Compare Tomb Raider: Underworld prices across trusted key stores and find the best deal. Developed by Crystal Dynamics. Published by Crystal Dynamics. Released on 11/21/2008. Available on PC. Genres: Action, Adventure. Metacritic score: 80/100.

The closing chapter of Crystal Dynamics' Legend trilogy wraps Lara's Norse mythology arc in gorgeous environments, then asks you to wrestle a broken camera the whole way through. Worth it for series fans, frustrating for newcomers.

My first impression of Tomb Raider: Underworld was that Crystal Dynamics had genuinely outdone themselves on the art side - ruins etched with fine stone detail, lush Mexican jungles, frozen Arctic islands, and underwater sequences that still hold up. Then the camera swung into a wall during a platforming sequence and reminded me exactly what era this is from. That tension between stunning presentation and persistent technical friction defines the whole experience. As the closing entry in the Legend continuity trilogy, Underworld pulls double duty: it wraps up the storyline started in Legend while weaving in threads from Anniversary, grounding everything in Norse mythology as Lara hunts for Thor's hammer across locales spanning coastal Thailand, the Arctic Sea, and Mayan ruins in Mexico. The story is darker and more emotionally punishing than either predecessor, and if you have any investment in where Lara's arc with her mother lands, the payoff is genuinely affecting. The scenario was co-written by series co-creator Toby Gard, and his fingerprints show - the scripting feels more considered than standard action-adventure fare of the period. Gameplay leans heavily toward exploration and environmental puzzles over combat, which is the right call because the combat is the weakest part of the package. The dual-target system and the ability to shoot while suspended from the grapple hook add some flair, but enemies stand in place and absorb bullets without putting up much of a fight. There is no cover system, so encounters devolve into strafe-and-shoot repetition. Fortunately, fights are sparse. Where the game earns its keep is in its large multi-stage puzzle rooms - each level functions as an elaborate environmental problem to untangle, with Lara's expanded acrobatic toolkit (wall-shimmy traversal, agile dodges, motion-captured movement that feels noticeably more natural than Legend) doing most of the heavy lifting. The Active Sonar map and in-game hint system via Lara's PDA give the game a mild accessibility layer that was ahead of its time for the series. Boss encounters are designed as puzzles rather than straight combat, which suits the game's identity. The rough edges are real, though. The camera is the loudest recurring complaint across every review from launch to today, and it earns every bit of criticism - it struggles to keep up during fast traversal and consistently fails during tight climbing sections. Collision detection has its moments of absurdity: ledges that look climbable won't register, and geometry can swallow Lara whole. The game is also short, running noticeably quicker than Legend for an experienced player, and secrets hunting adds little replay incentive. PC players have additionally flagged controller input quirks that can reset settings mid-session. None of this is showstopping if you go in with calibrated expectations, but it makes the experience feel rushed - which, given that the team was simultaneously shipping Anniversary and dealing with a staff shortage during production, it arguably was. For anyone who played Legend and wants to see where that story ends up, Underworld delivers a satisfying conclusion with some of the best-looking environments Crystal Dynamics had produced at that point in time. For a player coming in cold with no prior attachment to the Legend continuity, the camera and clipping issues will likely outweigh the pleasures of its puzzle design. Go in as a fan of the trilogy, not as someone expecting a tightly-polished action game. Alex, Scout Team

Tomb Raider: Underworld

Tomb Raider: Underworld

Nov 21, 2008Crystal Dynamics
GamerScout Says

The closing chapter of Crystal Dynamics' Legend trilogy wraps Lara's Norse mythology arc in gorgeous environments, then asks you to wrestle a broken camera the whole way through. Worth it for series fans, frustrating for newcomers.

PC
Steam Deck UnsupportedProtonDB Gold
Best Price Available
€0.00
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GamerScout Verdict

Best for Legend trilogy fans who want narrative closure; newcomers will fight the camera more than the enemies.

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Screenshots & Media

About Tomb Raider: Underworld

My first impression of Tomb Raider: Underworld was that Crystal Dynamics had genuinely outdone themselves on the art side - ruins etched with fine stone detail, lush Mexican jungles, frozen Arctic islands, and underwater sequences that still hold up. Then the camera swung into a wall during a platforming sequence and reminded me exactly what era this is from. That tension between stunning presentation and persistent technical friction defines the whole experience. As the closing entry in the Legend continuity trilogy, Underworld pulls double duty: it wraps up the storyline started in Legend while weaving in threads from Anniversary, grounding everything in Norse mythology as Lara hunts for Thor's hammer across locales spanning coastal Thailand, the Arctic Sea, and Mayan ruins in Mexico. The story is darker and more emotionally punishing than either predecessor, and if you have any investment in where Lara's arc with her mother lands, the payoff is genuinely affecting. The scenario was co-written by series co-creator Toby Gard, and his fingerprints show - the scripting feels more considered than standard action-adventure fare of the period. Gameplay leans heavily toward exploration and environmental puzzles over combat, which is the right call because the combat is the weakest part of the package. The dual-target system and the ability to shoot while suspended from the grapple hook add some flair, but enemies stand in place and absorb bullets without putting up much of a fight. There is no cover system, so encounters devolve into strafe-and-shoot repetition. Fortunately, fights are sparse. Where the game earns its keep is in its large multi-stage puzzle rooms - each level functions as an elaborate environmental problem to untangle, with Lara's expanded acrobatic toolkit (wall-shimmy traversal, agile dodges, motion-captured movement that feels noticeably more natural than Legend) doing most of the heavy lifting. The Active Sonar map and in-game hint system via Lara's PDA give the game a mild accessibility layer that was ahead of its time for the series. Boss encounters are designed as puzzles rather than straight combat, which suits the game's identity. The rough edges are real, though. The camera is the loudest recurring complaint across every review from launch to today, and it earns every bit of criticism - it struggles to keep up during fast traversal and consistently fails during tight climbing sections. Collision detection has its moments of absurdity: ledges that look climbable won't register, and geometry can swallow Lara whole. The game is also short, running noticeably quicker than Legend for an experienced player, and secrets hunting adds little replay incentive. PC players have additionally flagged controller input quirks that can reset settings mid-session. None of this is showstopping if you go in with calibrated expectations, but it makes the experience feel rushed - which, given that the team was simultaneously shipping Anniversary and dealing with a staff shortage during production, it arguably was. For anyone who played Legend and wants to see where that story ends up, Underworld delivers a satisfying conclusion with some of the best-looking environments Crystal Dynamics had produced at that point in time. For a player coming in cold with no prior attachment to the Legend continuity, the camera and clipping issues will likely outweigh the pleasures of its puzzle design. Go in as a fan of the trilogy, not as someone expecting a tightly-polished action game.

Alex
Alex · Scout Team

Catch-all

Tags

singleplayercontroller-supporttier:aaaEnvironmental PuzzlesThird-Person PlatformerMythology SettingMotion CaptureStory ClosureAcrobatic TraversalGrapple Mechanic

System Requirements

Minimum

Memory
1GB (Windows XP) / 2GB (Windows Vista) system memory
Processor
Intel Pentium 4 3+GHz or AMD Athlon 2.5+GHz
Sound Card
Direct X 9.0c compatible sound card and drivers
Supported OS
Microsoft Windows XP (admin rights required)/Microsoft Windows Vista (admin rights required)
Graphics Card
NVIDIA GeForce 6 series 6800GT (or better) / ATI 1800XT (or better)
Hard Drive Space
8 GB Free Space

Recommended

Memory
2 GB system memory
Processor
Intel Core 2 Duo 2.2 GHz or Athlon 64 X2 4400+
Controller
Microsoft Xbox360 Controller
Sound Card
Direct X 9.0c compatible sound card and drivers
Supported OS
Microsoft Windows XP (admin rights required)/Microsoft Windows Vista (admin rights required)
Graphics Card
NVIDIA GeForce 9800 GTX or ATI HD4800
Hard Drive Space
8 GB Free Space

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Community Discussion

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Reviews & Ratings

Metacritic
80

Game Info

Developer
Crystal Dynamics
Publisher
Crystal Dynamics
Release Date
Nov 21, 2008

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Frequently asked questions about Tomb Raider: Underworld

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What platforms is Tomb Raider: Underworld available on?

Tomb Raider: Underworld is available on PC.

When was Tomb Raider: Underworld released?

Tomb Raider: Underworld was released on 21 November 2008.

Who developed Tomb Raider: Underworld?

Tomb Raider: Underworld was developed by Crystal Dynamics.

Is Tomb Raider: Underworld worth buying?

Tomb Raider: Underworld holds a Metacritic score of 80/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.