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18 compared games (78 comparisons) + 51 honorable mentions = 69 games

Comparison Table Comparison Table
Introduction Introduction
News/Updates News/Updates
Comparison Table Comparison Table
Engine Engine
  Player Character Player Character
Level/World Design Level/World Design
Weapons Weapons
NPCs NPCs
Inventory Inventory
Other Other
Honorable Mentions Honorable Mentions
Links Links
Forums
Note:

  • blank cells = inapplicable or definitely unknown
    unknown = a lesser/unverified unknown
    yes = yes, no = no
  • NPC: non-player characters (computer-controlled characters)
  • RPG: role-playing game
  • Internet Archive Wayback Machine: old/dead website archive
  • Wikipedia: Wikipedia is an encyclopedia (that anyone can edit) which provides more detailed info and is mostly used here on feature terms (genre, publisher, developer, etc); the icon won't show
  • To better see the table, reduce the font size and/or increase the screen resolution (the larger the better). This page was designed for at least 1024x768 screen resolution.
  • Navigation: I've found using the keyboard to move around is faster than the mouse (assuming you have a fast keyboard repeat rate and low key press delay setup in your BIOS and OS) but keyboard horizontal movement is really slow in Internet Explorer (IE). Mousewheels help, too, providing they scroll smoothly enough. Pointix's Scroll++ (crack) scrolling software works great, too, but IE doesn't work with it horizontally, and vertical scrolling is way too fast; plus Pointix seems to be defunct. Some mice (Logitech) have an "autoscroll" feature that works well and Microsoft's horizontal tiltwheel mice work too (but not very smoothly). But the best way to navigate this table is with Scrollbar Anywhere, a Mozilla Firefox extension.
  • Table downloading and/or rendering...
    Tomb Raider Tomb Raider II Tomb Raider III Tomb Raider: The Last Revelation Tomb Raider: Chronicles Active Worlds 2.2 Active Worlds 3 Half-Life Heavy Metal: FAKK² Star Trek: Voyager - Elite Force Outcast Trespasser Thief: The Dark Project Thief II: The Metal Age Drakan: Order of the Flame Indiana Jones and the Infernal Machine Prince of Persia 3D 10six Deus Ex
    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 ENGINE Engine ENGINE Engine ENGINE [+/-]
    engine Proprietary Criterion RenderWare GoldSrc modified Quake III Paradise Internet Archive Wayback Machine 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 no yes (+ swaying bodies/leaves) yes customizable ("warp" command) yes no atmo- spheric/ environ- mental effects w
    a
    t
    e
    r
    current no yes yes no current w
    a
    t
    e
    r
    atmo- spheric/ environ- mental effects
    drops no yes no drops no yes no no drops
    ripples yes customizable (action commands) waves yes ripples yes no yes (+ splash waves & underwater bubbles) yes yes (+ underwater bubbles) ripples
    splash yes no yes no yes splash splash
    w
    e
    a
    t
    h
    e
    r
    clouds no no moving customizable moving no w
    e
    a
    t
    h
    e
    r
    clouds moving no moving no moving moving clouds w
    e
    a
    t
    h
    e
    r
    fog yes volumetric underwater no fog yes yes unknown yes volumetric fog
    rain no yes (+ surface splash) yes no rain no yes (+ surface splash) yes no no rain
    snow yes no yes snow no unknown yes snow
    other mist clear-cloudy transition, lightning [+ strikes bridge (breaking) and tree (burning)] other mist lightning other
    wind no Lara's ponytail(s) customizable (object animation) fans leaves, tapestries no wind no pulsating plants? no 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
  • Lara slides down vertically diagonal slopes
  • still screwed up
  • falling welded-thru door pushes Lara
  • 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) no "surfaces/objects reflect light and react to light sources"
  • mirrors
  • some floors, Lara's catsuit, doors (lockers, glass cabinet), VCI logo no 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) no yes no some marble floors
  • mirrors
  • environment mapping (reflection)
    inverse kinematics no unknown inverse kinematics yes yes inverse kinematics
    lighting static (white) dynamic (white)
  • flickering
  • fire, flamethrowers, flares, gunshots
  • dynamic (colored)
  • smooth-fading
  • fire, flares, gunshots
  • static
  • single world light source
  • dynamic (colored) static lighting static dynamic
  • fire (fire arrows)
  • dynamic (colored) lighting
  • electricity, explosions, fire, flares
  • spotlighting
  • binoculars, elementals, jeep breaklights, lasersight, motorcycle breaklight & headlight, some enemy weapon fire, torches
  • volumetric
  • flickering
  • binoculars, deep sea diving suit flashlight, headset, revolving alarm light
  • white colored
  • ambient & directional
  • position- able
  • vertex prelighting
  • flickering
  • alien tentacle lights, explosions, fire, flashlight
  • asteroid fragments, crystals (some), explosions, flamethrower, lightning flickering colored white white
  • fire (+ elementals)
  • colored
  • flares, gas lanterns
  • 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
  • flickering
  • Tomb Raider Tomb Raider II Tomb Raider III Tomb Raider: The Last Revelation Tomb Raider: Chronicles Active Worlds 2.2 Active Worlds 3 Half-Life Heavy Metal: FAKK² Star Trek: Voyager - Elite Force Outcast Trespasser Thief: The Dark Project Thief II: The Metal Age Drakan: Order of the Flame Indiana Jones and the Infernal Machine Prince of Persia 3D 10six Deus Ex
    particle effects

    (colliding projectiles &
    non-colliding sprites)

    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 no 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 &
    non-colliding sprites)

    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 yes 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 &
    non-colliding sprites)

    physics

    (bouyancy, friction, gravity, inertia, momentum, etc)

    see rideable objects &
    collision detection

    Lara, animals/enemies avatars player character, animals/enemies physics

    (bouyancy, friction, gravity, inertia, momentum, etc)

    see rideable objects &
    collision detection

    player character, animals/enemies avatars: bounce off forcefields, buildings, avatars, rovers, turrets, etc; weapon recoil
  • bounce off ground when jettisoned: jitters & objects (+ spin)
  • player character, animals/enemies physics

    (bouyancy, friction, gravity, inertia, momentum, etc)

    see rideable objects &
    collision detection

    Thor's hammer, sand Lara's ponytail (blowing, floating, settling), vehicles
  • gravity: body guts, bouncing grenades, debris, explosions, floating crates, sparks
  • slippery ice/water
  • fan blade air current
  • knock asteroid fragments off ledges which break on hitting ground
  • sliding doors push Julie
  • rope-suspended platforms pivot from Julie's weight
  • low gravity, plasma beam force (weapons, conduits)
  • objects: stackable, fall over, fly through air, impact, float (wood shards, etc)
  • bullet impact force moves things
  • very accurate, but slow
  • more info Internet Archive Wayback Machine/more info Internet Archive Wayback Machine, audio Internet Archive Wayback Machine
  • objects: stackable, fall down (but don't usually angle correctly), fly through air, impact, move other objects slightly (depending on size), (+ Garrett & enemies) can block doors from closing or opening fully (doors can push small objects)
  • floating barrels, crates, & rubble
  • most arrows arc when shot
  • deployed rope arrows settle into place
  • some objects block doors from opening and/or can be pushed by them
  • weight-sensitive columns & floor tiles
  • body guts, broken barrels, ice crystals, rocks/snowballs (+ rolling, break) rocks, working clock gears
  • bobbing/floating: bodies, shards (wood), trash bags/cans (which hold up player character)
  • swaying: ceiling flourescant lights, hanging: birdcages, carcasses, chandeliers, closet coats
  • bouncing/ricocheting: basketball; cardboard boxes & trash bags/cans (when thrown on oil drum fire)
  • utility push cart momentum
  • slippery ice
  • gas moves & dissipates
  • rolling barrels/drums richocet off walls/edges bouncing bullet shells & grenades
    icicles, stalagmites
  • Lara's body weight pulls levers and pushes a floor down
  • bullet impact force pushes some enemies back and knocks a boulder off a column
  • skeletons fall off edges
  • large hanging stone blocks, scales, stone block columns, sand, train
  • floating diving helmets
  • deployed vine arrows settle into place
  • Garrett's body stops garage doors
  • shadows polygonal polygonal voxel ("dynamic soft shadow generation") shadows
  • in-texture, dynamic, real-time (- Anne's body)
  • buildings/dinosaurs/objects
  • some vertical angle adjustment
  • prerendered, static
  • buildings/objects
  • masked textures
  • dynamic, real-time (all characters)
  • vertical angle adjustment
  • multiple light source position adjustment
  • 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
  • static, angle adjustment
  • ovalular; size (width/length adjustment)
  • horizontal, flat (2D) some vertical angle adjustment
  • multiple light source position adjustment
  • move with objects (gibs, limbs, falling debris, etc)
  • multiple light source: position adjustment, distance lengthening & shortening circular, fading
    skeletal animation no yes no yes skeletal animation yes yes no yes skeletal animation
    Tomb Raider Tomb Raider II Tomb Raider III Tomb Raider: The Last Revelation Tomb Raider: Chronicles Active Worlds 2.2 Active Worlds 3 Half-Life Heavy Metal: FAKK² Star Trek: Voyager - Elite Force Outcast Trespasser Thief: The Dark Project Thief II: The Metal Age Drakan: Order of the Flame Indiana Jones and the Infernal Machine Prince of Persia 3D 10six Deus Ex
    texture filter- ing bilinear yes voxels only texture filter- ing bilinear yes bilinear filter- ing texture
    trilinear yes yes trilinear yes trilinear
    map- ping bump no yes no map- ping bump yes no no bump map- ping
    mip no yes mip yes no yes yes mip
    detail/ procedural no 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)
    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 Internet Archive Wayback Machine multipass other
    transparency
    (
    alpha blending)
    full (masks)
  • sprites: blood squirts, fire, water splashes
  • 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 Internet Archive Wayback Machine
  • enabled through MMX or Direct3D rendering
  • yes 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)
    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
    Tomb Raider Tomb Raider II Tomb Raider III Tomb Raider: The Last Revelation Tomb Raider: Chronicles Active Worlds 2.2 Active Worlds 3 Half-Life Heavy Metal: FAKK² Star Trek: Voyager - Elite Force Outcast Trespasser Thief: The Dark Project Thief II: The Metal Age Drakan: Order of the Flame Indiana Jones and the Infernal Machine Prince of Persia 3D 10six Deus Ex
    [+/-] Player Character PLAYER CHARACTER Player Character PLAYER CHARACTER Player Character PLAYER CHARACTER [+/-]
    player character Lara Croft customizable, various Gordan Freeman; HEV suit
    OF: Adrian Shepherd; PCV vest
    Julie Strain
  • facial animation
  • head looks at pickups and scripted objects
  • water level affects run speed & jump distance
  • combo weapon actions
  • hold 2 weapons (1 in each hand)
  • Alex Munro (Starfleet officer)
  • hazard suit
  • facial expressions
  • Cutter Slade player character Anne (traveller)
  • breasts (+ health tattoo), controlable arm
  • Garrett (thief)
  • stamina (when holding bow)
  • light gem
  • Rynn
  • single skin
  • Indy (archeologist/
    professor)
    The Prince 4 corporation avatar types; male or female JC Denton
  • bionic augmentations
  • facial animation
  • localized body damage (badly damaged legs cause body to drag along close to ground until health restored)
  • player character
    ponytail scouting orb links to mechanical eye
  • breath (when "cold")
  • smooth light fading when moving between dark/light areas
  • "highly detailed skin without any polygon gaps"/"skinned joints"
  • water drips off
  • cut-scene facial animation
  • transparent when camera close
  • increasingly distorted Internet Archive Wayback Machine vision (zooming, flattening, widening) when poisoned
  • young Lara
    training level Ireland episode
    actions/moves climb (ladder), die (various) Internet Archive Wayback Machine, dive (+ somersault), grab edge (while jumping or dropping), idle, insert key/item, jump (+ flip), pick up items from ground (down on 1-knee, bend over, pick up), pull (+ up edges), push, ready/store weapon, roll (somersault), run, shimmy (horizontal ledges), shoot, sidestep, swim (+ wade shallow water), vault, walk + 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
  • OF: rope climb/swing
  • 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)
    climb pole/rope (+ jump, slide, swing--rope only, turn), crouch (+ turn), dash/print (+ jump & end-crouch), open door (+: barging, hand--normal, kicking; ceiling, floor, underwater), jump (+ grab lever/pole/rope), light/throw torch, pick up items from pedestals, pull/push (+ hold), shimmy (+ corners)
  • "[faster generic movements]"
  • 12 or 14 new; ~30 total
  • customizable (multiplayer) no yes no yes no customizable (multiplayer) no yes no no no customizable (multiplayer)
    footprints no
  • snow/sand
  • disappear shortly thereafter
  • Playstation version only?
  • no no footprints no 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?, ~300? 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)
    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 no 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 yes more accurate fading no yes water tinting no yes water tinting
    Tomb Raider Tomb Raider II Tomb Raider III Tomb Raider: The Last Revelation Tomb Raider: Chronicles Active Worlds 2.2 Active Worlds 3 Half-Life Heavy Metal: FAKK² Star Trek: Voyager - Elite Force Outcast Trespasser Thief: The Dark Project Thief II: The Metal Age Drakan: Order of the Flame Indiana Jones and the Infernal Machine Prince of Persia 3D 10six Deus Ex
    [+/-] Level/World Design LEVEL/WORLD DESIGN
    Level/World Design LEVEL/WORLD DESIGN
    Level/World Design LEVEL/WORLD DESIGN [+/-]
    # levels/worlds + assault course/Lara's mansion/training 4 episodes; 15-20 levels customizable (depending on how many worlds purchased) 17 maps + training
  • OF: boot camp
  • 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 Internet Archive Wayback Machine: island near Costa Rica); more info Internet Archive Wayback Machine; 15km² a city (~19th century w/magic) Drakan (fantasy-medieval world) post World War II (1947)
  • Utah, USA; Babylon, Iraq; Tian Shan River, Kazakstan; Nubia, Africa; Atlantic Ocean (freighter ship); Philippines; Technoctitlan, Mexico; Tibet
  • 12th-century Persia
  • dirigible, floating ruins, palace, prison
  • Visitor (alien planet) the future
  • Battery Park, Ellis Island, & Hell's Kitchen: New York City, New York, USA); Hong Kong, China; Paris, France; Vandenberg Air Force Base (USA); ocean lab, Area 51 (Nevada, USA)
  • locations
    cutscenes 4 11 37+ yes many no cutscenes no 13+ 62+ level transitions cutscenes
    full-motion videos (FMVs) 10 7 3 13 yes full-motion videos (FMVs) 3 17 16 full-motion videos (FMVs)
    level/world editor Room Editor integrated various level/world editor no DromEd yes unknown integrated modified UnrealEd Internet Archive Wayback Machine level/world editor
    linear level progression yes some (India/Antarctica & levels within Nevada, South Pacific Islands, & London) some (interconnected levels), "strategic hubs" yes yes (but can return if accessible) yes linear level progression yes no yes (but can return if accessible)
  • multiple routes & game endings
  • linear level progression
    environ- mental inter- action collapsable
    scenery
    yes customizable yes environ- mental inter- action collapsable
    scenery
    no yes collapsable
    scenery
    environ- mental inter- action
    o
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    break no 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 no o
    b
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    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
    drop no flares no C4 no dynamite, hoti (fruit) drop anything pickupable anything pickupable (except loot) anything pickupable anything pickupable drop
    pickup ammo, artifacts, keys, weapons no 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
  • see breakable objects
  • 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
  • OF: + flat cart, /\ signs ("CAUTION: WET FLOOR")
  • buttons, crates, hay bales, levers, switches no pull no levers blocks/crates, levers/switches crates? no 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
  • see pickubable objects
  • push
    ride no 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 no 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
  • Thief 2: + dumbwaiter
  • 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 no flares grenades shleeks no throw anything pickup-/push-/pullable anything pickupable (except loot, papyrus/parchments/scrolls) no anything pickupable throw
    torches
    buttons yes action commands yes buttons yes shoot (arrow) yes yes buttons
    levers/
    switches
    yes shoot yes no levers/
    switches
    yes no levers/
    switches
    other shoot bells turn some lights on/off
  • fill/empty waterskins
  • light torches
  • shoot pulley & boulder
  • extinguish torches if thrown in water
  • burn some wooden floors & ropes
  • grappling hook ropes attach to surfaces Lara can climb/swing
  • break off metal bars to use as crowbars
  • build
  • crumbling ledges
  • step on roaches
  • turn some lights on/off
  • OF: alien barnacle grappling hook sticks to spore-covered walls which can pull player towards and retrieve objects
  • dandelion-like flowers disperse seeds when walked into
  • other shooting: above things moves them, outdoor phone buttons activates message
  • bloodstains (+ washawayable)
  • explode red barrels (by fire arrows)
  • extinguish fire
  • open/close: chests, doors, coffin lid
  • pick locks
  • knock human enemies unconcious by landing on their heads?
  • bloodstains
  • burn: trees, wood (darkens after burnt)
  • open/close: chests & doors
  • whip wraps around things so Indy can climb or swing across
  • build
  • dust when landing
  • hoverboard path trail
  • bloodstains
  • burn: animals/enemies, cardboard boxes, potted plants, trash bags/cans; use fire extinguisher to put out fire
  • step on: cleaning bots (which eventually explode), cats, dogs, rats
  • turn some lights on/off
  • open/close: chests, doors, drawers (desk, file cabinet), fences, gates, grates, manhole covers, safes, vents, window shutters
  • fire extinguisher spray can block laser beams?
  • other
  • fire elementals relight torches?
  • fire arrows grow fire elementals?
  • hitting fire elementals shrinks them?
  • flares relight torches & gas lanterns
  • better ladder handling (touch vs jump)
  • tilt statue & telescope
  • turn coatrack hook
  • Tomb Raider Tomb Raider II Tomb Raider III Tomb Raider: The Last Revelation Tomb Raider: Chronicles Active Worlds 2.2 Active Worlds 3 Half-Life Heavy Metal: FAKK² Star Trek: Voyager - Elite Force Outcast Trespasser Thief: The Dark Project Thief II: The Metal Age Drakan: Order of the Flame Indiana Jones and the Infernal Machine Prince of Persia 3D 10six Deus Ex
    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
    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
  • pressure-sensitive floors/walls
  • 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
    directional (compass), levers and fulcrums, mechanical scarab beetle, raiseable platforms/blocks, ropes and pulleys, rotating hubs, shooting, switches (hanging, holed), tripwires, wheels
    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
    Tomb Raider Tomb Raider II Tomb Raider III Tomb Raider: The Last Revelation Tomb Raider: Chronicles Active Worlds 2.2 Active Worlds 3 Half-Life Heavy Metal: FAKK² Star Trek: Voyager - Elite Force Outcast Trespasser Thief: The Dark Project Thief II: The Metal Age Drakan: Order of the Flame Indiana Jones and the Infernal Machine Prince of Persia 3D 10six Deus Ex
    [+/-] Weapons WEAPONS Weapons WEAPONS Weapons WEAPONS [+/-]
    weapons guns (Colt pistols, shotgun, Uzis) chloroform, cosh?, grappling hook gun, sniper rifle, truncheon? no 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)
  • OF: guns [alien: barnacle grappling hook, displacer, shock roach (electricity), "fish", spore launcher; Desert Eagle .357 magnum w/laser-sight, M-249 SAW (squad assault weapon: machinegun)], M-40A1 sniper rifle, knife, pipe wrench, teleporter
  • 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
  • more info & pics
    Internet Archive Wayback Machine
  • anything pickupable
  • 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
    harpoon
    M-15/M-16 Desert Eagle, grenade/rocket launchers, MP5
    bullet holes no
    yes burn marks no bullet holes no no
    no yes bullet holes
    bullet shells no eject, bounce off ground, make sound, then disappear
  • water ripples & splash
  • 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
  • accuracy increases longer reticule held over target
  • 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
    Tomb Raider Tomb Raider II Tomb Raider III Tomb Raider: The Last Revelation Tomb Raider: Chronicles Active Worlds 2.2 Active Worlds 3 Half-Life Heavy Metal: FAKK² Star Trek: Voyager - Elite Force Outcast Trespasser Thief: The Dark Project Thief II: The Metal Age Drakan: Order of the Flame Indiana Jones and the Infernal Machine Prince of Persia 3D 10six Deus Ex
    [+/-] NPCs NPCs NPCs NPCs NPCs NPCs [+/-]
    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 Internet Archive Wayback Machine: Albertosaurus, Brachiosaurus, Parasaurolophus, Stegosaurus, Triceratops, Tyrannosaurus Rexes, Velocoraptors 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
  • non-threatening: cats, dogs (some), fish, flies, rats, pigeons
  • animals/ enemies
    artificial intelligence (AI) attack immediately
  • animal pack behavior
  • monkeys steal items
  • gunshots scare away some animals?
  • may run away when initially approached
  • line-of-sight (sneak past some human enemies if they can't see Lara or are looking the other way)
  • human: duck behind objects while shooting?, guard a certain object?, Nevada military police flee when shot and return with backup (SWAT team?)
  • dinosaurs attack each other
  • mostly same abilities as Lara
  • dodge? and evade
  • guides light torches, kill scorpions & jackals
  • some unkillable (bulls, end boss)
  • some can be pushed off ledges (by bullet impact force), smashed?, or trapped?
  • fire repels beetle swarms
  • Zap companion (aural only)
  • sound-reactive?
  • more environmental interaction: move furniture, sit down, sleep
  • creatures operate in packs
  • will attempt to flank player
  • distract player's attention
  • throw explosives
  • plant explosives to delay player
  • fall back when injured
  • interact with scenery (use static weapons, hide behind crates, etc)
  • NPCs usable on player's side: security guards can fight with player and scientists can heal player; both can allow access to restricted areas
  • OF: fellow soldiers have engineering, heavy weapons, &/or medic abilities
  • localized body damage
  • shglieks: distract (training area only?), knock unconcious, aggressive when hurt
  • birds move out of Julie's way
  • cave claw hand can kill animals/enemies
  • attack immediately
  • NPCs face player character if talking to
  • GAIA: 1 Internet Archive Wayback Machine, 2 Internet Archive Wayback Machine artificial intelligence (AI)
  • dinosaurs attack each other
  • 1 Internet Archive Wayback Machine/2 Internet Archive Wayback Machine
  • awareness degrees
  • light-sensitive
  • patrols
  • sound-reactive
  • call for backup & sound alarms
  • Thief Gold: zombies don't rebound instantly after severe damage
  • sentries no longer exhibit "frustrated" behavior: if a guard can't kill you for whatever reason, s/he'll run off to sound an alarm or get help
  • pathfinding improved to mimic reality
  • guards raise their awareness level if come across something out of place (like a knocked-over plate)?
  • sentries relight extinguished torches from Garrett's water arrows?
  • state-dependent defensive maneuvers
  • line-of-sight
  • sound-reactive
  • attack immediately
  • gunshots scare away wolves (& leopards, monkeys?)
  • attack immediately
  • humans: all attack when one is attacked, distract by throwing objects near, fall back when injured, sound alarms, stand up if chair breaks, react when object thrown at them and when their objects are picked up or broken, notice spent ammo shell casings
  • flies: gather around some dead bodies, follow trashbags if moved, dissipate when source object destroyed
  • animals & cleaning bots: scurry out of player's way
  • humans & med/repair bots: move when bumped into
  • localized body damage
  • artificial intelligence (AI)
    unharmed Buddhist monks fight enemies but turn on Lara if she shoots them
    [+/-] Inventory INVENTORY Inventory INVENTORY Inventory INVENTORY [+/-]
    design passport & rings; store & use items store, combine, & use items store & use items hazard suit transporter buffer store & use items design only 2 items at a time (1 stored, 1 in-hand) store & use items store & use items design
    items/ objects artifacts, flares, keys, weapons/ammo weapons/ammo items/ objects weapons/ammo items/ objects
    bars (gold/lead), cogs, compass chips, circuit boards/ breakers, fuse, gemstones, gong hammer, interruptors, keycards, masks, plaques, prayer scrolls, relay box battery, discs, crowbar, embalming fluid, keycards, mallet, masks, penny, switch, ticket, winch starter amulet of Horus, armor: (breast plate, gauntlets, greaves), bag of sand, binoculars (+ flashlight), broken handle, cartouches, compass, crowbar, gas can (jerrycan), gem, holy scriptures (sculptures?), hook, laser sight, metal blade, nitro, puzzle objects, scrap of paper, stones (Atum, Khepri, Maat, Re), token, torch, valve pipe, waterskins, wooden handle aqualung, batteries, binoculars (+ flashlight), canisters (oxygen, nitrogen), chalk, chloroform, cloth, coin, crowbar, discs, fuse, gemstone pieces, hammer, keycards, Mercury stone, pitchfork, rubber tube, suit console, symbols, Timex TMX, valve wheel hazard suit (+ damage & health sensors, flashlight)
  • OF: PCV vest (+ damage & health sensors, night vision)
  • health vials, gas cans, quest items, shields, Tiki runes, water ampules hyposprays (normal, truth serum), tricorders artifacts, beacon, binoculars, cloaker, holographic projector, hoti (fruit), keys, lexicon, notebook, plants, minerals keycards, almost anything less than or equal to the size of a weapon compass, flash bombs, flasks/potions (breath, health, holy water, speed), food Internet Archive Wayback Machine (apples, bread, carrots, cheese, deer legs), lock picks, keys, papyrus/parchments/scrolls, loot Internet Archive Wayback Machine (coins: gold, silver; goblets, gold/gem vases, tiaras) armor (leather, mail: banded, chain, plate), book (Atimar), crystals (Rift), potions (health, invisibility, invulnerability, life), keys, runes chalk, lighter, machine parts, puzzle objects, treasure potions (arrow invincibility, disguise, featherfall, flight, health, life extension, poison, strength, superjump) LEDOs see pickupable objects
    flares, loot (+ glass lenses, gold-rimmed glasses, jade staffs), potions (+ slowfall & invisible), scouting orbs
    map no no 2D, 3 sizes (overlaid), rotates w/camera, zoom; precise position map no 2D, vague position 2D, automatically updates objectives; precise position 2D, overlaid, rotates w/camera (optional), zoom; precise position; hints 3D wireframe, limited radius; zoom levels; precise position 2D, no position map
    add text/notes
    pickups sprites 3D objects 3D objects pickups 3D objects pickups
    [+/-] Other OTHER Other OTHER Other OTHER [+/-]
    multiplayer no yes no yes no multiplayer no yes no only no multiplayer
    sound stereo stereo sound stereo stereo sound
    no "oomph!" (run into something) and "aha" (pickup object) one sound at a time A3D & EAX A3D real-time Foley
    (more info Internet Archive Wayback Machine)
    Thief Gold: body drop & different food eating sounds
    no grandfather clock ticking in Lara's mansion roll replaced with dead body slump; no lava death sigh binocular zoom; no vault or jump
    Tomb Raider Tomb Raider II Tomb Raider III Tomb Raider: The Last Revelation Tomb Raider: Chronicles Active Worlds 2.2 Active Worlds 3 Half-Life Heavy Metal: FAKK² Star Trek: Voyager - Elite Force Outcast Trespasser Thief: The Dark Project Thief II: The Metal Age Drakan: Order of the Flame Indiana Jones and the Infernal Machine Prince of Persia 3D 10six Deus Ex


    Thief vs. Thief Gold
    (by David Byron)

  • 3 new huge missions: "The Downwind Thieves' Guild", "The Mages' Tower", "The Song of the Caverns"
  • bonus mission
  • Each talisman now has its own mission, due to the additions.
  • "The Lost City": Craymen removed, Mages added, return path added to the arena area for those who jump instead of extending the bridge.
  • "Cragscleft": Guards in prison cell block patrol more thoroughly and frequently.
  • "The Sword": A large new area was added to the mansion.
  • Brother Murus now voiced by Robin Williams.
  • Added Fire shadows (new creature) to "Bonehoard" and "The Haunted Cathedral" to provide a source of fire crystals.
  • "Bonehoard": Textures changed to aid navigation, architecture modified for fire shadows.
  • "Return to the Cathedral": Propping the doors open no longer works.

  • Introduction Introduction
    News/Updates News/Updates
    Comparison Table Comparison Table
    Honorable Mentions Honorable Mentions
    Links Links
    Engine EnginePlayer Character Player CharacterLevel/World Design Level/World DesignWeapons WeaponsNPCs NPCsInventory InventoryOther Other


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