Why adding modern controls to 1996's Tomb Raider simply doesn't work

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Summary

In 1996, I had little to compare it to, and the novelty of these vertically stacked 3D levels played from a third-person perspective was powerful enough that I had no complaints. But after 30 years of new ideas and iteration, the industry’s designers have solved all the problems this game has with controls. That’s why the studio behind the remaster tried including an alternative modern control scheme. Unfortunately, that doesn’t work for Tomb Raider at all. Prince of Persia and grids When work started on the original Tomb Raider, its developers are said to have had a specific cocktail of influences in mind: They wanted to combine the truly 3D navigable environments they had seen in the groundbreaking Ultima Underworld and the polygonal characters from Virtua Fighter, with gameplay inspired by the 1989 Jordan Mechner classic Prince of Persia. If you’ve played Prince of Persia, you know the platforming in that game is both precise and challenging. To make jumps, you had to carefully position yourself before launching—one step forward, one step back, until you reached the perfect starting point. The same goes for Tomb Raider. In fact, the entire game—all the puzzles, layouts, and platforming challenges—adheres to a strict grid system. Players can predict exactly how far protagonist Lara Croft will jump based on where they are on that grid. They can count steps to position themselves, and it’s basically required if you want to consistently navigate the game’s complex and precise jumping sequences without frustration. Using the game’s original tank controls, you could step forward or backward in predictable ways, or side step, jump to the side, jump forward, jump backward, and so on, with specific numbers of presses on the arrow keys. The entire game was built around this principle. As frustrating as tank controls are to a modern player, there was an exquisite elegance to this.

First seen: 2026-01-21 21:41

Last seen: 2026-01-23 13:47