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Video Game / Tomb Raider: Anniversary

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"Sometimes, to understand your present, you have to go back... to your past."

Lara: I'm afraid you've been misled. I only play for sport.
Jacqueline Natla: Which is precisely why I've come to you, Miss Croft. This is a game you've played before.

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 a 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, Wii and Mac.

This page may contain unmarked spoilers.

This game contains examples of:

  • Action Girl: Lara Croft. Obviously.
  • Adaptation Distillation: Many areas in the original Tomb Raider game were excised for this remake. Some examples:
    • City of Vilcabamba had no room with swinging blades.
    • Tomb of Qualopec's puzzle rooms are completely different and it only has two instead of three.
    • The Coliseum is lacking the first cave area where you make your way up to the Coliseum.
    • Midas' Palace cut out a lot of the side rooms, simplifying it to just the three "gimmick" rooms (fire room, sand room, spear room).
    • The Cistern is renamed to Tomb of Tihocan in this game when the two were separate levels in the original game. While the central area in The Cistern remains somewhat the same as TR1, it lacks any of the side rooms. Meanwhile, TR1's Tomb of Tihocan and it's level content is absent entirely, save for the titular tomb at the very end of the level.
    • Atlantis is greatly reduced in this game; whereas the version in TR1 was a Marathon Level, the Anniversary version can be beaten in about 10-15 minutes.
  • 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.
  • Alliterative Name: Both Kold (Kin Kade) and The Kid (Jerome Johnson) count.
  • 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 vaguer, but much more refined and mysterious, which is most likely what the developers were going for.
  • And Your Reward Is Clothes: Secrets are replaced with relics and artifacts, which unlock bonus features upon collection. One of such features are new costumes.
  • 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.
  • Atlantis: From where the Scion and the Three Rulers originated. By the end of the game Lara visits one of the ruined, but still semi-functional outposts.
  • Bare Your Midriff: The Legend and Croft Manor Sport outfit, which come as unlockable costumes.
  • Bears Are Bad News: And they usually announce their presence with a none-too-subtle roar.
  • 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 will 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 Bad: Jacqueline Natla, who eventually ends up as the main antagonist and true villain behind all three initial Crystal Dynamics games.
  • Big "NO!": Shouted by Natla when Lara destroys the Scion, significantly destabilizing the entire structure of the island and causing it to self-destruct.
  • Blatant Item Placement: Played completely straight, with various types of ammunition and sterilized, 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. Goes Up to Eleven in the final stage of the Egypt level, where you can find a pair of working Uzis that somehow ended up on the head of a sphinx, underground!.
  • Bling-Bling-BANG!: You can unlock the Silver Uzis, which have an insane rate of fire, and the Golden Shotgun, which does a One-Hit Kill on everything.
  • 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 ammunition 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.
  • Braids of Action: Lara's hairstyle throughout the entire game.
  • 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.
  • Camera Screw: This will be what causes most of Lara's deaths in the game.
  • 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.
  • Checkpoint: These frequently double as a Save Point as well.
  • Circling Monologue: Natla does this during her We Can Rule Together speech to Lara.
  • 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.
  • Crouch and Prone: When Lara needs to squeeze through some small gaps.
  • Damage-Sponge Boss: Although this was played straight in the original, all the boss fights in this remake avert this. None of the bosses can be defeated 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.
  • Death Is a Slap on the Wrist: Death simply sends you back to the last checkpoint with full health and the medipacks you've picked up.
  • 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.
  • Down the Drain: The game is notable for somewhat averting this, with several of its water-focused stages being considered among the highlights.
  • Durable Deathtrap: Played straight throughout the entire game.
  • Eldritch Abomination: The legless mutant or "Abomination".
  • 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. Then again, ragdolls can take up a good chunk of memory, justifying it.
  • Everything's Better with Dinosaurs: Lost Valley and Tomb of Qualopec crawl with them, per the original.
  • Everything's Better with Monkeys: Subverted. Gorillas see throwing sizeable rocks at Lara as a form of entertainment.
  • 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.
  • Evil Is Burning Hot: Natla emerges from the lava somehow still alive, while gaining a demonic appearance in the process.
  • Evil Sounds Deep: Kold has a very deep voice.
  • 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. Even the original game gave her a cloak for that part.
  • 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 lava.
  • Fingerless Gloves: Part of Lara's standard ensemble.
  • Fireballs: All of the Atlantean creatures can send these flying Lara's way. That includes Natla as well.
  • Flaming Hair: It's safe to say that Natla's blond hair did not survive her little swim in the lava.
  • French Jerk: Pierre Dupont, who is somehow even smugger in the remake.
  • Gainaxing: Subtle, but it's there.
  • 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.
  • Grave Robbing: As the title implies...
  • 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. It's still averted compared to the Core games — all weapons besides the pistols have a limited amount of maximum ammo.
  • Idle Animation: Whenever you stand still for too long, Lara will start stretching or readjusting the laces on her boots... or slapping her butt.
  • 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.
  • Impossibly-Low Neckline: Present on Natla's ceremonial robes from Atlantis.
  • Indy Escape: Played straight for each rolling boulder trap the game throws at you.
  • Informing the Fourth Wall:
    Lara: "No."
  • Insistent Terminology: The Lost Island, not Atlantis.
  • 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 terrains, giving the game a convenient opportunity to teach the player the basics.
  • Karmic Death:
    • 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).
  • Knife Nut: Kold, the resident psychopath carries a knife big enough to qualify as a machete. He lifts Kid up in the air using nothing else than the blade.
  • Lady of Adventure: Lara Croft again.
  • Lava Adds Awesome: Given more emphasis over the Womb Level parts of The Lost Island, compared to the original game.
  • Lethal Lava Land: The later parts of the Lost Island level. The Final Conflict is near-continuous streams of lava.
  • Lighter and Softer: Compared to the original game. They couldn't show Lara being impaled by spikes anymore; according to the developers commentary, the game probably would've gotten an M rating if they did, despite that it was fine for a T-rated game in 1996.
  • Limit Break: Enemies will become enraged if Lara fires at them continuously, causing them to attempt a reckless and dangerous charge, which Lara can exploit, by executing a Head Shot. The rage meter is only visible during boss fights (though there is a cheat code that lets you see it for every enemy), although every enemy will still make a trademark animation, along with a recognizable sound, to let you know that they are in fact, raging.
  • 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.
  • Made of Iron: Both Larson and Kold require quite a few bullets before succumbing. Lara as well, of course.
  • Malevolent Architecture: No Tomb Raider game is complete without this.
  • Marathon Level: "St. Francis' Folly". After the first four levels, which were relatively short, this level will take you quite a while to finish. It doesn't help that getting around is a pain since the majority of the level is vertical and requires climbing up and down ledges to advance.
  • Misplaced Wildlife: Gorilla's and crocodiles in Greece, black panthers in Egypt, bears in Peru? And that's not even mentioning the dinosaurs.
  • More Dakka: The Dual Mini SMGs are this for Lara.
  • Multi-Platform: Released on PCs and almost all mainstream consoles.
  • My God, What Have I Done?: Lara has this reaction after her obsession with the Scion pushes her to kill Larson.
  • Nintendo Hard: 'Greatly toned down when compared to the original game, but still has its moments. The ascent in the Great Pyramid section of the Lost Island is the most prominent one. 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 colored 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.
  • One-Hit Kill: A Cheat Code can give Lara a Golden Shotgun, which turns every shot into one of these.
  • Oxygen Meter: For your every-day underwater swimming purposes.
  • Pensieve Flashback: The visions/hallucinations Lara witnesses from the Scion, unlike the original game's more traditional visions.
  • Player Headquarters: Croft Manor. Although it isn't actually seen unless you decide to play it.
  • Prequel: Interestingly, rather than being a straight remake plot-wise (as in retelling the original story while possibly rectifying any continuity errors introduced by later installments), this game becomes a prequel to Tomb Raider: Legend by introducing story elements such as Lara's missing mother that wasn't present in the original game's plot. These details would go on to be expanded in Tomb Raider: Underworld.
  • Pressure Plate: Invariably linked to various doorways.
  • 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 and questions how Natla even 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 than 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 over it.
  • Puzzle Pan: Compared with the original, the overall acrobatics advanced considerably. At the same time, they are greatly simplified due to the nature of new controls.
  • Quirky Miniboss Squad: Subverted with Natla's goons in this version. They end up killing themselves and Lara never has to fight any other person than Larson, alone.
  • Real Is Brown: It's not shy about busting out lush foliage in Peru, but for the rest of the game you'll be looking at a whole lot of grey, brown and beige.
  • Really 700 Years Old: Natla, having been alive since the existence of Atlantis.
  • Real-Time Weapon Change: Lara can seamlessly switch from one weapon to another during combat.
  • Rope Bridge: Numerous examples. The most recognizable 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 tenser.
  • 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.
  • Sailing into the Sunset: At the end.
  • Scary Black Man: Kold fits the description to a T, being a sociopathic killer literally bought out of the prison. He's more than aware of his image and hones it up further.
  • Scenery Porn: The main reason for remaking it, probably due to the original's graphics not aging very well. Most of the areas have been made more open air 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.
  • Sealed Evil in a Can: What Tihocan and Qualopec did to Natla as punishment for her betrayal.
  • Sequel Hook: Qualopec gets up out of his throne, Tihocan's body is missing from his coffin, and Natla swears she will find another remnant of Atlantis.
  • Short-Range Shotgun: Played utterly straight. The Shotgun has the shortest range of all weapons and the stopping power drops considerably the further the range.
  • Shout-Out: In the developer commentary, they explain that the ark was removed from the manor because it might have been trademarked.
    • In the Tomb of Qualopec, there's a giant rolling-boulder-of-doom-trap that Lara needs to trigger in order to proceed. If the Trope name doesn't clue you into what this might be a reference too, it was later discovered that the boulder had a bullwhip and fedora flattened onto it.
    • The Croft Manor's appearance is modeled after the one in the movies.
    • Two references to the Legacy of Kain franchise:
      • a painting of Kain can be seen hanging in Croft Manor.
      • Raziel's emblem is stamped on the Wetsuit, one of the unlockable outfits.
    • And then there's a slew of Shout Outs to previous Tomb Raider games:
  • Smashing Hallway Traps of Doom: These kinds of traps are like standard decorations 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.
  • Solve the Soup Cans: The puzzles don't always make that much sense.
  • Spinventory: In a nice Call-Back to the original.
  • Spy Catsuit: The Catsuit, one of the unlockable outfits.
  • 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.
  • Sticks to the Back: The shotgun does this.
  • 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 afterward.
  • Third-Person Seductress: What did you expect? This is Lara Croft we're talking about.
  • Time Trial: One of the challenges added to increase replay value. Complete a certain level under the given time and you unlock some nifty cheats.
  • Treacherous Quest Giver: Both Larson, who is sent as a messenger, and Natla. He's supposed to rob Lara after she Qualopec's piece of the Scion, while Natla continuously uses Miss Croft to get the whole artifact.
  • Trophy Room: There's one in the Croft Manor, where the relics you've found will be displayed.
  • Unique Enemy: Just like in the original, there are only three bears in the entire game, and while panthers show up more frequently here, they still only appear in the level they are introduced in.
  • Unlockable Content: Collecting all the rewards hidden in a level will unlock various things for you such as biographies, concept art, cheats...
  • Unnecessary Combat Roll: The sheer amount of gymnastics Lara can preform in this game is even larger than the previous game.
  • Unresolved Sexual Tension: There's some of this present between Lara and Larson, though Lara remains mostly aloof to him.
  • Unwitting Pawn: Lara was used the whole time and even when she supposedly gained an upper hand, it was still part of the plan to get all three pieces of the Scion from her, without paying and probably leaving her body behind.
  • Video Game Remake: A remake of the original Tomb Raider with superior graphics, controls and voice work. New puzzles were also added.
  • We Can Rule Together: Near the end of the game Natla offers Lara the chance to rule at her side.
  • White Gang-Bangers: The Kid has this appearance in his reimagining.
  • You Wouldn't Shoot Me: Larson didn't believe Lara would shoot him so she could put a stop to Natla's plans. Sadly, he was wrong.

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