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Tomb Raider: The Last Revelation was a grand and confusing piece of art, with some excellent ideas and some utterly brain-wrecking puzzles which were clearly put there to pad out the play time and prevent people renting the game and beating it over a weekend. This was the first Tomb Raider released on the Sega Dreamcast, but aside from slightly better graphics than the PlayStation edition, it and the PC incarnation are all the same game, so this guide can walk you through any incarnation. Much like Tomb Raider III, Last Revelation absolutely screamed for a strategy guide due to the aforementioned hair-pulling puzzles and some generally obnoxious gameplay elements which made things far more difficult than they should be. It's the most difficult of all the "classic" era entries, even harder than picking Nevada last in TR3, so if you managed to complete it without resorting to a walkthrough at any point, hats off to you. It's also the longest single entry in the franchise, comprising 42 stages in total, although some of these are re-visits to older stages with some minor tweaks due to story progression. It's the first Tomb Raider game to feature no hidden levels or special bonuses for collecting all of the in-game secrets (of which there are 70), although the British paper The Times teamed up with Core Design to release a special, PC-only downloadable level which celebrated the 75th anniversary of Howard Carter's excavation of Tutankhamun's tomb. Interestingly enough, this level wasn't just DLC, it was a full-fledged mini Tomb Raider game all on its own which didn't require the full version of Last Revelation in order to run, and came with two other TR-themed puzzle games to mess around with. This guide doesn't cover that bonus level, but if you're interested in playing it, you can find it at Stella's Tomb Raider Page. Both the GOG and Steam versions of Last Revelation come with the Times bonus content, just FYI. Anyway, at nearly 180 pages, this is also the longest classic-era Tomb Raider game guide Prima ever made. Enjoy!1 point -
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Highlights for this issue: (Volume 4 Issue 09) An interview with Naughty Dog, and an interview with Eidetic, the developer of Bubsy 3D that I found interesting to read. The review for Super Mario 64 gets 12-pages, and PilotWings 64 gets a 8-page preview. we see a beautiful layout for the review of Legend of Oasis (saturn), an update for Legacy of Kain (ps1), and Tekken 2 gets an 8-page review. we get reviews of several PS1 games, Gunship, Strike Point, Space Hulk, and Ridge Racer Revolution. RPG fans will love the previews of Lunar Silver Star Story, Langrisser III, on the Saturn. Plus, a review of the import version of what would end up being "Lunacy" (saturn). The AnimeFan section is back, which covers several new anime for the time. Oh My Goddess!, Burn Up W, Neon Genesis Evangelion, MD Geist II, Power Dolls, and a few more. I feel the page layouts are much better than during the 16-bit game coverage. They're not as garish as they sometimes were back then, with a flood of oranges and reds that sometimes were a bit much. But here, there's a lot better blending, like with the coverage on Destruction Derby, which takes some of the lighter colors from some screenshots and blurs them into a background with hints of smoke and dark spots of debris. It looks good. I think it helps that the consoles themselves are using way more colors. Some new people are also added to the crew. Mike Griffin (aka Jacques Strap) heads up GF Sport now, and Gary Harrod from London. There's more talk about launching MegaFan, another publication meant to be an arcade/strategy mag, and you can find the order form for it here as well (6 issues a year for $15). MegaFan would only release a few issues in the end (2-3 at most). There was a GameFan 32 also planned, but then they just inserted the first issue INTO the pages of GameFan itself.1 point
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Of the classic, PS1-era Tomb Raider titles, Tomb Raider III is probably the most difficult, and not always for the right reasons. With Core Design's employees struggling with epic burnout after being forced to churn out two sequels in two years, this game had the largest design team yet behind it, but by now the cracks were starting to show. With the public clambering for more everything, and no time to build a new in-game engine, they still managed to pack in new moves, including crawling, hand-over-hand climbing, and sprinting. Lara's arsenal was upgraded. There were new outfits to wear and new environments to explore, new enemies to slay, and new traps to contend with. The devs put a major focus on the idea of multiple ways to reach the same goal this time around, something they briefly toyed with in a couple of places in the first two games; this time, it was practically law. Instead of linear level progression, once players beat the opening stages set in India, they could choose to visit London, Nevada, or an island in the South Pacific, before taking Lara to Antarctica for her final confrontation. The other Tomb Raider games could easily be completed without a guide; you'd occasionally want to refer to one if you couldn't locate that last secret, or were having difficulty understanding one of the puzzles, but by and large, it was within most players' abilities to complete the game without one. Tomb Raider and Tomb Raider II fostered level design that wanted to surprise and delight the player. Tomb Raider III, on the other hand, was designed in such a way as to be openly hostile, with massive, sprawling levels filled with death traps and obtuse puzzles, along with enemies placed specifically to force the player to waste resources. Picking the wrong location after finishing India, in fact, is tantamount to the game kicking you in the nuts/ovaries, and the "wrong" choice is not telegraphed in any way. If you ever flip through a strategy guide for Tomb Raider III that does not instruct you to go to Nevada upon finishing India, throw that book away. Fortunately, this Prima guide does not make that mistake, and the path Kip Ward lays out is the "easiest" way through the game. That doesn't mean you get a cake walk, it just means you won't flip the difficulty switch to "screw you" without realizing it. Kudos also to Ward for providing a walkthrough of sorts for Lara's Home, explaining how to get into the secret treasure room, find the Racetrack key, and unlock the Quad Bike course. None of this is essential to beating the main quest, but it's possible to explore her mansion without realizing there's more to it than just beating the Assault Course and learning how to jump around. Enjoy!1 point -
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