Wii/[=PS2=] games removed most of the fancy acrobatic flips (Lara can only perform the default roll), as well as the sprint feature.

to:

* This is the only chapter of the L-A-U trilogy not available on the PSP, likely due to technical constraints. However, a separate DS game was made, similar to ''Legend''.
* For some reason, the Wii version is the only one that allows Lara to climb onto the top deck of her ship (using the ladder on the back). On other versions, the top deck is modeled but the ladder doesn't do anything.
* The Wii/[=PS2=] games removed most of the fancy acrobatic flips (Lara can only perform the default roll), as well as the sprint feature.
''Legend''.
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None

Added DiffLines:

* ChristmasRushed: A very obvious and very infamous case.
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None

Added DiffLines:

* TalkingToHerself: Happens in the second DLC, ''Lara's Shadow'', where Lara ends up talking with the Doppelgänger. For obvious reasons, both are voiced by Keeley Hawes.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* InMemoriam: The game is dedicated to Kyle Mannerberg, the lead Level Designer who passed away in production due to a brain hemorrhage. He is depicted as a portrait in Lara's yacht.
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* The Wii/[=PS2=] games removed most of the fancy acrobatic flips (Lara can only perform the default roll), as well as the sprint feature.
%%*ZeroContextExample

to:

* The Wii/[=PS2=] games removed most of the fancy acrobatic flips (Lara can only perform the default roll), as well as the sprint feature.
%%*ZeroContextExample
feature.
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trying to get rid of a ghost


* The Wii/[=PS2=] games removed most of the fancy acrobatic flips (Lara can only perform the default roll), as well as the sprint feature.

to:

* The Wii/[=PS2=] games removed most of the fancy acrobatic flips (Lara can only perform the default roll), as well as the sprint feature.feature.
%%*ZeroContextExample
Is there an issue? Send a MessageReason:
None


* Unlike the previous 2 games which were practically identical across platforms, the "SD" ports of ''Underworld'' to the Wii and PS2 are significantly different from the [=PS3=]/360/PC version. The Wii version sacrifices some graphics quality and level areas for new puzzles that make use of the console's motion control technology, and was quite well-received by the community. The PS2 version is based on the Wii version, but with even more content stripped out to the point where the game is a blatant cash-grab, reflected in its review scores.

to:

* Unlike the previous 2 games which were practically identical across platforms, the "SD" ports of ''Underworld'' to the Wii and PS2 [=PS2=] are significantly different from the [=PS3=]/360/PC version. The Wii version sacrifices some graphics quality and level areas for new puzzles that make use of the console's motion control technology, and was quite well-received by the community. The PS2 [=PS2=] version is based on the Wii version, but with even more content stripped out to the point where the game is a blatant cash-grab, reflected in its review scores.



*** PS2: No visible foliage at all, Lara starts at a lower level compared to the statues, the statues are smaller, the situational adrenaline sequence is replaced by a set of hang-and-drop ledges, and the weight puzzles are replaced by simple levers.

to:

*** PS2: [=PS2=]: No visible foliage at all, Lara starts at a lower level compared to the statues, the statues are smaller, the situational adrenaline sequence is replaced by a set of hang-and-drop ledges, and the weight puzzles are replaced by simple levers.



* The Wii/PS2 games removed most of the fancy acrobatic flips (Lara can only perform the default roll), as well as the sprint feature.

to:

* The Wii/PS2 Wii/[=PS2=] games removed most of the fancy acrobatic flips (Lara can only perform the default roll), as well as the sprint feature.
Is there an issue? Send a MessageReason:
None


* Unlike the previous 2 games which were practically identical across platforms, the "SD" ports of ''Underworld'' to the Wii and PS2 are significantly different from the PS3/360/PC version. The Wii version sacrifices some graphics quality and level areas for new puzzles that make use of the console's motion control technology, and was quite well-received by the community. The PS2 version is based on the Wii version, but with even more content stripped out to the point where the game is a blatant cash-grab, reflected in its review scores.

to:

* Unlike the previous 2 games which were practically identical across platforms, the "SD" ports of ''Underworld'' to the Wii and PS2 are significantly different from the PS3/360/PC [=PS3=]/360/PC version. The Wii version sacrifices some graphics quality and level areas for new puzzles that make use of the console's motion control technology, and was quite well-received by the community. The PS2 version is based on the Wii version, but with even more content stripped out to the point where the game is a blatant cash-grab, reflected in its review scores.



*** PS3/360/PC: the standard version, filled with lush foliage growing on the rocks, trees growing everywhere, and a large underground side-area containing the two Gemstones necessary to operate the statue.

to:

*** PS3/360/PC: [=PS3=]/360/PC: the standard version, filled with lush foliage growing on the rocks, trees growing everywhere, and a large underground side-area containing the two Gemstones necessary to operate the statue.
Is there an issue? Send a MessageReason:
None


* This is the only chapter of the L-A-U trilogy not available on the PSP, likely due to technical constraints. However, a separate DS game was made, similar to ''Legend''.

to:

* This is the only chapter of the L-A-U trilogy not available on the PSP, likely due to technical constraints. However, a separate DS game was made, similar to ''Legend''.''Legend''.
* For some reason, the Wii version is the only one that allows Lara to climb onto the top deck of her ship (using the ladder on the back). On other versions, the top deck is modeled but the ladder doesn't do anything.
* The Wii/PS2 games removed most of the fancy acrobatic flips (Lara can only perform the default roll), as well as the sprint feature.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Unlike the previous 2 games which were practically identical across platforms, the "SD" ports of ''Underworld'' to the Wii and PS2 are significantly different from the PS3/360/PC version. The Wii version sacrifices some graphics quality and level areas for new puzzles that make use of the console's motion control technology, and was quite well-received by the community. The PS2 version is based on the Wii version, but with even more content stripped out to the point where the game is a blatant cash-grab, reflected in its review scores.
** For example, all 3 versions of the game contain the Shiva/Kali statue area in Thailand, but it differs significantly in each version.
***PS3/360/PC: the standard version, filled with lush foliage growing on the rocks, trees growing everywhere, and a large underground side-area containing the two Gemstones necessary to operate the statue.
***Wii: Significantly less foliage but a similar structure to the area, the side-area containing the Gemstones is missing.
***PS2: No visible foliage at all, Lara starts at a lower level compared to the statues, the statues are smaller, the situational adrenaline sequence is replaced by a set of hang-and-drop ledges, and the weight puzzles are replaced by simple levers.
** Even the mobile game comes in 2 different versions: one is a 2D platformer similar to earlier mobile Tomb Raider games, while the other is a 3D on-rails platformer similar to the mobile version of ''Legend''.
* This is the only chapter of the L-A-U trilogy not available on the PSP, likely due to technical constraints. However, a separate DS game was made, similar to ''Legend''.

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