Takingplace before the events of 2006's Tomb Raider: Legend, Anniversary follows series protagonist Lara Croft's quest for the Scion of Atlantis. Gameplay features Lara navigating linear levels, fighting enemies and solving puzzles to progress. The Wii version includes console-exclusive motion control elements, and the mobile adaptation features side-scrolling gameplay emulating earlier mobile Tomb Raider titles.
Following the completion of Legend, Crystal Dynamics began developing Anniversary. Using the Legend engine, the team rebuilt the gameplay and levels, and series cocreator Toby Gard expanded the narrative. Composer Troels Brun Folmann remade and added to the music using an orchestral style. A remake of the original Tomb Raider was initially being created by franchise creators Core Design, but the project was cancelled following their sale to Rebellion Developments in 2006.
Upon release, Anniversary received generally positive reviews from critics who deemed it a worthy remake of the original game, though some criticism was aimed at the game's graphics and occasional technical issues. The Wii version also divided opinion, with some critics praising the implementation of motion controls but others faulting them. While it reached high positions in sales charts, the game would become the worst selling entry in the franchise, selling just 1.3 million copies worldwide. The game was followed by Tomb Raider: Underworld (2008), the last in the Legend trilogy that takes place directly after the events of Legend.
The Wii port carries over the levels and general gameplay of the other versions, while incorporating motion controls. Wii-exclusive first-person puzzles include breaking through walls with a pickaxe, using a flash light in dark areas, assembling mechanisms from pieces found around the environment, manipulating symbol-based locks, and using paper and charcoal to take rubbings of puzzle-related symbols, all utilizing the Wii Remote. Motion controls are also used for some aspects of platforming, and free aiming in combat.[8][9] In the mobile phone version of Anniversary, Lara navigates side-scrolling 2D levels, platforming, fighting enemies and activating switches to progress.[10]
British archaeologist-adventurer Lara Croft is approached by mercenary Larson, who is employed by wealthy businesswoman Jacqueline Natla. Natla hires Lara to find the Scion of Atlantis, an ancient artefact originally sought by Lara's father Richard Croft. It is buried in the tomb of Atlantean ruler Qualopec within the lost city of Vilcabamba. Making her way through Vilcabamba to Qualopec's tomb, Lara discovers that there are three pieces of the Scion, divided between Atlantis' Triumvirate. Escaping the tomb, she is confronted by Larson, sent by Natla to take Lara's piece of the Scion. After beating him in a fight, he reveals that Natla has sent her rival Pierre Dupont to retrieve the next piece. Breaking into Natla's offices, Lara discovers a video showing the next Scion piece's resting place in Greece beneath a building called St Francis' Folly.
The team were eager to develop Anniversary as they could use the development assets of Legend.[15] They were also shocked by the request due to the original game's status amongst both Tomb Raider fans and video game history.[13] Another reason for developing Anniversary over a new game was to help celebrate the series' tenth anniversary and create a "compelling gameplay experience" by remaking the first game rather than creating a new title.[16] With two studios working on the game, the development structure was quite complex; a core team of fifteen was based at Crystal Dynamics, Buzz Monkey Software formed a large part of the game's staff, and Crystal Dynamic's executive Creative Services section oversaw development. When designing Anniversary, the team emphasised creating the game first before making adjustments to keep paper documentation to a minimum in favour of face-to-face conversations. To facilitate a smooth process, the team created a merit-based "democratic" environment where ideas could be put forward by other team members.[14]
As described by art director Andrew Wood, one of the team's starting points was taking the most memorable moments from Tomb Raider and recreating them in Anniversary on a grander and more detailed scale.[15] The art team wanted to show respect for the original game, designing environments to evoke nostalgia while being more complex and on a grander scale.[22] All the original areas were brought back in Anniversary, but redesigned around modern gaming conventions.[23] Botta said that the team picked out the most interesting parts of each area to preserve, leaving out the "less interesting hallway traversal" of the original.[24] The environmental design saw an upgrade compared to those in Legend.[23] The animals, primary enemies in the original Tomb Raider, were carried over into Anniversary, but redesigned to appear as threatening and dangerous as possible so people would see them as a threat and not feel too uncomfortable about killing them.[15] The graphic deaths of the original were also toned down at Botta's suggestion so they could earn a lower age rating and sell to a wider audience.[21]
When designing each environment, the art team would first create them with a low colour palette and desaturated lighting to increase their realism. They would then add colourful elements such as foliage, combining that with different types of lighting. Changing levels of light and darkness as Lara explored each location were used to convey a sense of mystery.[22] Peru was given a variety of environments, transitioning from snowy mountains to lush jungle to an underground tomb.[22] The Lost Valley area, which had become a fan favourite since the original release, was redesigned using available technology and hardware to be more open. The gameplay was condensed into a smaller area compared to the original, which spread its puzzles and platforming through adjoining caves.[25] Greece was designed around the theme of a subterranean temple hidden in a mountain.[22] Egypt focused on the motif of bright sunlight, magnifying the use of lighting to promote mystery; its layout and design saw the least overall changes when compared to the original Tomb Raider. The main difference was in its scale and variety.[22][24] The Lost Island area was given a unique design with volcanic elements and fantastic architecture unlike any of the other locations to act as the game's thematic finale.[22]
As part of their research for Anniversary, the developers played through the original game multiple times, pinpointing its characteristic and iconic elements that needed to be carried over into the remake.[13] A large amount of time was spent deciding what would be included, what elements to keep and what to change so it would appeal to old and new players alike.[23] Anniversary was developed using an updated and expanded version of the Legend engine, but with expanded gameplay elements and moves for Lara which in turn impacted level design.[14][24] The design was influenced by the team's previous experience with Legend.[14] The puzzles were mostly redesigned based on the technology and physics engine of Legend. Much of the original game's focus on item collection and pulling switches was included, but the developers tried not to rely on this style too much, adding more variety with physics-based puzzles and environmental set pieces.[16][24][26] When creating the puzzles, the team needed to take a second look at their design techniques so they could make puzzles and their solutions more visible and intuitive.[26]
An element they took into consideration was criticism of Legend's linear environments, with Anniversary being built with a philosophy of branching paths and an emphasis on exploration. This style was possible due to it being a core part of the original game. Lara's original inventory was also carried over from Tomb Raider, removing some of the tools introduced in Legend.[24] When the Peru areas were being created, Gard was eager to redesign the village area of Vilcabamba, an area the rest of the team did not know existed. The village was rebuilt to be better portray Vilcabamba's now-extinct civilisation.[27] St Francis' Folly was extensively redesigned to make puzzles larger and more complex, with many elements in Anniversary such as the giant statue of Atlas in one of the challenge chambers being parts of the original game that could not be completed. This theme of expansion continued through the rest of the areas.[21] The Egypt levels were themed around traps and puzzles, taking a more prominent place than in other areas.[28] The Lost Island levels were changed in various ways; the "Natla's Mines" area was made more manageable, while later levels within the Atlantean pyramid were made larger and more intricate.[18]
The music for Anniversary was written by Troels Brun Folmann, who had previously created the score for Legend; a lot of Folmann's work revolved around reworking and expanding the original game's themes.[13][29] The main theme was similar to that used in the first game, except with more advanced orchestral elements.[13] The goal for Anniversary's music was to convey a sense of adventure.[30] While his work on Legend involved a large number of electronic and rhythm instruments to blend musical genres, Folmann changed to a purely orchestral score for Anniversary.[30][31] Also in contrast to Legend, which used dynamic music throughout its levels, Anniversary used sparse musical cues combined with environmental ambience.[15][31]
The goal for Folmann was to translate the music into an evolved version for Anniversary while remaining faithful to the original. The sound team wished only to use a traditional symphonic style; the use of strings, brass, woodwinds percussion and choirs combined with the "classic" settings used in the game. This purely orchestral approach carried over into the cutscenes. All of the thematic elements from Tomb Raider, including the choir segments, were present in the new score.[30] Alongside remade themes, Folmann composed original tracks and new musical elements.[32] For the Egypt levels, Folmann used instrumentation incorporating Persian musical styles, which he described as "typical" for representing Egyptian music.[30] Folmann worked on the score for five months.[31]
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