Tomb Raider IV: The Last Revelation
The classic that tried to kill Lara Croft from the inside out. A dense, Egypt-locked puzzle-platformer that remains the high point of Core Design's original run, tank controls and all.
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About Tomb Raider IV: The Last Revelation
I've come back to The Last Revelation several times over the years, and each time I'm struck by the same thing: Core Design was running on fumes and somehow produced the tightest, most focused entry in their entire Tomb Raider run. The development team was so burned out by annual releases that they quietly wrote Lara's death into the script without telling the publisher. That kind of creative desperation shows up in the game itself, for better and worse. What you get is a third-person action-adventure built almost entirely around a single country. Nearly every level takes place in Egypt, and that narrowed scope forces the design to work harder on depth rather than variety. The Karnak temple complex is the best example: interconnected hub levels that loop back on each other, requiring you to revisit zones as new keys and items open fresh routes. This was a genuine structural shift for the series, and it still catches players off guard today. Rope swinging and pole climbing are new additions to Lara's move set, item combining adds a thin layer of inventory logic, and the ability to shimmy around corners sounds trivial until it quietly defines how several puzzles work. The puzzles themselves are the strongest in the classic series, with one genuine standout being the Senet game inside the Tomb of Semerkhet, a real ancient Egyptian board game built into the level as a mechanical puzzle. Vehicle sections in desert canyons break up the corridor crawling, and a late-game train sequence and pyramid scaling rank among the best action beats in the entire classic era. The downsides are real and worth naming. The tank controls are stiff regardless of input device, and the PC version in particular requires some patience before it starts feeling natural. The Egyptian setting, while atmospherically strong, does blur together across dozens of levels of sandy crypts and stone corridors. Miss a key item early in a hub area, and backtracking without a modern objective marker turns into a slow war of attrition. Combat remains auto-aim and largely passive: hold fire, watch Lara shoot, reload. The opening tutorial in Angkor Wat moves at the pace of a bored professor and interrupts flow constantly. None of this is a surprise if you know the era, but newcomers should go in with adjusted expectations. The Steam version listed here is the original 1999 PC release, not the 2025 remaster, which is sold separately. That matters because the original does not have the modern control scheme, boss health bars, or quick-save convenience the remaster introduced. It does have the PC-native quick-save and quick-load, which is genuinely useful given how punishing some of the later sections are. At 85% positive from over 1,400 Steam reviews, the community verdict leans clearly toward appreciation, mostly from returning fans rather than first-timers. If you grew up with this one and want the cleanest no-nonsense version of the original, this is it. If you have never touched classic Tomb Raider, the remaster is the more sensible entry point. Alex, Scout Team
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Game Info
- Developer
- Core Design
- Publisher
- Square Enix
- Release Date
- Nov 28, 2012