The First Full-3D Tomb Game Still Offers an Awesome Exploration Experience Today - Tomb Raider I Remastered
1. Introduction
Tomb Raider I is the first full-3D action-adventure tomb exploration game. It inspired many modern games such as Uncharted. Even though its visuals and controls are both outdated, its level design still holds up today, and its tomb exploration experience is awesome.
As the first full-3D action-adventure tomb exploration game, Tomb Raider I is unique. There are many differences between Tomb Raider I and other games featuring tomb exploration (including other Tomb Raider games).
This game doesn’t have so many gunfights, dialogue, or movie-style cutscenes like Uncharted. But there is only a huge tomb filled dozens of rooms with traps and puzzles in each level of Tomb Raider I.
You play as Lara Croft, walking through tomb chambers completely alone. Most of the time, there are no enemies, traps, or puzzles—only various paths leading to unpredictable new rooms.
2. Gameplay
Grid-Based 3D Third-Person Tomb Exploration
There are 15 levels based on 4 ancient civilizations (Inca, Greece, Egypt, Atlantis) in Tomb Raider I. The goal of each level is to reach its exit; you can freely explore the levels to find your way there. There is always something blocking your path, such as traps, puzzles, missing gears, or locked doors. So, your mission is to search the rooms in each level to find key items that can unlock doors or clear the path.
Each level of Tomb Raider I is based on a new, huge tomb with several sub-zones and dozens of rooms. Each tomb has its own theme; the sub-zones also have their unique sub-themes. You can freely explore the entire tomb and its sub-zones with no fixed, mandatory order.
These sub-zones are all interconnected, too. You might pick up an item in Zone A that unlocks a secret door over in Zone B, which then leads you to Zone C. Inside Zone C, you’ll find the core key item needed to open the level's final door, before heading back to Zone A to use it and move on to the next level.
There is no arrow to guide you in the direction you should go. Each sub-zone has several paths that can lead you to the key room. So, there is no main path you must take. You can freely choose which paths and rooms to explore; whichever path you choose, you will eventually reach the key room holding the item needed to unlock the door blocking your way.
So, the tomb exploration gameplay loop in Tomb Raider I is like this: explore rooms -> meet enemies/traps/puzzles/ammos/medical kits -> enter a room with several paths and choose a path -> reach a new sub-zone - > explore rooms - > reach the key room which has a door to the next level but blocked by locks - > explore the rest of the rooms to search for the key item -> find the key item and use it to reach the exit of the level.
The map design of Tomb Raider I is unique and excellent, especially in the Greece levels. In most other games, vertical design is just layered flatness—you walk on a flat floor, take an elevator or stairs to another flat floor, and the gameplay remains strictly two-dimensional.
Tomb Raider I is entirely different. Think of levels like St. Francis' Folly or The Cistern not as buildings with floors, but as giant hollow wells. Every jump is a high-stakes calculation. The ceiling of one chamber might be the floor of the next, and a single lever pulled at the very bottom alters the geography at the very top. You are constantly forced to look up and down, navigating the air itself as a pathway.
So, the map design forces you to carefully observe the tomb environment. I often got stuck in levels until I looked up at the ceiling or high up on the walls, where many hidden doors were placed that were easy to miss.
This kind of map design is uncommon today, and it was especially surprising back in 1996. It is also the main reason why I recommend playing Tomb Raider I in 2026. This game doesn’t have as much dialogue or as many gunfights as Uncharted or the Survivor Trilogy. In fact, the majority of enemies in the early levels of Tomb Raider I are wild animals (such as bats, wolves, and lions), while most enemies in the later levels are mummies and mutant monsters.
There are only a few 1-on-1 human gunfights in the entire game. Besides that, the number of enemies in each level is small—meaning you don’t need to engage in combat most of the time during your playthrough. So, you just need to focus your mind on the tomb exploration. It’s a diamond for anyone who loves exploring ancient ruins with puzzles and traps, but doesn't care for movie-style cutscenes and constant gunfights.
Third-Person Platforming
The 3D platforming part is another important gameplay mechanic of Tomb Raider I. There are many blocks, pillars, platforms, and slopes in every level that you need to climb and jump across.
The awesome map design also shines through in the 3D platforming of Tomb Raider I. The 3D platforming here isn’t only a 3D version of 2D platforming. The developer, Core Design, built a full 360-degree 3D space, which was a huge surprise back in 1996.
For example, when you enter a deep, well-like room and climb onto a block, the game doesn't simply place another block directly ahead for you to jump onto like in other platformers. Once you climb to the top of the block and want to jump to another platform, you need to look around the entire room first. You will find 2 to 3 platforms on each wall of the room. The platforms are all built in mid-air and have different heights.
The exit of the room is usually located on a platform close to the ceiling. So, you need to jump and climb between these floating platforms to reach the exit.
Before you start jumping, you need to carefully look around the room and plan a route in your mind from the first block to the final platform. Considering these platforms are attached to different walls at varying heights, every time you jump to a new platform, you must rotate Lara toward the next platform you want to jump to.
Sometimes, you will see a high platform that looks reachable, but actually isn't. To reach it, you have to change direction, jump down to a lower platform first, and then work your way up across higher platforms. After jumping between these platforms, you will finally reach your intended destination.
Lara’s jump distance is short, and most of the time, you can only jump from the edge of a platform to reach another platform. If you don’t jump from the very edge, you won’t reach the other platform. Even if you jump from the edge, sometimes you can barely reach the edge of the next platform. If you don’t grab the edge in time, you will fall.
So, the platforming part of Tomb Raider I is unlike other platformers. It doesn't challenge your quick reactions, but instead requires you to carefully observe your surroundings and map out a route in your mind. I hope Tomb Raider: Legacy of Atlantis keeps this core platforming design; it just needs a modern feel without changing too much.
Classic Tank-Control Third-Person Shooter
As early third-person shooters, classic Tomb Raider games (TR I – V) have unique shooting mechanics, unlike modern TPS mechanics inspired by Gears of War.
There are no modern third-person shooter mechanics in classic Tomb Raider games—no crosshairs, cover systems, magazine capacities, reloading, over-the-shoulder cameras, or health regeneration.
The classic tomb raider games’ gunplay experience is unique but bad.
If you press the weapon button, Lara will hold the weapon and automatically face the nearest enemy in front of her; and when you press the shoot button, Lara will shoot the enemy. There is no crosshair, so you can’t choose which target to shoot. Since the game lacks reloading and magazine mechanics, you can hold down the shoot button to fire continuously without stopping. In particular Lara's iconic dual pistols have infinite ammo and require zero reloading.
The no-reload mechanic in classic Tomb Raider games is somewhat similar to classic Doom games, but there are major differences between them. Even though Lara can keep shooting while moving like Doomguy, her movement speed is much slower than Doomguy's. In classic Doom games, I would constantly run while shooting to dodge monster attacks. But if you start shooting in classic Tomb Raider games, Lara can't keep running—she slows down to a walk, allowing enemies to easily catch up to her because her walking speed is so slow.
Because Lara can only target the nearest enemy in front of her, players cannot choose which enemy to shoot. If the player changes Lara’s direction, she stops targeting the previous enemy.
If you encounter a melee enemy, you have to turn Lara toward the enemy and shoot until they get close to her. Once the enemy gets too close, you must stop shooting, turn Lara around, and run to the other side of the room until you gain enough distance. Then, you turn Lara back toward the enemy and resume firing.
You have to repeat this kite cycle— “turn and shoot -> run away -> turn and shoot”—to deal with melee enemies.
Alternatively, you can climb onto a high platform where enemies can’t reach you, stand there, and safely shoot them. It feels like cheating and isn't particularly fun.
When fighting human enemies who use guns, you cannot use cover to avoid incoming bullets. You can only stand out in the open and shoot; any time you are in range to shoot the enemy, they can shoot you too.
Due to the lack of reload and cover mechanics, human gunfights in classic Tomb Raider games feel like mindless resource-draining contests that simply waste your ammo and medical kits. That is the worst part of classic tomb raider games.
Given the bad gunplay experience, if you're playing purely for the gunplay, I highly recommend saving your money. Instead, you're better off watching a Let's Play on YouTube rather than buying Tomb Raider I-III Remastered.
The gunplay mechanics were completely remade in Tomb Raider: Anniversary, and they will be completely overhauled again in Tomb Raider: Legacy of Atlantis. If you are looking for satisfying gunplay, I recommend those titles instead.
3. Progression and Upgrade
Unlike the Survivor Trilogy, which features ARPG-style skill trees, classic Tomb Raider games offer no way to upgrade Lara’s stats. You can only acquire several new weapons and many supplies (such as ammo and medical kits) during your playthrough.
4. Unique Flavor
(The reason why I think it is unique)
Imagine this: Lara is walking alone through a massive ancient tomb, unable to predict what lies ahead. She has no map to guide her and no idea which direction to head. As she explores the tomb, she enters room after room, finding nothing most of the time except for the occasional stash of ammo, a medical kit, or a wild animal. She gets stuck, unable to find a way out. She starts looking around the environment: the floors, the statues, the walls, the ceilings. Finally, she spots a switch hidden on the wall and pulls it. Suddenly, a hidden door opens in a distant chamber. She finds her way back to that room and steps through the newly opened doorway. Entering an unexplored area, she continues her journey.
If you love that feeling of pure discovery, you will love Tomb Raider I. That is why I am recommending this game to you, even though I dislike its controls and combat.
5. Storytelling and World-Building
Main Plot and Narrative Quality
(Spoiler!)
You will follow Lara as she travels to Peru, Greece, and Egypt to collect three fragments of an ancient Atlantean artifact known as the Scion in Tomb Raider I.
At the beginning, Larson approaches Lara to tell her that Jacqueline Natla, CEO of Natla Technologies, has a mission for her: travel to Peru to retrieve an ancient artifact.
In Peru, Lara explores an ice cave, discovers a lost Inca city, encounters dinosaurs in a hidden valley, and finally reaches the Tomb of Qualopec to acquire the first fragment of the Scion. After Lara leaves the tomb, Larson tries to grab the fragment of Scion, but Lara defeats him. Larson reveals that the Scion consists of three pieces, and that Natla has sent another mercenary, Pierre Dupont, to find the second fragment.
Afterward, Lara infiltrates Natla Technologies and finds a medieval manuscript revealing that the next fragment of the Scion is hidden in Greece.
In Greece, Lara navigates various ancient structures, eventually reaching the Tomb of Tihocan. Before Lara enters the tomb, a centaur statue guarding the entrance suddenly comes to life as a skinless mutant centaur. After defeating the centaur, Lara confronts Pierre—who has been popping up throughout the Greek levels to attack her before fleeing—and kills him in a final showdown. She then enters the Tomb of Tihocan to retrieve the second Scion fragment. A mural on the tomb wall reveals that Tihocan was one of the two just rulers of Atlantis.
Upon touching the second fragment, Lara receives a vision of ancient Atlantis: three leaders once ruled the continent, but one was imprisoned by the other. After Atlantis was destroyed by a meteor, the surviving rulers took the three Scion fragments and scattered them across Peru, Greece, and Egypt. Thus, Lara travels to Egypt to search for the final piece.
In Egypt, Lara fights living mummies around the Great Sphinx before discovering a temple hidden beneath a subterranean lake, where the Sanctuary of the Scion lies. After defeating Larson once again inside the Sanctuary, she takes the final fragment. However, as Lara exits the tomb, Natla and her henchmen ambush her and take all three pieces.
Lara escapes Natla's thugs, sneaks onto Natla's boat, and follows her to an island containing the ancient ruins of Atlantis.
Inside the Atlantean ruins, Lara encounters fleshy, skinless monsters and living muscular tissue walls. Lara finds the assembled Scion and experiences another vision, discovering that Natla was the third Atlantean ruler who used the Scion's power to breed a mutant army, prompting the other two rulers to imprison her. Ultimately, Lara destroys the Scion, defeats Natla, and escapes the island just before the Atlantean ruin explodes.
To be honest, the story in classic Tomb Raider games is quite simple and lacks the extensive dialogue needed to flesh out details. Given its focus on pure tomb exploration, there are no side quests or optional lore storylines. But the story is not the main focus of classic tomb raider games.
Characterization Quality
The characterization of classic tomb raider games is minimal; you can’t remember any character except Lara. As for Lara's personality, all you really gather is that she is brave and relatively silent throughout her adventure. If you want to learn more about Lara's backstory, you have to read the original Tomb Raider I game manual.
Among the classic entries, only Tomb Raider IV: The Last Revelation offers decent characterization.
World-Building Quality
World-building across the classic tomb raider games world-building is bad except Tomb Raider IV: The Last Revelation. Core Design didn’t put many documents or murals in classic tomb raider games to introduce the ancient civilizations.
If you want to learn more about the Atlantean civilization in Tomb Raider I, your best bet is reading the original game design document, which can be found at:
Original home of Lara Croft and Tomb Raider. Discover more about the company and the games developed by Core Design.
6. Visual Experience
Art Style
There are four chapters in Tomb Raider I: Peru, Greece, Egypt, and Atlantis. This means the game features three ancient architectural styles alongside a sci-fi alien aesthetic. All of the ancient structures are based on real historical styles. There are no supernatural fantasy elements in Tomb Raider I, except in the Atlantis levels.
The Peru levels feature distinct environments: ice caves, jungle valleys, Inca cities, and tombs. At first, you only see natural surroundings in the ice caves, such as snow and rock formations. However, deep inside the ice caves, you will encounter Inca-style walls and floors built from large stones.
When you enter the Inca city, you’ll see walls, floors, and ceilings covered in yellow and red patterns mixing Aztec and Mayan styles. In fact, historical Inca architecture did use yellow and red, but they didn't paint entire walls with these colors. In addition, the Inca art style is very different from Mayan or Aztec styles, so Mayan-style patterns and reliefs shouldn’t appear in Inca ruins.
These were oversights by Core Design, as they didn't thoroughly research native South American artistic styles before making the game. Similar historical art style mistakes also appear in Tomb Raider II, though these errors won't ruin your gameplay experience.
After Lara leaves the Inca city, she enters a cave containing an underground stream. Here, you see giant gears mounted on the cavern walls. This is one of the most iconic locations in TR1 and even appeared in the trailer for Tomb Raider: Legacy of Atlantis.
After solving the stream & gears puzzle, Lara enters a lost valley filled with jungle and dinosaurs. The Lost Valley is another iconic location that appears in the Legacy of Atlantis trailer, featuring a memorable T-Rex boss fight.
Seeing ancient tombs, living mummies, mutant monsters, dinosaurs, and living flesh structures all in one game is what uniquely sets Tomb Raider I apart from other entries in the series.
The Inca tomb’s art style is very similar to the Inca city’s art style of this game: yellow and red walls everywhere, along with Mayan-style patterns and reliefs.
The art style of the Greece levels doesn't just include typical ancient Greek architecture. There are also many Roman elements present, such as the Colosseum and Roman-style cisterns. The architecture in these levels feels more Roman than Greek, featuring far too many Roman stone bricks and very few iconic Greek pillars.
The Egypt levels feature an authentic ancient Egyptian style, showcasing iconic landmarks such as the Great Sphinx, obelisks, and ancient temples. The Egypt levels also contain minor stylistic inaccuracies, with elements from entirely different Egyptian historical eras appearing together in a single tomb. However, since everything remains distinctly Egyptian, it doesn't feel out of place.
The visual style of the Atlantis levels resembles an 80s B-movie sci-fi film. The first Atlantean level consists entirely of modern industrial structures. However, the remaining levels transition into fleshy alien lairs featuring pulsating organic walls, incubation pods spawning monsters, and floating tissue platforms over lava pools.
The grotesque flesh-and-blood environments in TR1’s Atlantis levels feel a bit jarring for a tomb exploration game, breaking the atmosphere of exploring ancient civilizations. The same problems also appear in other Core Design Tomb Raider games, such as Tomb Raider II, III and VI.
To be honest, I love Tomb Raider I’s ancient civilization ruins atmosphere, other Tomb Raider games have too many modern buildings and gunfights. My favorite modern Tomb Raider game is Rise of the Tomb Raider.
Visual Consistency
As I mentioned, Core Design mixed different ancient styles within single levels; if you are familiar with Mesoamerican history, you might find these inconsistencies jarring.
The final Atlantis levels effectively split the game into two distinct halves:
Part I: Ancient civilization ruins exploration in Peru, Greece and Egypt, you can only see ancient ruins and nature environment, the majority of enemies are wild animals, the only fantasy enemy is the living mummy.
Part II: Adventure in a living fresh alien lair called “Atlantis”. You can’t see any ancient civilization thing in “Atlantis”, there are only living building and fresh skinless monster.
Visual Details
Whether you choose to play the 1996 original or the remastered version in Tomb Raider I-III Remastered, the graphics are very outdated by today's standards.
If you play Tomb Raider I-III Remastered, you can switch between the original Tomb Raider I’s visuals and the remastered version of Tomb Raider I’s visuals. The remastered visuals are not a full remake; the developers simply upgraded Lara’s character model and environmental textures from PS1 to PS2-era quality, while adding basic lighting FX and shadows.
So, if you can’t accept the PS2 era visuals, maybe you can’t accept the Tomb Raider I-III Remastered, too.
7. Controls and UI
Controls
You can switch the control scheme between modern controls and tank controls in Tomb Raider I-III Remastered. I always used modern controls during my playthrough. The modern control scheme isn't truly modern; it is simply an improved version of the classic tank controls.
Because this game lacks a crosshair, you cannot choose which enemy—or which body part—to shoot. You can only shoot the nearest enemy in front of Lara; this means its combat mechanics feel more like a third-person hack-and-slash game than a typical TPS.
For example, in modern shooter games, I can use the left stick to control character movement while using the right stick to aim the crosshair. This means I can shoot an enemy to my right while moving backward.
In classic Tomb Raider games, however, you can only control the direction Lara is facing. You cannot manually aim her weapons, and she will only fire at enemies directly ahead of her. In this game, I cannot freely move in any direction while firing like I can in modern shooters.
As a result, whenever I turn Lara, her aim turns with her, making it impossible to stay locked onto an enemy in the previous direction. This means after moving Lara, you constantly have to turn her back toward the enemy to resume firing.
The jumping controls are also far too difficult and complicated for modern players. If you want to jump onto a platform, you must initiate the jump from the very edge of your current block, rather than jumping from anywhere on the platform as in other games. You must press the "Jump" button precisely as you reach the ledge; if you miss the timing, you will fall.
Even if you press the "Jump" button at the right moment, it doesn't guarantee you'll make it to your target platform. Many ledges aren't directly ahead of where you stand, so you must carefully turn Lara toward your destination—even a slight deviation in angle will cause you to fall.
This marks a major difference in platforming controls between classic Tomb Raider and the Survivor Trilogy. In the modern games, jumping to a ledge is easy, and if you miss, a QTE lets you catch yourself. In classic Tomb Raider games, however, miscalculating even slightly means instant failure.
UI
The UI is simply an HD version of the original Tomb Raider I user interface; everything remains completely unchanged.
8. Difficulty
Combat Difficulty
Since the majority of enemies in Tomb Raider I are wild animals or monsters limited to melee attacks, combat can be somewhat difficult if fought normally. However, if you stand on a high ledge beyond their reach, taking them down becomes trivial.
Tomb Exploration & Puzzles Difficulty
To be honest, the last time I played Tomb Raider I was many years ago. So, playing the remastered Tomb Raider I this time felt like playing a whole new game. I had forgotten the entire map layout of Tomb Raider I.
During my playthrough, I tried to enter every room in each level to search for ammo, medical kits, switches, keys, and levers. I often got stuck during my playthrough, wandering around the tombs until I finally found a hidden switch I had missed or spotted an elevated door.
Because each level in Tomb Raider I is huge and offers no map, I had to memorize the environments in my head. This was quite challenging for me, as most rooms within the same zone look nearly identical, making it hard to be certain of my exact location.
All the puzzles in Tomb Raider I are simple, such as pulling a lever to open a door, finding a key to unlock a gate, or pushing stone blocks to clear a path. There is nothing that challenges your mind.
Traps are fairly uncommon in Tomb Raider I, and you can easily pass them. The traps in Tomb Raider II are much harder than those in Tomb Raider I. I appreciate Tomb Raider I because gunfights and traps are minimal, allowing me to focus entirely on tomb exploration.
Thus, the main difficulty of exploration lies in its vast, mapless levels. However, if you spend enough time memorizing the layout, completing a level becomes straightforward.
Platforming and Traps Difficulty
The most difficult part in Tomb Raider I is its platforming. As I mentioned, you must press the "Jump" button and adjust your direction at the exact moment you reach the edge of a platform, then hold the "Action" button to grab the opposite ledge.
Reaching certain secret locations requires executing perfectly timed flip-jumps between sloped surfaces, which demands precise timing.
So, simply finishing the levels isn't overly difficult, but reaching every secret will truly test your mechanical precision.
9. Side Content
Secret Locations
Each level of Tomb Raider I has three secret locations. You can find ammo and medical kits in these secret locations. These secret locations are difficult to both find and reach. They are hidden in secret rooms or caves that require precise platforming sequences to reach.
To be honest, if you just want to finish this game, you don’t need to find the secret locations. The rewards are minimal; most secret spots only yield a medical kit or some shotgun ammo.
Finding these secrets serves primarily as an extra challenge for players who have already finished the main game.
Challenge Mode
The April 1st, 2026 patch add a new challenge mode to this game. Once you finish a level, you can customize the levels, modify the level’s mechanics, such as Lara’s health, enemy health, enemy numbers, and more.
If you finish the customized level, you will earn CR (Challenge Rating). You can use CR to unlock Lara’s new outfits.
However, this challenge mode is plagued with bugs, and the developers have yet to fix them.
10. Conclusion and Score
Overall Impression
As a pioneer of 3D action-adventure games, Tomb Raider I delivers an awesome ancient tomb exploration experience. Even though its gunplay and platforming mechanics feel outdated to modern players, its massive tomb levels are still well worth experiencing.
The remastered version updates Lara's model and environmental textures, but enemy and level geometry remain unchanged. All these improvements essentially lift Tomb Raider I’s visuals from the PS1 era to the PS2 era.
The "modern controls" option isn't truly modern by today's standards. This remaster is tailor-made for die-hard Tomb Raider fans. However, if you plan on buying Tomb Raider: Legacy of Atlantis, watching a gameplay retrospective is certainly worthwhile.
Pros:
Each level is a vast tomb with countless rooms waiting to be explored.
Minimal combat, traps, and dialogue, allowing you to focus purely on tomb exploration.
Excellent level design that still holds up today.
Cons:
Outdated Visuals.
Outdated and hard controls.
Boring gunplay experience
Target Audience:
Fan of Tomb Raider.
Rating:
Gameplay: 6/10
Story: 6/10
Visuals: 5/10
Controls: 5/10
Overall: 6/10
A Note from the Author
I am a huge Tomb Raider fan. This review marks the third essay I have written about the Tomb Raider series. The year 1996 was a milestone for me, as I got my very first PC. Thank God, my father bought me many games back then. I feel so lucky that I was able to play Tomb Raider and Resident Evil during my childhood.
To be honest, I didn't finish Tomb Raider I back then because it was too difficult for me, and I later lost my game CDs when moving to a new home. By the time I finally finished my first Tomb Raider game, I was already an adult. Even though I am no longer young, I still love the games that shaped my childhood.
So, I bought Tomb Raider I–III Remastered and wrote this review to introduce these classic titles to you. The remastered collection includes three classic Tomb Raider games along with their expansion packs. Today, I introduced the first entry in the series; next time, I will cover Tomb Raider II, which brings its own unique flavor through an adventure spanning Venice and China.







