Tomb Raider: Anniversary was released in 2007 and is the eighth entry in the Tomb Raider series.At one point, an Anniversary edition was being made by Core Design, but this project was shut down because they no longer owned the rights to the series. The development of a game celebrating Tomb Raider's 10-year anniversary was instead transferred to Crystal Dynamics, resulting in this game.As in the original, the game centers around Lara Croft looking for a piece of the Scion, a powerful artifact, having been hired by a powerful and enigmatic businesswoman, who wants the artifact for her own reasons. After having braved various deathtraps and aggressive wildlife, Lara gets her hand on the piece, but on her way out she is double-crossed by her employer. She fights off the lackey sent to relieve her of the artifact, and sets out to find the two remaining pieces, for the artifact is speculated to be a vast library of information, which could reveal the mystery behind the disappearance of her mother.The locations she visits during the game include Peru, Greece, Egypt and a forgotten island that was part of Atlantis.Critically, the game was received very well; it pleased those who were irritated by the various changes incorporated in Legend, with the chatty sidekicks gone, a far more complex level design and longer game overall. Lara's moveset has been extended far beyond that of her original incarnation, and the level design was changed accordingly, shortening some parts while extending others. Some of the changes as a remake came under heavy scrutiny though, especially Atlantis and the T. rex encounter, which were both generally regarded as being very lacking even by those with no particular memory of their original incarnation. And while controlling Lara remains as smooth as in its predecessor, platforming is sometimes made unnecessarily hard by an uncooperative camera. Despite playing fluidly and having lush graphics, the game remains the lowest selling entry in the Tomb Raider franchise.It was released for PC, Playstation 2 and 3, Playstation Portable, Xbox 360, Wiiand Mac.This page may contain unmarked spoilers.
Affably Evil: Larson. He won't go out of his way to hurt or kill Lara unless he has no choice, as shown in the Quick Time Events and generally treats her quite amicably, despite the fact that they're on opposing sides. In one scene, he even shoves one of his allies out of the way and intentionally misses his own shot as Lara jumps off the cliff, allowing her to escape with her life intact.
American Accents: There were a few accent changes when remaking this game; Larson switched his hillbilly accent for a Texan one, while Natla completely lost her Texan one, becoming more vague, but much more refined and mysterious, which is most likely what the developers were going for.
Arc Welding: It turned out that Anniversary was partially made so Natla could be added into the continuing storyline of Legend and later, Underworld.
Artistic License - Palaeontology: Apparently they increased the T. rex beyond the size it could realistically be, due to it not being large and threatening enough when compared to Lara.
Beauty Is Never Tarnished: Averted. It's not always that noticeable unless the camera is really zoomed in on her, but Lara gets some dirt on her whenever she rolls about too much. Alternatively, when she's climbing and shimmying around ledges. Even her face'll get a little smudged at times.
Benevolent Architecture: Poles randomly sticking out of walls - allowing Lara to swing her way across - is but one of the many examples.
Big "NO!": Shouted by Natla when Lara destroys the Scion, significantly destablising the entire structure of the island and causing it to self-destruct.
Blatant Item Placement: Played completely straight, with various types of ammunition and sterilised, up-to-date medkits both large and small conveniently lying around in ancient tombs and ruins, where no human being has set foot in a long time.
Block Puzzle: Appears, but not with the same frequency as the previous games.
Boss Battles: Several; usually, but not always, at the end of the level.
Boss Room: Played absolutely straight for the final boss, though generally each boss has a large arena in which they are fought.
Bottomless Magazines: Played straight for the Dual Pistols; they have a limited magazine size, but can be reloaded as often as the player wants to. Averted for all other guns Lara may pick up, where ammuniton can only be restocked by picking it up in the environment.
Bottomless Pits: Of course. Appears in each of the locations, though the last one usually has lava at the bottom.
Bullet Time: Lara enters this during an enemy's rage attack, where she will either dodge to the sides, slide away from them or somersault over them. During this brief period, reticules will align themselves over the enemy's weak point, which Lara can then shoot For Massive Damage.
Cave Behind the Falls: Appears twice in the Lost Valley level, which is entirely based around finding cogs so you can activate a mechanism that will allow you to divert the majestic waterfall that prevents access to the cave behind it. This Trope occurs again within the same level, where Lara can get her hands on an early shotgun (she will acquire it later anyway, if you miss out on this one), by finding another Cave Behind the Falls. Two more instances of this trope occur on the Lost Island, once in Natla's Mines, which hides a tunnel you need to go through to progress, and once in The Final Conflict, where, for a change of pace, an artifact is hidden behind a lava fall.
Composite Character: The Larson that appears in this game is a combination of elements from the original Larson and the Cowboy.
Convection Schmonvection: The Lost Island's later levels play this very straight; the visuals are actually distorted by rising heat, but Lara is unaffected.
Cool Bike: Lara can be seen driving - and pulling off some great stunts - with one at the end of the Egypt level.
Cool Crown: Natla wears one as part of her Atlantean ensemble.
Cool Shades: Lara wears these briefly as she ascends the Peruvian mountains, though the glasses' design differs quite a bit from those of her original incarnation. She takes them off as she enters the first level, after which they aren't seen again. They can be unlocked via a Cheat Code though.
Crate Expectations: There are some industrial boxes and crates stacked in the early part of Natla's Mines.
Damage-Sponge Boss: Although this was played straight in the original, all the boss fights in this remake avert this. None of the bosses are defeatable purely by firing at them (technically, most of the bosses do lose health when Lara fires at them, but the damage is minimal at best) and usually require some kind of tactic involving the Adrenaline Dodge and Head Shot to defeat them.
Deadpan Snarker: Lara, though her snarking is relatively little when compared to the other games in the series.
Did You Just Punch Out Cthulhu?: Partially played straight for the final boss ergo, Natla. While Lara does manage to defeat her, this is more thanks to her wits than mere gunpower - regular gunfire doesn't even seem to hurt Natla very much, though it did manage to destroy her wings. By temporarily incapacitating her with a well-aimed gunshot, Lara manages to grapple and bring down a pillar upon Natla's body, crushing and trapping her inside the island's crumbling structure.
Discontinuity Nod: Although the Crystal Dynamics games are separated from the Core Design games, and Anniversary takes liberties with the original Tomb Raider, there are nods to the Core Games. For instance, several costumes are patterned after those from previous games, and memos in Croft Manor refer to plot points from Tomb Raider II.
Distant Prologue: The opening cutscene is in 1945, featuring a nuclear explosion that accidentally unearths the crystal in which Natla was trapped. We then flash forward to the first meeting between Lara Croft and her soon-to-be employer, Jacqueline Natla.
Does Not Like Shoes: Both the Croft Manor Sport and Swimsuit outfit have Lara without footwear.
Doppelgänger: One of Atlantean origin that mimics Lara's every move. It is left unfazed by regular gunfire, so Lara has it mimic itself into a lava pit, permanently destroying it. Thankfully, the room in which Lara encounters it was entirely symmetrical.
Everything Fades: Like many games released at the time, enemies and other objects fade away after they've been killed, so as not to eat up too much memory. Becomes especially jarring in one instance in Egypt, where Lara destroys a pillar that completely fades away safe for one block, which she needs to progress. Significant enemies are usually the only ones to avert this.
Even more jarring is that this did not occur in the original game, which was released on far inferior hardware over a decade before the remake. Corpses of defeated enemies in the original game stay where they are for the entire level.
Everything Trying to Kill You: Bats, rats, bears, wolves, crocodiles, gorillas, lionesses, black panthers... about the only wildlife that leaves you relatively undisturbed comes in the form of a small, harmless fish, which will usually subtly guide you towards your objective.
Exposed to the Elements: Lara ascends the peruvian mountains in naught but a sleeveless shirt and some short shorts. Granted, the level gets warmer as you progress, and subsequent locations usually have fairly warm climates, but still, that must've been pretty chilly.
Femme Fatalons: Natla has these in her reimagining, a first clue that there's more to her than meets the eye.
Final Boss: Natla, after she's taken a plunge in the lava.
Genre Blindness: Natla suffers from this in the final boss fight where she claims: "Sooner or later, you'll run out of bullets." Looks like she forgot that this is, after all, a Tomb Raider game, and our heroine Lara Croft is the poster girl for Bottomless Magazines.
Hyperspace Arsenal: Though admittedly a pretty minor version. Her backpack just seems a tad too small to carry all those guns, their respective ammunition, the myriad of fancy trinkets she happens to pick up and 20+ medkits, both small and large.
Idle Animation: Whenever you stand still for too long, Lara will start stretching or readjusting the laces on her boots.
Impaled with Extreme Prejudice: The Kid. And we mean extreme. When Kold stabs him in the gut - Kold wanted to be the one to kill Lara, but The Kid was coming quite close to finishing her off himself - he does so with enough force to lift The Kid off the ground and send him flying across the room.
Justified Tutorial: At the beginning of the Peru level, your guide will break the ladder that gets you up to the entrance of the mountain caves. Lara is thus forced to climb her way up using other terrain, giving the game a convenient opportunity to teach the player the basics.
Pierre gets himself killed by two Atlantean centaurs he accidentally awakened when he exited the tomb of Tihocan with the Scion piece. Although he attempts to divert their attention by throwing the artifact to Lara, the centaurs have none of it and stomp him into the ground, breaking his neck.
Kold dies from being shot in the back by The Kid, who he had stabbed seconds before for getting too close to killing Lara (he wanted to kill her himself).
Lethal Lava Land: The later parts of the Lost Island level. The Final Conflict is near-continuous streams of lava.
Limit Break: Enemies will become unraged if Lara fires at them continuously, causing them to attempt a reckless and dangerous -rage attack, which Lara can exploit For Massive Damage, by executing a Head Shot. The rage meter is only visible during boss fights, although every enemy will still make a trademark animation, along with a recognisable sound, to let you know that they are in fact, raging.
The trap-filled corridors in the Egyptian levels are probably the most extreme example in the later games. According to the commentary, the creators' decided that "traps" would be the theme of those levels, and basically stuffed the hallways with instant-death perils just to make them more interesting. The timing can be a bit tricky to get right.
The ascent in the Great Pyramid section of the Lost Island. It's basically a series of timed jumping puzzles, that get worse the higher you go. The jumps themselves are not always that difficult to make, but in between levels, there are enemies that can blow you off your platform, forcing you to redo entire sections. This can be incredibly frustrating, and make it appear harder than it is.
No-Gear Level: Has become a sort of trademark of the series. As in the original, Lara is ambushed as she exits the Egyptian tomb where she found the last piece of the Scion. Although she manages to best her captors, she loses all her weaponry, and thus needs to progress through the first part of Natla's Mines without her trademark guns. Makes killing the rats that have been squeaking your ears off during the level much more satisfying though.
Notice This: Anything the grapple can attach to is usually coloured a shiny gold, making it stand out from the environment.
Not So Different: In the final boss fight, Natla, having given up on convincing Lara to join her, instead berates her for thinking she is any better than her, even though she was just as willing to kill people to reach her goals. Although Lara appears temporarily shaken in her beliefs, she manages to best Natla, and as she escapes the islands, comes to terms with what she needed to do to protect the world.
When Lara threatens Kold and refers to her killing Larson, he asks her if she enjoyed it and says "It gets better". While Kin Kade is a lot more enthusiastic about killing than Lara, later games in the series have her much more willing to kill.
Nuclear Option: In the remake, the explosion reveals a winged beast flying out of the burning grounds.
Press X to Not Die: Anniversary carries on the tradition of Quick Time Events, introduced by Legend; which require the player to hit a certain key or button when it shows up on screen. Failing to do so will result in Lara dying, usually in a gruesome manner.
Psycho for Hire: "Kold" Kin Kade. His unlockable biography mentions that he spent 15 years in prison after being caught committing an "elaborate" murder, even questions how Natla can keeps control over him.
Punch Clock Villain: Larson is just doing his job, and he's notably much less willing to use lethal force against Lara then the rest of Natla's goons. Pierre as well; he makes it clear his primary motivation is money, and tries to talk Lara into handing over the Scion rather than fighting him over it.
Rope Bridge: Numerous examples. The most recognisable instance of this is an early room that contains an open wolf pit, with two bridges precariously strung over them. While Lara could safely cross these in the original, taking pot shots at the wolves from above, this no longer applies in Anniversary. When Lara crosses the first bridge, the thing snaps under her weight, dropping her into the wolf pit below. Makes crossing the second one just a bit more tense.
Rule of Cool / Rule of Fun: While it mostly applies (with various areas from the original being taken Up to Eleven when it comes to complexity), it is defied by some levels and sequences, where realism seems have taken precedence compared to the original.
Scenery Porn: The main reason for remaking it, probably due to the original's graphics not ageing very well. Most of the areas have been expanded to double their size, which only evokes this even more. Needless to say, things look a lot prettier than in the days of the Playstation 1.
Smashing Hallway Traps of Doom: These kind of traps are like standard decoration in the Egyptian corridors. Though they are quite simple at first, the difficulty is soon increased by combining them with bottomless pits and thin vertical poles upon which Lara must precariously balance, carefully timing each jump.
Soft Water: Doesn't matter from which height Lara drops, as long as there's a body of water below, she'll be completely fine. Appears most prominently in the early Peru levels, where new players are very likely to get washed away by the river and down the waterfall at least once during their playthrough.
Oxygen Meter: For your every-day underwater swimming purposes.
Steam Vent Obstacle: Damaged pipes occasionally blowing bursts of steam are seen in Natla's Mines. The steam is blown at regular intervals, meaning Lara can easily climb past. Should she get hit, she'll merely lose some health, while staying attached to the pipe.
Surprise Slide Staircase: Actually inverted; in the Obelisk of Khamoon level, Lara enters a room from the top, with a giant slide downwards appearing to be the only way to progress. After pulling a lever (and dispatching of a nasty Atlantean Mummy), part of the slide retracts into the wall, turning it into a giant staircase. Unfortunately, the stairs are too tall for Lara to climb back up again.
These Hands Have Killed: Lara stares at her hands after killing Larson and even repeatedly wipes her hands afterwards.
MacGuffin Delivery Service: Played completely straight; Lara Croft is hired by Jacqueline Natla to retrieve a piece of the Scion, though Lara didn't really intend on giving it back once she'd obtained it. This is exactly as Natla planned, who expected Lara would do so and go after the remaining pieces. The moment Lara collects all three pieces, she is ambushed by Natla and her goons, and the Scion is taken from her.
Video Game Remake: A remake of the original Tomb Raider with superior graphics, controls and voice work. New puzzles and enemies were also added.