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** The actual combat difficulty is heavily reduced, thanks to the abundance of ammo for the Desert Eagle and [=MP5=], and human enemies having more telegraphed attacks, slower movement and never coming at Lara in groups larger than 2 or 3, almost all of the player's deaths will simply come from the unfair at times level design.

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** The actual combat difficulty is heavily reduced, thanks to the abundance of ammo for the Desert Eagle and [=MP5=], and along with how human enemies having more telegraphed attacks, slower movement and never coming at Lara in groups larger than 2 or 3, almost all of 3... In fact, the player's deaths will players can simply come use the infinite ammo dual pistols and nothing else.
* ItsHardSoItSucks: That being said, the level design is hellish. Starting
from the unfair at times first level design.alone, there's a slide with instant death spikes that must be jumped off. The second one appears just as the camera suddenly changes to somewhere else. Then you have to navigate your way yourself in order to find the exit. It got harder from then on, including a mazey temple with lots of nasty traps.



* SequelDifficultyDrop: The remaster tweaks a few things that make the game easier than the original. Enemies that died with DeadMansTriggerFinger now only fire a single bullet, bosses have their health bar visible, and, perhaps the most important change, [[spoiler: Lara can regain all her pick-ups when reaching the gun storage in the High Security Compound, including otherwise unusable Desert Eagle ammo from India levels and previous Nevada Desert]] - thus negating the reason why players picked Nevada first ([[SelfImposedChallenge or last]]). The Polynesian dart-blowers are also much easier to dodge, since they no longer operate on {{Hitscan}} mechanics and thus their poisoned darts are not only possible to dodge, but also much slower than any other ranged attack. And lastly, while this was done unintentionally, thanks to the new graphics and textures, the first secret is no longer so secret.

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* SequelDifficultyDrop: The remaster tweaks a few things combat-wise that make the game easier than the original.original (which were already easy enough for the series). Enemies that died with DeadMansTriggerFinger now only fire a single bullet, bosses have their health bar visible, and, perhaps the most important change, [[spoiler: Lara can regain all her pick-ups when reaching the gun storage in the High Security Compound, including otherwise unusable Desert Eagle ammo from India levels and previous Nevada Desert]] - thus negating the reason why players picked Nevada first ([[SelfImposedChallenge or last]]). The Polynesian dart-blowers are also much easier to dodge, since they no longer operate on {{Hitscan}} mechanics and thus their poisoned darts are not only possible to dodge, but also much slower than any other ranged attack. And lastly, while this was done unintentionally, thanks to the new graphics and textures, the first secret is no longer so secret.
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* ThatOnePuzzle: The final secret in the game, from the Lost City of Tinnos. It's a timed sequence that takes Lara through half of the level, with dozens of obstacles to overcome ''and'' a very strict time limit - the perfect path to it takes ''five seconds'' less than there is time to reach the secret, which allows for exactly one minor mistake through an obstacle course full of death traps. Just [[https://www.youtube.com/watch?v=cPNCcmfn3Pw&t=660s see for yourself]].
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** The ''second'' level of the game, Temple Ruins, ramps up the difficulty after a rather chill and relaxed opening Jungle, being full of death traps, tricky platforming and dangerous enemies that require some strategy beyond simply unloading a few shells from the shotgun  - to the point it's directly followed by a BreatherLevel to somehow balance it out.
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* DifficultySpike:
** Depending on the order of doing levels, South Pacific can qualify, as Lara might be lacking certain weapons and[=/=]or ammo to them.
** No matter what, the final part of the game, Antarctica, is significantly tougher than the rest of the game - to the point that RX-Tech Mine and especially Lost City of Tinnos routinely make it to the "top 5 hardest levels" lists for Core-era games.

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* BreatherLevel: City is a ''much'' shorter level than Lud's Gate before it; although it contains a rather tricky boss, she's all that's in the level and it can be beaten in only a few minutes.

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* BreatherLevel: BreatherLevel:
** Temple Ruins is followed by a rather relaxed and significantly less dangerous The River Ganges, most of which is spent riding a quad bike.
**
City is a ''much'' shorter level than Lud's Gate before it; although it contains a rather tricky boss, she's all that's in the level and it can be beaten in only a few minutes.minutes.
** Compared with the rest of Antarctica, and especially Lost City of Tinnos right before it, Meteorite Cavern is a breeze, ''despite containing the final boss'' and a tricky fight against it.

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** Similarly, Thames Wharf can be completed in only a couple minutes by exploiting some jumps at the very beginning of the level. One of the Playstation Underground discs had a video explaining how to pull it off.



* NintendoHard: Everyone marvels at the [[VideoGame/TombRaiderII bloody spikes in the Great Wall]], but in this one, you can break Lara's neck just by performing a wrong jump right in the beginning. The game introduced poison attacks, which [[DamageOverTime slowly dip Lara's health]] and require a medkit or a save crystal to stop it - and three of the five locations in the game are choke-full of things that deal poison damage. The NoGearLevel is much tougher than any such instance in the franchise (and it permanently strips Lara of all her ammo and medkits), the final levels of the game have NoSell enemies making laps around Lara, only a single boss fight is a straightforward shoot-out with a baddie and South Pacific can be UnintentionallyUnwinnable with the "wrong" combination of level order and amount of ammo saved before getting into it. Oh, and Temple Ruins, the ''second'' level of the game makes the already mentioned Great Wall look like a walk in the park, thanks to the sheer amount of dead traps and enemies made out of ir... well, stone, but still. Did we mention that the Platform/PlayStation version amped it a notch further with the infamous CheckpointStarvation and also came with nonadjustable gamma, so certain places were dark even with lit flares? All of this is part of the ''appeal of the game'', both design-wise and as a playerbase reception.

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* NintendoHard: Everyone marvels at the [[VideoGame/TombRaiderII bloody spikes in the Great Wall]], but in this one, you can break Lara's neck just by performing a wrong jump right in the beginning. The game introduced poison attacks, which [[DamageOverTime slowly dip Lara's health]] and require a medkit or a save crystal to stop it - and three of the five locations in the game are choke-full chock-full of things that deal poison damage. The NoGearLevel is much tougher than any such instance in the franchise (and it permanently strips Lara of all her ammo and medkits), the final levels of the game have NoSell enemies making laps around Lara, only a single boss fight is a straightforward shoot-out with a baddie and South Pacific can be UnintentionallyUnwinnable with the "wrong" combination of level order and amount of ammo saved before getting into it. Oh, and Temple Ruins, the ''second'' level of the game makes the already mentioned Great Wall look like a walk in the park, thanks to the sheer amount of dead traps and enemies made out of ir... well, stone, but still. Did we mention that the Platform/PlayStation version amped it a notch further with the infamous CheckpointStarvation and also came with nonadjustable gamma, so certain places were dark even with lit flares? All of this is part of the ''appeal of the game'', both design-wise and as a playerbase reception.
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* BreatherLevel: City is a ''much'' shorter level than Lud's Gate before it; although it contains a rather tricky boss, she's all that's in the level and it can be beaten in only a few minutes.
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*** Ironically, the remastered version caught flak for the exact reverse thing - since it returns all the pick-ups once reaching the gun locker in the High Security Compound level, players get their hands on extra 540 rounds to [=MP5=] and 80 to Desert Eagle, which makes the rest of the game a breeze - that's 25 more raptors or 16 Tinnos' Guardians (read - more than there are in the game) that can be dispatched with trivial ease due to the increased firepower, while ''still'' having the reserve for the final boss.
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Added DiffLines:

* NintendoHard: Everyone marvels at the [[VideoGame/TombRaiderII bloody spikes in the Great Wall]], but in this one, you can break Lara's neck just by performing a wrong jump right in the beginning. The game introduced poison attacks, which [[DamageOverTime slowly dip Lara's health]] and require a medkit or a save crystal to stop it - and three of the five locations in the game are choke-full of things that deal poison damage. The NoGearLevel is much tougher than any such instance in the franchise (and it permanently strips Lara of all her ammo and medkits), the final levels of the game have NoSell enemies making laps around Lara, only a single boss fight is a straightforward shoot-out with a baddie and South Pacific can be UnintentionallyUnwinnable with the "wrong" combination of level order and amount of ammo saved before getting into it. Oh, and Temple Ruins, the ''second'' level of the game makes the already mentioned Great Wall look like a walk in the park, thanks to the sheer amount of dead traps and enemies made out of ir... well, stone, but still. Did we mention that the Platform/PlayStation version amped it a notch further with the infamous CheckpointStarvation and also came with nonadjustable gamma, so certain places were dark even with lit flares? All of this is part of the ''appeal of the game'', both design-wise and as a playerbase reception.
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* UnintentionalPeriodPiece: This game is probably the only one in the franchise that can be pin-pointed to a specific period - late 90s - due to the fashion, tech and pop-culture used and presented, with stuff like: big, blocky satellite phones (and not just due to engine limitations) and mini notebooks; camo cargo pants in all possible configurations; tear-drop belly piercings; heavy use of Desert Eagle pistol, the "super-gun" of the era, by Lara and her enemies; stealth aircrafts as the new, hot, secret thing; the high profile presence of genetics (or at least their pop-science version) or the early internet craze about the Area 51, too. Various elements started to further stand out when the remaster either enhanced their textures or removed them, making their original presence more obvious once omitted.

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* UnintentionalPeriodPiece: This game is probably the only one in the franchise that can be pin-pointed to a specific period - late 90s - due to the fashion, tech and pop-culture used and presented, with stuff like: big, blocky satellite phones (and not just due to engine limitations) and mini notebooks; camo cargo pants in all possible configurations; tear-drop belly piercings; heavy use of Desert Eagle pistol, the "super-gun" of the era, by Lara and her enemies; stealth aircrafts as the new, hot, secret thing; thing and quad bikes as the newest fad; the high profile presence of genetics (or at least their pop-science version) or the early internet craze about the Area 51, too. Various elements started to further stand out when the remaster either enhanced their textures or removed them, making their original presence more obvious once omitted.

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