| < Eep² |
18 compared games (78 comparisons) + 51 honorable mentions = 69 games
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Note:
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| circa | 1996 | 1997 | 1998 | 1999 | 2000 | 1995 | 2000 | 1998 (Opposing Force: 1999) | 2000 | 1999 | circa | 1998 | 1998 | 2000 | 1999 | 2000 | circa | ||||||||||
| genre | action-adventure | building, chat, virtual reality | action | action-adventure | action | action-adventure | genre | action-adventure | action-strategy | action-adventure-RPG | genre | ||||||||||||||||
| publisher | Eidos | Activeworlds.com, Inc. | Sierra | Infogrames | publisher | Electronic Arts | Eidos | SegaSoft | Eidos | publisher | |||||||||||||||||
| developer | Core Design | Activeworlds, Inc. | Valve (OF: Gearbox) |
Ritual | Raven | Appeal | developer | Dreamworks | Looking Glass | Surreal | LucasArts | Red Orb | Segasoft | Ion Storm | developer | ||||||||||||
| [+/-] | [+/-] | ||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| engine | Proprietary | Criterion RenderWare | GoldSrc | modified Quake III | Paradise |
engine | Proprietary | Dark Engine | Riot | modified SITH Engine | NetImmerse | Proprietary | modified Unreal Engine | engine | |||||||||||||
| developer | Core Design | Activeworlds, Inc. | id | Appeal | developer | Dreamworks | Looking Glass | Surreal | LucasArts | NDL | Segasoft | GT Interactive | developer | ||||||||||||||
| type | polygon | polygon/voxel | type | polygon | type | ||||||||||||||||||||||
| portal | terrain | portal | terrain | terrain & portal | portal | terrain | terrain & portal | ||||||||||||||||||||
| atmo- spheric/ environ- mental effects | w a t e r |
current | customizable ("warp" command) | atmo- spheric/ environ- mental effects | w a t e r |
current | current | w a t e r |
atmo- spheric/ environ- mental effects | ||||||||||||||||||
| drops | drops | drops | |||||||||||||||||||||||||
| ripples | customizable (action commands) | waves | ripples | ripples | |||||||||||||||||||||||
| splash | splash | splash | |||||||||||||||||||||||||
| w e a t h e r |
clouds | moving | customizable | moving | w e a t h e r |
clouds | moving | moving | moving | moving | clouds | w e a t h e r |
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| fog | volumetric | underwater | fog | volumetric | fog | ||||||||||||||||||||||
| rain | rain | rain | |||||||||||||||||||||||||
| snow | snow | yes | snow | ||||||||||||||||||||||||
| other | mist | clear-cloudy transition, lightning [+ strikes bridge (breaking) and tree (burning)] | other | mist | lightning | other | |||||||||||||||||||||
| wind | Lara's ponytail(s) | customizable (object animation) | fans | leaves, tapestries | wind | pulsating plants? | wind | ||||||||||||||||||||
| flags | dripping water off Lara, gong, laundry, tapestries | fan vent cobwebs, a door | |||||||||||||||||||||||||
| other | dust (shooting darts) | cold breath (Lara), dust (shooting darts), earthquakes, quicksand, shaking, smoke (gun muzzle, fire), steam (some Antarctica lights) | smoke (explosions, fire, gun muzzle, jeep & motorcycle exhaust, machineguns), steam (some floor grates) | dust (stone impact) | customizable: smoke, steam | camera shaking, smoke, steam (some pipes) | cold breath | other | object contact debris (dust) | blood splats, gas (Burrick poison), smoke (fire, lava), steam (some pipes) | camera shaking, smoke (fire), steam | smoke (gun muzzle, explosions) | day-night light cycle, smoke | gas & smoke linger after explosions, steam; all 3 rise and disperse | other | ||||||||||||
| dust (cave claw hand scraping; Julie: landing & shimmying), lawn sprinkler water spray, smoke (+ chainsaw, flame sword, Gruff's pipe), water mist/spray | smoke (+ some pipes, sparks) | dust (grinding secret stone door), smoke (+ extinguished flares), steam (+ some grates) | |||||||||||||||||||||||||
| collision detection | mostly 2D
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2D | mostly 2D (Julie adjusts feet & legs on slopes when standing) | 2D | collision detection | mostly 2D (walking dinos, but angle when fallen/dead) | 2D | mostly 2D (Indy crawls parallel to slopes) | 2D | mostly 2D (hoverboards & rovers angle vertically) | 2D | collision detection | |||||||||||||||
| avatars | |||||||||||||||||||||||||||
| environment mapping (reflection) | "surfaces/objects reflect light and react to light sources"
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some floors, Lara's catsuit, doors (lockers, glass cabinet), VCI logo | Gordon (HEV suit), NPCs (security guard helmets, etc), enemies (alien warrior armor, etc) | metallic surfaces, non-translucent glass, many other things | console screens, some glass | water reflects backdrop/terrain | environment mapping (reflection) | some marble floors
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environment mapping (reflection) | ||||||||||||||||||
| inverse kinematics | inverse kinematics | inverse kinematics | |||||||||||||||||||||||||
| lighting | static (white) | dynamic (white)
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dynamic (colored)
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static
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dynamic (colored) | static | lighting | static | dynamic
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dynamic (colored) | lighting | ||||||||||||||||
| white | colored
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asteroid fragments, crystals (some), explosions, flamethrower, lightning | flickering | colored | white | white
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colored
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fire (dragon breath, flaming sword, regular fire); "dark-lights" | fire, flares, lanterns?, lighter | explosions, object building | alarm lights, Dragon's Tooth Sword, explosions, fire, flamethrower, flares (+ darts), flashlight, lamps (desk/table), plasma gun projectiles
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| particle effects
(colliding projectiles & |
shooting lava | bat swarms, blood squirts, breath (cold/poison), fire, flares, gun bullet shells, explosion debris, fish schools, smoke, steam | beetle swarms, blood squirts, breaking object debris, electricity, enemy ground emergence, explosion debris, fire, flares, gun bullet shells & impact debris, moth swarms, smoke, water dripping off Lara | bat & bug swarms, fire, rat packs, smoke, steam, welding torch sparks | breaking object debris (glass, metal, wood shards); radiation particles, scattering crate objects, sparks | blowing leaves, explosion debris, fly swarms, settling feathers after giant bird deaths, some weapon effects | Borg body disappearance, electricity, stasis "fireflies", plasma, smoke, sparks, steam, transporter effects | cold breath, healing/saving, shooting lava, vulture-like bird swarms | particle effects
(colliding projectiles & |
object contact debris (dust) | fly swarms, gas, lava (shooting), smoke, sparks (fire, streetlights), steam, water (dripping, falling, fountains) | broken barrels/bodies, ice crystal sphere, falling ice sword crystals, other falling things, whirlwinds (mini-tornadoes) | falling rocks, explosion debris | explosions | breaking objects: glass/metal/wood shards; explosions, faucet (sink, shower) water drops, fire, fish schools, flies, gas, gun bullet shells, smoke, sparks (cleaning bot, machinery, etc), steam | particle effects
(colliding projectiles & |
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| physics
(bouyancy, friction, gravity, inertia, momentum, etc) |
Lara, animals/enemies | avatars | player character, animals/enemies | physics
(bouyancy, friction, gravity, inertia, momentum, etc) |
player character, animals/enemies | avatars: bounce off forcefields, buildings, avatars, rovers, turrets, etc; weapon recoil
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player character, animals/enemies | physics
(bouyancy, friction, gravity, inertia, momentum, etc) |
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| Thor's hammer, sand | Lara's ponytail (blowing, floating, settling), vehicles | low gravity, plasma beam force (weapons, conduits) | body guts, broken barrels, ice crystals, rocks/snowballs (+ rolling, break) | rocks, working clock gears | |||||||||||||||||||||||
| rolling barrels/drums richocet off walls/edges | bouncing bullet shells & grenades | ||||||||||||||||||||||||||
| icicles, stalagmites | |||||||||||||||||||||||||||
| shadows | polygonal | polygonal | voxel ("dynamic soft shadow generation") | shadows | polygonal (Indy), dynamic | polygonal | shadows | ||||||||||||||||||||
| ovalular; size (width/length adjustment): Lara (dynamic), animals/enemies/darts (static) | Lara only, moving fan blades | customizable | player character, NPCs, aliens/enemies: horizontal, flat (2D); dynamic | avatars & rovers
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| horizontal, flat (2D) | some vertical angle adjustment | multiple light source: position adjustment, distance lengthening & shortening | circular, fading | ||||||||||||||||||||||||
| skeletal animation | skeletal animation | skeletal animation | |||||||||||||||||||||||||
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| texture | filter- ing | bilinear | voxels only | texture | filter- ing | bilinear | bilinear | filter- ing | texture | ||||||||||||||||||
| trilinear | trilinear | trilinear | |||||||||||||||||||||||||
| map- ping | bump | map- ping | bump | bump | map- ping | ||||||||||||||||||||||
| mip | mip | mip | |||||||||||||||||||||||||
| detail/ procedural | action commands | blood & alien/roach gut fluid, crowbar/ pipewrench (OF) hits (black: most surfaces; white: some glass), explosion blasts | flamethrower burns | weapon burns | detail/ procedural | blood pools/splats | bullet holes, blood, glass hits, wood cracks | detail/ procedural | |||||||||||||||||||
| palette (color bit depth) |
8 | 8/16 | 8/16/24 | 16/32 | 8/16 | 16/24 | 16/32 | 16/24/32 | palette (color bit depth) |
8/16 | 8 | 16 (only?) | 8/16/24/32 | 16/24 | 16 | 16/32 | palette (color bit depth) |
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| tile resolution | 64x64 | probably 64x64 and 128x128 | 128x128 or 256x256 | any power of 2 | varies | 32x32, 64x64, 128x128, 256x256 | tile resolution | varies | 32x32, 64x64, 128x128, 256x256 | 8x8, 16x16, 32x32, 64x64, 64x128, 128x64, 128x128 | tile resolution | ||||||||||||||||
| other | anisotropic filtering, compressed | other | more info |
multipass | other | ||||||||||||||||||||||
| transparency (alpha blending) |
full (masks)
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semi/full: curtains/drapes, electricity, fire, glass, gun muzzle flash, light (beams, bulbs, shafts), shadows, smoke, steam, water (+ blood, ripples, splashes) | semi/full: blood drops, electricity, fire, flare smoke, glass (some computer displays, windows), gun muzzle flash, light beams (spotlights, sunrays), X-rayed Lara |
water | transparency (alpha blending) |
water | camp forcefield boundaries, pre-built buildings/turrets, dirt/dust, explosions, healing rays, hoverboard trails, light beams, smoke, transium spots, weapon fire tracers | gas, glass, lasers, pepperspray mist, smoke, steam, water | transparency (alpha blending) |
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| breath (cold/poison), fog/mist, reflections?, save/health crystals/gems | blood squirts, cobwebs, elementals, fading corpses, glass (jeep windshield, Von Croy's glasses), Lara (when camera close), lava, lens flare, scroll (1), some enemy weapon explosions | customizable ("opacity" RWX command) | fading (body parts, broken objects, corpses, crate objects), ice, fire, glass, smoke, steam | explosions, fire, ghosts, glass (glasses, health vials, water ampules, windows), hologram (Julie), lens flare, lightning, light shafts, plant/flower petals (some), smoke, steam, wasp wings, water (+ dripping) | Borg lasers, electricity, forcefields, glass, light shafts, plasma, smoke, sparks, steam, transporter effects, weapon beams | cold breath?, healing? | fire, gas, glass, ice, smoke, steam, water (+ dripping), water arrow quivers | dirt/dust (falling), fading (corpses, broken barrels/crates), fire, glass (cups, light panels), glow, grimstone, hair bangs, ice, plant leaves, shimmering/sparkles, smoke, soul shadow, steam, wings | cobwebs, some glass (helicopter windshield, stained), Indy (when camera close), some water | light shafts | |||||||||||||||||
| other | underwater distortion | lens flare, poison & underwater distortion | lens flare, underwater distortion | level of detail (LOD), light flares (coronas), simple shaders | other | max polygons before clipping: 1024 | creature polygon count: 200-1000+, lens flare | coronas, alcohol/poison distortion, volumetric fog/light | other | ||||||||||||||||||
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| [+/-] | [+/-] | ||||||||||||||||||||||||||
| player character | Lara Croft | customizable, various | Gordan Freeman; HEV suit OF: Adrian Shepherd; PCV vest |
Julie Strain
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Alex Munro (Starfleet officer)
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Cutter Slade | player character | Anne (traveller)
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Garrett (thief)
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Rynn
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Indy (archeologist/ professor) |
The Prince | 4 corporation avatar types; male or female | JC Denton
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player character | ||||||||||||
| ponytail | scouting orb links to mechanical eye | ||||||||||||||||||||||||||
| young Lara | |||||||||||||||||||||||||||
| training level | Ireland episode | ||||||||||||||||||||||||||
| actions/moves | climb (ladder), die (various) |
+ climb (+ grappling hook), search (files, drawers), sneak, swing (+ bars, bat, grappling ropes?--hook?), throw grappling hook, walk (+ tightrope: left/right balance) | run, strafe, wait, walk (others configurable through SEQs) | climb (ladder), crouch (+ run & walk), die (various), idle, jump, pick up (by moving over object), run, shoot, strafe, swim, walk |
climb (rope, wall), crouch (+ roll: 4 directions, walk), die (various), grab edge (while jumping or dropping) & horizontal pole (while jumping, + wrap legs around), hug wall (+ sidestep), jump, pick up (by moving over object), place detonator, pull (+ up edges), push, ready/store weapon (2 hands), run, shimmy (horizontal edges/poles), shoot (+ alternate), strafe, swing (rope, monkeybar, sling), turn (crank, handle), vault, walk | climb (ladder), crouch, jump, shoot (+ alternate), sidestep, strafe, push button, run, use, walk | climb, die (various), jump, run, shoot, stomach lie (+ crawl), swim, walk | actions/moves | crouch, pick up/drop/throw object, jump, shoot | block, climb: ladder, wall (mantle)/rope; crouch (+ run/walk), drink, eat, jump, pick lock/pocket, lean (sideways, forwards), open/close doors & manhole covers, pick up/drop/throw object/body, ready/sheath weapon, run, swim, swing blackjack/sword, walk | block, climb ladder, crouch (+ 4-direction roll & "walk"), die, jump, pick up object, push, run, sneak, strafe, swim, swing weapon | climb, crawl, die (various), grab edge, jump, light lighter/torch, mark wall w/chalk, pull/push block/crate, pull up (edges), roll (directional), run, shimmy, shoot, sidestep, swim, vault, walk, whip (+ climb/swing) | jump, open doors, pick up object, pull up (edges), swing weapon | jump; object manipulation: build (+ rotate in 90° increments), dismantle, drop, jettison, modify, pick up (by moving over object); shoot, strafe | climb, crouch (+ walk), die (various), drink, eat, flush toilets, lean (sideways), jump, open/close cabinets/doors/drawers, pick up/drop/throw object, play (piano, pinball, pool), run, shoot, strafe, swim, turn: on faucets (sink, shower), ship wheels, valve; walk | actions/moves | |||||||||||
| light/throw flare, move camera around while performing most moves, roll (+ underwater) | faster turning | hit gong | open sewer cover, play harp & piano, tilt/turn objects | ||||||||||||||||||||||||
| open door (revolving handle) | crawl, crouch (+ ready/holster/shoot some weapons), dash/sprint (+ jump & slide), swing (monkeybar), open door (+ crowbar), sidestep (+ shallow water) | ||||||||||||||||||||||||||
| customizable (multiplayer) | customizable (multiplayer) | customizable (multiplayer) | |||||||||||||||||||||||||
| footprints | footprints | footprints | |||||||||||||||||||||||||
| footstep sound | land/water | land: dirt, hollow (wood), metallic (metal), mud/quicksand, rock (solid/gravel), soft (grass); water | land: dirt, metal, mud, rock (solid/gravel), sand, snow; water | customizable (but pauses each time) | land (varies), water (varies) | metal, ship floor (thin carpet), water | land: dirt/sand, grass, rice patties, stone, wood; water | footstep sound | land (varies), water (varies) | land: carpet, dirt, gravel, metal, rock/stone, tile, wood; water (varies) | land: dirt, grass, metal, rock, snow, wood; water; armor | land: dirt, metal, rock, snow, wood | land: dirt/grass, metal, linoleum; water | footstep sound | |||||||||||||
| polygons (#) | 380, ~230? | 540 | 784?, |
984? ("200 more") | varies | polygons (#) | ~350-400 | polygons (#) | |||||||||||||||||||
| textures ("skin") | normal | customizable | hazard suit/PCV vest (OF) on/off | jumpsuit (+ rips & loses pieces); leather stirrups & thong | normal, spacesuit | normal | textures ("skin") | normal | armorless, armored | normal | depends on corp and gender | normal | textures ("skin") | ||||||||||||||
| grey tanktop | green tanktop | ||||||||||||||||||||||||||
| wetsuit, bomber jacket | arctic (Antarctica), catsuit (London), desert (Nevada), jungle (South Pacific Islands) | training (Cambodia) | catsuit, SAS(?) camoflauge | ||||||||||||||||||||||||
| view (cam- era) |
perspective (person) | 3rd | 1st/3rd | 1st (3rd via console command) | 3rd (1st via console command) | 1st (3rd via console command) | 1st | view (cam- era) |
perspective (person) | 1st | 1st/3rd | 3rd | 1st/3rd | 1st (3rd via console command) | perspective (person) | view (cam- era) |
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| pan | static (locked behind character) & dynamic (keyboard-controlled) | static (locked behind character) & dynamic (keyboard-controlled) | dynamic (keyboard- & mouse-controlled) | pan | dynamic (keyboard- & mouse-controlled) | static (locked behind Indy) & dynamic (keyboard-/ mouse-controlled) | static (locked behind avatar) & dynamic (keyboard-/ mouse-controlled) | dynamic (keyboard- & mouse- controlled) | pan | ||||||||||||||||||
| dynamic (+ mouse- controlled) | around player: 360° horizontal, 180° vertical | around player: 360° horizontal, 180° vertical | around player: 360° horizontal, 180° vertical | ||||||||||||||||||||||||
| zoom | slightly when panning | 3 levels (3rd-person only) | continuous (console commands) | hazard team suit | 7 levels (1 1st-person + binoculars, 6 3rd-person) | zoom | optionally after ~10 seconds while aiming bow | aiming bow (1st-person) | when panning in pseudo-1st-person view (camera closer to Indy and he turns transparent) | nerve center camp view, certain weapons (1st-person) | binoculars | zoom | |||||||||||||||
| binoculars/lasersight (1st-person) | Garret's mechanical eye | ||||||||||||||||||||||||||
| water tinting | more accurate | fading | water tinting | water tinting | |||||||||||||||||||||||
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| [+/-] | [+/-] | ||||||||||||||||||||||||||
| # levels/worlds | + assault course/Lara's mansion/training | 4 episodes; 15-20 levels | customizable (depending on how many worlds purchased) | 17 maps + training
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24 maps + training | 16 maps + tutorial | 5 regions | # levels/worlds | 8 | 12 missions + training | 16 missions | 4 worlds; 14 levels | 8 chapters; 17 levels | 7 environments; 15 levels | 1 million possible camps; customizable (depending on how many you want to build and others have built) | 11 missions + training | # levels/worlds | ||||||||||
| 15 | 18 | 20 | 37 (5 "episodes") | ||||||||||||||||||||||||
| locations | Atlantis; Egypt; Qualopec, Peru; St. Francis' Folly | China (The Great Wall); Venice, Italy; sunken ship; Tibet; TR2 Gold: Las Vegas, Nevada, USA & Russia | India; London, England; Area 51 (Nevada, USA); South Pacific Islands; Antarctica; TR3 Gold: Scotland, English Channel, France | Anghor Wat, Cambodia (training level); Egypt (a citadel, Karnak, Cairo, Giza, Alexandria, Valley of the Kings) | Rome, Italy; Murmansk, Russia; Ireland; office tower block (Von Croft Industries? location unknown) | partial world list; customizable | Black Mesa Federal Research Facility (New Mexico, USA); Xen (alien world) | Eden (fantasy- futuristic world) |
Voyager (+ holodeck), Borg cube, Forge (space station), Scavenger ship (Klingon, classic Federation, other races) | Adelpha (parallel world) | locations | Site B (Isla Sorna |
a city (~19th century w/magic) | Drakan (fantasy-medieval world) | post World War II (1947)
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12th-century Persia
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Visitor (alien planet) | the future
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locations | ||||||||
| cutscenes | 4 | 11 | 37+ | many | cutscenes | 13+ | 62+ | level transitions | cutscenes | ||||||||||||||||||
| full-motion videos (FMVs) | 10 | 7 | 3 | 13 | full-motion videos (FMVs) | 3 | 17 | 16 | full-motion videos (FMVs) | ||||||||||||||||||
| level/world editor | Room Editor | integrated | various | level/world editor | DromEd | integrated | modified UnrealEd |
level/world editor | |||||||||||||||||||
| linear level progression | some (India/Antarctica & levels within Nevada, South Pacific Islands, & London) | some (interconnected levels), "strategic hubs" | linear level progression | linear level progression | |||||||||||||||||||||||
| environ- mental inter- action | collapsable scenery |
customizable | environ- mental inter- action | collapsable scenery |
collapsable scenery |
environ- mental inter- action | |||||||||||||||||||||
| o b j e c t s |
break | animals/enemies (when shot with grenade/rocket launcher), glass, walls (2) | animals/enemies (when shot with grenade launcher), chainlink fence, fuel tank, helicopter, lionhead gems, skeletons (heads & shields), star, stone ground & wall, vases, wood (barricades, bridges, some benches & crates, fence-doors, scaffolding) | crates, lock, vent | benches, bodies, books, cardboard boxes, chairs, desks, doors, glass, grates, meat, plants (cactus, shrubs) signs ("CAUTION: WET FLOOR" /\, outside post), turrets (free-standing, tank), vending machines, vents, wood (boards, crates) | distribution nodes, plasma filters | o b j e c t s |
break | chair | flags (T2), glass windows, ice (T2: + jump on), tapestries, vases, wood (crates, doors)--threshold | bodies, dishes (glass cups, jugs, plates), rocks/snowballs, some walls, wood (barrels, some bridges, crates) | stained glass | destroy buildings/rovers | animals/enemies, basketballs, benches, boats, books, bottles (beer, wine), buddah statues, cabinets, /\ caution signs, ceiling fans, clay pots, fire extinguishers, flag poles, floor cushions, furniture (chairs, couches), hanging: (birdcages, carcasses, chandeliers, coats), glass windows, human skulls, incense burners, lab flasks, microscopes, oil drums, potted plants, soda cans, some doors/walls, lamps (some ceiling, table), mailboxes, newspapers, openable objects with strength value (see other), pillows, trash bags/cans, trophy cups, utility push cart, vases, water coolers, wicker baskets, wood (boards, crates, doors) | break | o b j e c t s |
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| drop | flares | C4 | dynamite, hoti (fruit) | drop | anything pickupable | anything pickupable (except loot) | anything pickupable | anything pickupable | drop | ||||||||||||||||||
| pickup | ammo, artifacts, keys, weapons | ammo, weapons | pickup | ammo, weapons | see LEDOs | ammo, armor (adaptive, ballistic), binoculars, candy bars, cigarette packs, credit sheets, fire extinguishers, flares, hazard materials suits, lockpicks, medkits, multitools, rebreathers, soda cans, soy food, vials (Ambrosia, crack), weapon mods, weapons
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pickup | ||||||||||||||||||||
| flares | creepers, see inventory | basketball, bats, batteries, bus sideview mirrors, cans (crushed beer/soda, paint), canteen, cement blocks, bones (+ rib cage, skull), boots, chairs, containers (crates, oil/fuel drums, plastic), helmet, hammer, I-beams, keycards, oil filters, mug (broken), phone cover (- pickupable), picture frame, pipes, radiator fans, rebar, rocks, shipping containers, table (portable), telephone (office-style), trailers, trashcans, wood: beams, planks, shards, sticks | bodies, crates, hammers (large), "junk": bottles (green glass, grey), dishes (bowls, cups, pans, plates, pots), goblets, trays, vases; plants (potted); see inventory (- compass) | see inventory | puzzle objects, treasure | ||||||||||||||||||||||
| secrets | see inventory | barrels (small), basketball, bedroll, glass (after broken), masks, medallion | anchors, chart compass, flares, hankerchief, lab equipment, letters, Mechanist mace, sextant, strongbox | ||||||||||||||||||||||||
| pull | levers, switches, stone/wood blocks/crates | a body (pull only), air conditioners, compass marker stones, generator, large pots/vases, levers/switches, metal racks/shelves, stone block | chairs, crates, drums |
buttons, crates, hay bales, levers, switches | pull | levers | blocks/crates, levers/switches | crates? | pull | ||||||||||||||||||
| push | customizable (through bot SDK) | boulder, crates, hay bales, tree trunk | push | barrels, crates, rocks (boulders), sandbags | barrels, bodies, broken bot pieces, crates | barrels (broken pieces), body parts, rocks (boulders)/snowballs, some crates, some stone columns, some wall stones | crates?, stone vases? | basketballs, benches, cardboard boxes, /\ caution signs, crates, floor cushions, human skulls, incense burners, pans/pots, pillows, potted plants, small tables, trash bags/, canstrophy cups, utility push carts
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push | ||||||||||||||||||
| ride | elevator, snowmobile (skidoo), speedboat | 4-wheel all-terrain vehicle (ATV; quad bike), kayak, mine cart, boat, underwater propulsion unit | floor (sinks when Lara's on, rises when Lara's off), jeep, motorcycle w/sidecar, sand (rising), train | anything falling (breaking floor, crates, etc), conveyor belts, elevators, helicopter-plane (OF), lifts, monorail, tram, Xen's revolving rocks | dung cart, hay (carried by crane), large machinery, sprinkler heads | elevators, some machinery | boat, Twon-Ha (like a camel) | ride | anything falling (junked vehicles, etc), lift | lifts
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anything falling, Arohk (dragon), lifts | clock hands, jeep, mine cart, raft | boat? | anything being built, rovers | boats, elevators/lifts/platforms, manhole covers & grates (closing/opening), utility push carts, warehouse doors (sliding) | ride | |||||||||||
| throw | flares | grenades | shleeks | throw | anything pickup-/push-/pullable | anything pickupable (except loot, papyrus/parchments/scrolls) | anything pickupable | throw | |||||||||||||||||||
| buttons | action commands | buttons | shoot (arrow) | buttons | |||||||||||||||||||||||
| levers/ switches |
shoot | levers/ switches |
levers/ switches |
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| other | shoot bells | turn some lights on/off | build | other | shooting: above things moves them, outdoor phone buttons activates message | whip wraps around things so Indy can climb or swing across | other | ||||||||||||||||||||
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| outdoor landscaping/ terrain design |
gridlike: squares/blocks | customizable (depending on objects used and if using modular ground) | mostly indoors | somewhat expansive but still claustrophobic | mostly on tight cooridoor ships, but one map outside in space | voxels | outdoor landscaping/ terrain design |
very natural/organic | mostly indoors or urban | layering | fractal; very natural/organic: deep canyons, flat plains, rolling hills, steep mountains | mostly urban | outdoor landscaping/ terrain design |
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| triangles: more complexity, organic surfaces, smoother angles, arches, domes, vaulted ceilings, etc. | more "organic [and] have shapes and complex surfaces" | ||||||||||||||||||||||||||
| puzzles | find keys/items | find items & combine | customizable | target airstrike | find keys/items | aim laser, lead repair "fireflies" to teleporter | find keys/items | puzzles | find keycards | breaking and entering, evade detection (sneak), find/steal items, follow/trail people, pick pockets | find keys/items
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find items | breaking and entering, evade detection (sneak), find keys/items | puzzles | |||||||||||||
| ordered levers/switches, pressure-sensitive floors, timed doors/levers | kidnapping, plant evidence | ||||||||||||||||||||||||||
| gears | break walls | ||||||||||||||||||||||||||
| traps/hazards | blades (floor, vertically swinging), fire, spikes (ceiling, floor, wall) | breaking metal walkways, fire, lasers | cold (freezers), electricity, heat (fire, steam), radiation | acid, closing sliding doors, gas (plant spores), rocks (falling & rolling), spiked cylinders (rolling) | plasma beams | traps/hazards | falling stone walls/statues (triggered) | arrows (shooting), blades (horizontally/vertically swinging), fire, pressure-sensitive floors, mines | blades (track-spinning), darts (shooting), fire, floors (crumbling), lava, poison gas, rocks/rubble (falling), spikes (door, horizontally-triggered, swinging balls, vertically-falling), stone blocks (ceiling-/wall-crushing) | boulders (rolling), crumbling floors, lava, pressure-sensitive floors, spikes (bamboo-floor, wall) | arrows (shooting), blades (horizontally rotating/swinging), floors (crumbling), lava, spikes (ceiling/floor/wall) | decoy silos/walls, land mines, turrets | electricity, LAMs, poisonous gas/water, radiation, tripwires (lasers), turrets | traps/hazards | |||||||||||||
| arrows (shooting), blades (+ rolling), boulders (rolling), darts (shooting), doors (split-shutting), floors (crumbling, falling-anchored), lava | balls (rolling), blades (+ horizontally rotating, "geared", & slicing; vertically: circle-spiraling & "scissors"), chains (swinging), fire (+ oil water), land mines, machineguns (+ flamethrower), poison, rocks (falling, horizontally crushing), spikes (+ ceiling spiral-expanding, diagonal, large "jacks"), stone block columns | ||||||||||||||||||||||||||
| lightning bolts, Midas' golden hand, swords (falling), Thor's hammer | crane (moving), fans, icicles/stalagmites (falling) | ||||||||||||||||||||||||||
| acid/sewage, blades (+ horizontally swinging, statue-swinging), crates (swinging), glass (floor-vertical), mines (water), oil drums (rolling), sand bags (falling), snowballs (rolling), spikes (+ swinging balled) | barbed wire, blades (+ horizontally rotating), drills, electric fences, fire (+ swinging), lasers, mud, quicksand, poison, rocks (falling), spikes (+ crushing/rolling cylinders), statues (fire-emitting), subway trains | ||||||||||||||||||||||||||
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| [+/-] | [+/-] | ||||||||||||||||||||||||||
| weapons | guns (Colt pistols, shotgun, Uzis) | chloroform, cosh?, grappling hook gun, sniper rifle, truncheon? | C4, crossbow, crowbar, grenades, guns [alien wasp, gauss, Glock, gluon, Magnum .44, MP5 w/grenade launcher, rocket launcher (laser-guided), shotgun], laser trip bombs, "snarks" (alien hand grenades)
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axe, explosives (thermal detonator), guns (pistol, shotgun, Uzi), sling (rocks, explosive asteroid fragments, gas spore), swords (chainsaw: requires gas; flame, normal) | arc welder, compression rifle, crossbow, grenade launcher, IMOD (infinity modulator), phaser (+ rifle), Scavenger rifle, statis weapon, Tetryon Disruptor, Winchester rifle | flamethrower, grenade launcher, guns (HAWK-MK8, SLNT-B dartgun, others) | weapons | bat, guns [.22 Calico, .38 Special, .50 Barret rifle, AK-47, Benelli M1 Super 90 shotgun, Beretta 9mm, Browning .50 caliber machine gun, Desert Eagle .44 Magnum, Heckler and Koch (91, MP5 9mm, VP70 9mm), M-14, Mac-10 9mm, Ruger Redhawk .44 Magnum, S&W 686 .357 Magnum, SPAS 12, toxic gun, tranquilizer pistol & rifle], mace
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blackjack, bow (arrows: broadhead, fire, gas, moss, noise, rope, water), hammers, mines (explosive, gas) | axes (battle, flame, lightning), bows (energy, heavy, long, speed; arrows: explosive, ice, fire, magic, normal, poison), cleaver, clubs, crystals (fire, ice, lightning), hammers, maces, swords (flame, ice, scimitars, short, long) | guns (bazooka, pistol, rifles), hand grenades, machete, satchel charges, whip | bow (arrows: charm lights, death, explosion, fire, freeze, possession, wasp swarm), staff, swords | explosives (detonators, homing toys, mashers), weapons | baton, bazooka, crossbow (darts: normal, tranquilizer, flare), fire extingusher, flamethrower (napalm), grenades (EMP, gas), guns: 10mm pistol (+ stealth), assault, buckshot, guided explosive projectile (GEP), shotgun, sniper rifle; knife, lightweight attack munitions (LAMs), pepper spray, PS20 (plasma), riot prod, rocket launcher, swords (normal, Dragon's Tooth) | weapons | ||||||||||||
| Magnums | crossbow (bolts: exploding, poisoned, normal), grenade launcher (+ grenades: normal, flash, super), revolver, shotgun (+ shells: wide & narrow arc), Uzis | bow (arrows: + vine-climbable), frogbeast eggs, Mechanist mace | |||||||||||||||||||||||||
| M-15/M-16 | Desert Eagle, grenade/rocket launchers, MP5 | ||||||||||||||||||||||||||
| bullet holes | burn marks | bullet holes | bullet holes | ||||||||||||||||||||||||
| bullet shells | eject, bounce off ground, make sound, then disappear
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eject, hit ground, make sound, then disappear | eject, bounce off things, make sound, then disappear after a few seconds | bullet shells | eject, bounce off things, make sound, then disappear after a few seconds | eject, hit ground, make sound, roll around, then disappear after a few seconds | bullet shells | ||||||||||||||||||||
| targeting | automatic | automatic & manual | automatic & manual | manual | targeting | manual | automatic | manual | automatic & manual
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targeting | |||||||||||||||||
| other | harpoons stick in ground, rocks, & walls (but disappear ~10 seconds later) | other | arrows stick in dirt/grass/wood; retrievable | arrows stick in animals/enemies & dirt/grass/wood; retrievable (some may be broken) | whip weapons out of enemy hands | darts & throwing knives stick in surfaces; retrievable | other | ||||||||||||||||||||
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| [+/-] | [+/-] | ||||||||||||||||||||||||||
| animals/ enemies | alligators/ crocodiles, bats, bears, cats (cougars, lions, panthers), centaurs, demons, dinosaurs (Tyrannosaurus Rexes, Velocoraptors), gorillas, humans, mummies, rats, wolves | birds (crows, falcons), cats (leopards, tigers), dinosaurs (Tyrannosaurus Rexes, Velocoraptors), fish (barracuda, catfish, eels, sharks), dogs (Doberman Pinchers), dragon, humans, rats, spiders, Yeti | alligators/ crocodiles, bats, birds (buzzards/ vultures, crows), dinosaurs (compsognathus, Pterodactyl--TR3 Gold, Tyrannosaurus Rexes, Velocoraptors), dogs (German Shephards), fish (angelfish?, piranha), dolphins (TR3 Gold), humans, killer whales, lizard humanoids, monkeys, rats, snakes (Cobras, rattlesnakes), tigers, wasps | crocodiles, bats, bulls, elementals, humans, insects (locusts, beetles: flying & scarab, scorpions), jackals, monkeys, mummies, sharks (hammerhead), skeletons, sphinxes?, statues (ancient gods/creatures?, horses, knights), warthogs, wraiths | bats, dogs (Doberman Pincers, German Shepherds), humans, lions, rats, skeletons, statues, water wraith | aliens, humans, zombies | aliens, birds (giant), shglieks (when mad), plants (arrow-shooting, eating, strangling vines) | aliens (harvesters, Scavengers: Borg, Hirogen, Klingons, Species 8472), humans | aliens, humans, gorgor, spiders, vulture-like birds, compos (large water plants), zeedog (canine-like animal), etc. | animals/ enemies | dinosaurs |
bug beasts, burricks (dog-lizards), fire (elementals, shadows--Thief Gold), frogs, ghosts, humans, mosquitoes, spiders, zombies | humans, mechanical droids (security & worker), tree humanoids | dragons, dragonflies, giants, goblins, humans, orcs, scavengers, spiders, succubi, trolls, wartoks | cheetah?, humans, ice monsters, leopards?, monkeys?, piranhas?, robot?, serpent god?, scorpions, sharks, snakes (Cobras), spiders?, wolves | djinni, humans, muck monster; >30 distinct types | other players, rovers | bots, dogs (some), doglike beasts, greasels, humans
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animals/ enemies | ||||||||
| artificial intelligence (AI) | attack immediately | GAIA: 1 |
artificial intelligence (AI) | ||||||||||||||||||||||||