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===Gameplay=== [[File:TR Anniversary gameplay.jpg|left|thumb|250px|A gameplay screenshot from ''Tomb Raider: Anniversary'', showing Lara jumping for a ledge below a door switch. While many mechanics within the ''Tomb Raider'' series have undergone changes, platforming and puzzle solving linked to this are recurring, standard elements within the series.]] The gameplay of ''Tomb Raider'' is primarily based around an [[Action-adventure game|action-adventure]] framework, with Lara navigating environments and solving mechanical and environmental puzzles, in addition to fighting enemies and avoiding traps. These puzzles, primarily set within ancient tombs and temples, can extend across multiple rooms and areas within a level. Lara can swim through water, a rarity in games at the time that has continued through the series.<ref name="GDMpostmortem"/><ref name="dvd-doc"/><ref name="GamaGameplay"/><ref name="DigiHistory"/> According to original software engineer and later studio manager Gavin Rummery, the original set-up of interlinking rooms was inspired by Egyptian multi-roomed tombs, particularly the [[KV62|tomb of Tutankhamun]].<ref name="dvd-doc"/> The feel of the gameplay was intended to evoke that of the 1989 video game ''[[Prince of Persia (1989 video game)|Prince of Persia]]''.<ref name="TRsecrets"/> In the original games, Lara utilised a "bulldozer" steering set-up, with two buttons pushing her forward and back and two buttons steering her left and right, and in combat Lara automatically locked onto enemies when they came within range. The camera automatically adjusts depending on Lara's action, but defaults to a third-person perspective in most instances. This basic formula remained unchanged through the first series of games. ''Angel of Darkness'' added stealth elements.<ref name="GamaGameplay"/><ref name="DigiHistory"/><ref name="TRAODguide"/><ref name="EGMtr2"/> For ''Legend'', the control scheme and character movement was redesigned to provide a smooth and fluid experience. One of the key elements present was how buttons for different actions cleanly transitioned into different actions, along with these moves being incorporated into combat to create effects such as stunning or knocking down enemies. Quick-time events were added into certain segments within each level, and many of the puzzles were based around sophisticated in-game physics.<ref name="GDMpostmortem"/><ref name="dvd-doc"/><ref name="1UPlegend"/><ref name="TRLguide3"/> ''Anniversary'', while going through the same locales of the original game, was rebuilt using the gameplay and environmental puzzles of ''Legend''.<ref name="GRanniversary"/> For ''Underworld'', the gameplay was redesigned around a phrase the staff had put to themselves: "What Could Lara Do?". Using this set-up, they created a greater variety of moves and greater interaction with the environment, along with expanding and improving combat.<ref name="Under-dvd-doc"/> The gameplay underwent another major change for the 2013 reboot. Gameplay altered from progression through linear levels to navigating an open world, with hunting for supplies and upgrading equipment and weapons becoming a key part of gameplay, yet tombs were mostly optional, and platforming was less present in comparison to combat. The combat was redesigned to be similar to the ''[[Uncharted]]'' series: the previous reticle-based lock-on mechanics were replaced by a free-roaming aim.<ref name="TombUncharted" /> ''Rise of the Tomb Raider'' built on the 2013 reboot's foundation, adding dynamic weather systems, reintroducing swimming, and increasing the prevalence of non-optional tombs with more platforming elements.<ref name="RoTgameplay" />
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