- Release Year: 2013
- Platforms: Macintosh, PlayStation 3, Windows, Xbox 360
- Publisher: Square Enix Co., Ltd.
- Genre: Compilation
- Perspective: Third-person
- Game Mode: Online PVP, Single-player
- Average Score: 77/100
Description
Tomb Raider: Game of the Year Edition is an enhanced compilation of the 2013 action-adventure reboot, following the origins of young archaeologist Lara Croft as she becomes shipwrecked on the treacherous, storm-ravaged island of Yamatai during an expedition gone wrong. Stranded and fighting for survival against hostile inhabitants, wild animals, and supernatural forces tied to ancient Japanese mythology, Lara explores perilous ruins, solves intricate puzzles in optional tombs, and hones her skills in a gripping tale of transformation from novice to legendary adventurer, complete with bonus DLC content including additional maps, characters, skins, and weapons.
Gameplay Videos
Reviews & Reception
metacritic.com (77/100): Generally Favorable, with strong praise for graphics, combat, and story.
gamefaqs.gamespot.com : One of the best reboots in gaming history.
Tomb Raider: Game of the Year Edition: Review
Introduction
Imagine a young archaeologist, fresh from university, thrust into a nightmare of shipwrecks, cults, and supernatural storms—not as an invincible icon, but as a terrified survivor forced to confront her own fragility. This is the harrowing origin story that Tomb Raider: Game of the Year Edition delivers, rebooting one of gaming’s most enduring franchises with raw emotional depth and pulse-pounding action. Released in 2013 and compiled into this definitive edition in 2014, it marks the inception of the Survivor Trilogy, reimagining Lara Croft’s beginnings amid the treacherous Yamatai island. As a cornerstone of modern action-adventure gaming, this edition bundles the core experience with all DLC, including bonus tombs, multiplayer expansions, and customization options. My thesis: Tomb Raider: GOTY Edition isn’t just a triumphant revival; it’s a masterclass in character-driven survival horror that humanizes Lara Croft, blending cinematic storytelling with innovative mechanics to redefine her legacy for a new generation.
Development History & Context
Crystal Dynamics, the studio behind the acclaimed Legend trilogy, embarked on this reboot shortly after the mixed reception of Tomb Raider: Underworld in 2008. Splitting their team to nurture both the mainline series and spin-offs like Lara Croft and the Guardian of Light, they envisioned a fresh start: “A Survivor is Born,” as the trademarked slogan proclaimed. Announced in December 2010 at a time when the industry was pivoting toward narrative-heavy experiences like Uncharted and BioShock, the project aimed to strip away Lara’s superhuman gloss and ground her in vulnerability, appealing to a broader audience amid the rise of mature, character-focused titles.
Directed by Noah Hughes, Daniel Chayer, and Daniel Neuburger, with production led by Kyle Peschel, the game was built on Crystal Dynamics’ proprietary Foundation engine, emphasizing performance capture for unprecedented realism—Lara’s model drew from actress Megan Farquhar’s likeness, animated via techniques refined from Underworld. Programmer Scott Krotz and artist Brian Horton tackled the era’s technological constraints: the PlayStation 3 and Xbox 360 demanded optimized hubs-and-spokes exploration rather than full open worlds, while PC versions introduced DirectX 11 features like tessellation for dynamic environments. The multiplayer component, an industry trend post-Call of Duty dominance, was outsourced to Eidos-Montréal (fresh off Deus Ex: Human Revolution), though it felt like an afterthought.
Square Enix, having acquired Eidos in 2009, published the title, marking their first Tomb Raider. Development spanned nearly two years by reveal, but delays pushed release from Q3 2012 to March 2013, allowing refinements like Camilla Luddington’s casting as Lara (replacing Keeley Hawes after extensive auditions) and Jason Graves’ orchestral score. Amid a 2013 landscape saturated with blockbusters like The Last of Us, Tomb Raider stood out by blending survival mechanics with Tomb Raider’s puzzle heritage, navigating hardware limitations to create a visually stunning, emotionally resonant reboot.
Narrative & Thematic Deep Dive
At its core, Tomb Raider weaves a tale of transformation, set against the mythical Yamatai—an uncharted island in Japan’s Dragon’s Triangle, shrouded in legends of the Sun Queen Himiko, whose shamanistic powers allegedly summon apocalyptic storms. The plot kicks off with Lara Croft, a 21-year-old archaeology enthusiast, leading her first expedition aboard the Endurance. Funded by the Nishimura family (tied to Yamatai’s lore), the crew—led by the opportunistic Dr. James Whitman, mentor Conrad Roth (a grizzled ex-Royal Marine), filmmaker Samantha “Sam” Nishimura (Lara’s best friend), mechanic Joslyn Reyes, fisherman Jonah Maiava, helmsman Grim, and tech whiz Alex Weiss—defies warnings to enter the stormy seas. A cataclysmic tempest wrecks the ship, stranding them on Yamatai, now a hellish domain ruled by the Solarii Brotherhood: a cult of shipwrecked mercenaries worshiping Himiko to “ascend” through deadly rituals.
As Lara awakens in a derelict cave, the narrative plunges into survival horror. Separated from her team, she endures brutal set pieces—impaled by rebar, nearly assaulted by savages, and forced into her first kill—highlighting themes of trauma and resilience. Dialogue, penned by Rhianna Pratchett (of Mirror’s Edge fame), Susan O’Connor, and John Stafford, crackles with authenticity: Lara’s initial quivers (“I… I had no choice”) evolve into steely resolve, voiced masterfully by Luddington, whose performance captures a spectrum from wide-eyed terror to unyielding determination. Supporting characters shine variably—Roth’s paternal guidance provides emotional anchors, while Whitman’s betrayal (revealed as collusion with cult leader Mathias, a shipwrecked archaeologist obsessed with Himiko) underscores themes of ambition’s cost.
Deeper layers explore isolation, loss, and the supernatural’s intrusion on rationality. Collectibles—documents from Portuguese traders, WWII Japanese soldiers, and U.S. Marines—paint Yamatai’s tragic history as a perpetual trap, mirroring Lara’s internal storm. The climax at Himiko’s monastery reveals the “Ascension” ritual: a soul-transfer that destroys the host, with Sam as the vessel. Lara’s dual-wield showdown with Mathias culminates in destroying Himiko’s corpse, dissipating the storms. Thematically, it’s a bildungsroman for Lara: from naive scholar to myth-chasing warrior, grappling with violence’s psychological toll. Yet, a pre-release controversy over an implied assault scene (clarified as non-sexual trauma) sparked debates on female representation, ultimately enriching Lara’s arc as one of empowerment through adversity, not objectification.
Sub-themes of colonialism and fanaticism add nuance—the Solarii as a microcosm of broken societies clinging to myth—while quick-time events interweave visceral horror with plot propulsion, making every scar a narrative beat.
Gameplay Mechanics & Systems
Tomb Raider‘s core loop masterfully intertwines survival, exploration, and combat in a third-person action-adventure framework, eschewing linear corridors for interconnected hubs that encourage non-linear traversal. Players scavenge Yamatai via footpaths, ziplines (crafted from ropes and arrows), and climbable surfaces, with fast-travel between safe “base camps” streamlining backtracking. The UI is intuitive: a minimalist HUD highlights objectives via Survival Instinct (an upgradable scanner revealing enemies, collectibles, and puzzle aids like glowing weak points), while the journal logs story progress and lore.
Combat draws heavily from Uncharted, emphasizing resource scarcity and adaptability. Lara starts unarmed, fashioning a bow from scavenged wood—its free-aim tension builds to satisfying headshots—and progresses to pistols, shotguns, and rifles assembled from scrap. Upgrades, funded by XP from kills, hunts, and challenges, enhance ammo capacity, fire rate, or add silencers (e.g., Pistol Silencer DLC for stealth). Melee is gritty: quick-time counters lead to brutal finishers, like impaling foes with climbing axes, rewarding aggressive play with XP multipliers. Stealth shines in tall grass or shadows, allowing silent takedowns, but the game’s paradox lies here—narrative paints Lara as kill-averse, yet mechanics incentivize slaughter for progression, creating tension between story and player agency. Flaws emerge in enemy AI, which patrols rigidly, and occasional QTE frustrations during escapes.
Progression is RPG-lite: three skill trees (Hunter, Brawler, Survivor) unlock via base camp meditation, offering perks like Animal Instinct (highlighting wildlife) or Agility (better climbing). Side activities—hunting deer for upgrades, solving environmental puzzles in optional tombs (e.g., the DLC Tomb of the Lost Adventurer’s rope-swinging physics)—yield relics, GPS caches, and documents, unlocking gallery art. The GOTY Edition integrates all DLC seamlessly: single-player skins (Aviatrix for a classic look, Guerilla for camouflage) and weapons (Silverballer pistols) add replayability without gating core content. Earlier skill upgrades like Headshot Reticule aid precision.
Innovations like improvised ziplines and destructible environments (e.g., exploding gas canisters) feel organic, but the multiplayer—modes like Team Deathmatch, Private Rescue (survivors escort supplies), and Cry for Help (battery hunts)—falters. With asymmetric teams (Survivors vs. Scavengers) across DLC maps like Shanty Town or 1939’s Dogfight, it borrows single-player weapons but lacks polish; matches devolve into unbalanced chaos, feeling tacked-on amid the solo excellence.
Overall, the systems cohere into a compelling loop: explore to survive, survive to upgrade, upgrade to conquer—flawed yet addictive.
World-Building, Art & Sound
Yamatai’s world-building is a tapestry of decay and mystery, transforming the island into a character unto itself. From the wreckage-strewn beaches of Coastal Forest to the cult-riddled Shanty Town and storm-lashed monastery, hubs evolve dynamically—early-game safe zones turn hostile as Solarii patrols expand—fostering immersion through verticality and hidden paths. Lore drips from every corner: rusted Japanese bunkers from a WWII storm-study expedition, Portuguese ship graves, and Himiko’s sun motifs evoke a cursed paradise, blending Japanese mythology with global shipwreck detritus for a lived-in, oppressive atmosphere.
Visually, Brian Horton’s art direction dazzles on 2013 hardware. Lush jungles contrast jagged cliffs, with dynamic weather (raging storms, eerie fog) amplifying tension. Lara’s TressFX hair simulation—strands reacting realistically to wind and motion—pioneered graphical fidelity, while particle effects in tombs (swaying lanterns, collapsing debris) enhance puzzle interactivity. The GOTY Edition on PC/Mac shines with enhanced textures, though console versions hold up admirably. Lighting plays a pivotal role: golden sunbeams pierce ruins, casting long shadows that hide Solarii ambushes, contributing to a tone of awe-tinged dread.
Sound design elevates the experience profoundly. Jason Graves’ score—acclaimed for its orchestral intensity and “found sounds” percussion (e.g., mallets mimicking island scrap)—swells during climaxes, blending tribal drums with haunting strings to evoke isolation without clichéd Japanese motifs. Graves crafted thematic overtures mirroring the narrative arc: sparse, violin-led vulnerability in early survival, bombastic orchestration in boss fights. Voice work is stellar—Luddington’s Lara evolves from whimpers to roars—while ambient SFX (crashing waves, distant cult chants, creaking wreckage) build paranoia. Multiplayer inherits these assets but loses the solo’s cinematic punch. Collectively, these elements forge an atmosphere of relentless peril, making Yamatai feel eternally alive and unforgiving.
Reception & Legacy
Upon its March 2013 launch, Tomb Raider exploded commercially, selling 1 million units in 48 hours and topping charts in the UK, US, France, and beyond—doubling Legend‘s debut and setting format records for PS3/Xbox 360. By October 2021, it surpassed 14.5 million sales, the franchise’s bestseller, despite initial projections missing by 3.4 million (a shortfall Square Enix attributed to digital undercounting). Critically, Metacritic aggregates hit 85-87/100, with IGN (9.1/10) hailing it as the series’ best since 1996 for its “exciting” presentation and characterization; Game Informer (9.25/10) praised the “remarkable new series”; GamesRadar+ called it an “excellent origin story.” Eurogamer (8/10) and GameSpot (8.5/10) lauded pacing and visuals, though GameTrailers noted the kill-reluctance vs. aggressive mechanics dissonance. Multiplayer drew flak as “lackluster,” and the assault controversy fueled op-eds on misogyny, but lead writer Pratchett clarified it as misinformation, refocusing on empowerment.
The GOTY Edition, bundling all DLC (e.g., Caves and Cliffs maps, Fisherman character), enhanced accessibility without graphical upgrades (unlike the 2014 Definitive Edition’s 1080p/60fps polish, scoring 85-86). Reputation has only grown: once a “solid reboot,” it’s now canonized as a genre benchmark, influencing survival-action hybrids like The Last of Us Part II. Its legacy endures in the Survivor Trilogy—Rise of the Tomb Raider (2015) and Shadow (2018)—expanding Lara’s arc, spawning comics by Gail Simone bridging gaps, and inspiring the 2018 film reboot with Alicia Vikander. Awards nods (e.g., VGX nominations, NAVGTR wins for score/control) underscore its impact, cementing Lara as a multifaceted hero amid industry shifts toward diverse narratives.
Conclusion
Tomb Raider: Game of the Year Edition distills a reboot’s potential into exquisite tension: a vulnerable Lara forged in fire, worlds alive with peril, mechanics that reward cunning over bravado. From development’s bold vision to its thematic guts—trauma, survival, myth—it revitalizes a 25-year legacy, flaws like multiplayer notwithstanding. As video game history’s pivotal origin tale, it earns an unequivocal 9.5/10: essential, transformative, and eternally replayable. In Lara’s words, this is where a legend begins—not with glory, but grit.