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After playing the new remake of Tomb Raider, I'm convinced you can't actually remake Tomb Raider

Before I tell you about Tomb Raider: Legacy of Atlantis, the second remake of a game that has also been ported and remastered more times than I can count over the last 30 years, I want to tell you about Tomb Raider, as I played it in the late 1990s. I remember it in fractured snapshots:

  • Finding that trapezoid box in my dad’s sock drawer after he came home from a business trip, and somehow not exploding with excitement
  • Pressing the Function key that switched from lo-res to hi-res graphics, awed by the sharper polygons
  • The eerie quiet of that first cave, punctured by each intrusive shot from Lara’s pistols
  • Diving through glittering pools, worried about how quickly she’d run out of air, but exhilarated by the feeling of arriving at a new place no human had set foot for hundreds of years
  • Learning the hard way to quick save before jumps, because not pressing a key to grab a ledge at the right moment was as likely to kill me as misjudging my spacing
  • Falling off a waterfall and hitting the ground below with a sickly snap, the camera lingering on Lara’s limp body
  • How real Croft Manor felt as a place to explore Lara’s life and practice her acrobatic moves
  • The almost casual way you come around a corner into a lost valley and see that T-Rex come lumbering toward you out of the darkness
  • Cycling through those “look at our 3D models” menus, the way you begin the game by opening Lara’s passport exhibiting style in a place I didn’t know games could be stylish

I never saw the end of Tomb Raider. I may have barely even seen the middle, but I do remember the wobbly floor under a tempting lever that collapsed with me on it. With no good save to go back to I just… gave up, instead replaying the first few levels I enjoyed. I was not a very determined kid.

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