
Thousands of years ago a meteor crashed into Antarctica and the shockwaves of its impact are being felt in the modern age. Lara Croft will follow clues leading to a deadly secret, boldly leaping chasms and blasting monsters that no one has leaped or blasted before. This time she faces a mystery that's from way out of this world.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 25 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Tomb Raider III: Adventures of Lara Croft, developed by Core Design and published by Eidos Interactive, represents both the peak and turning point of the classic Tomb Raider era. Released in 1998, it was the third consecutive annual entry in the franchise and the last to fully embrace the traditional grid-based design and puzzle-heavy structure that defined the series’ early years. It carries the familiar DNA of the first two games—dangerous ruins, ancient secrets, and death-defying acrobatics—but expands its scope through improved technology, more varied environments, and a heightened level of challenge. The result is an ambitious and often punishing adventure that showcases both the creative mastery and the mechanical rigidity of its time. The story follows Lara Croft as she embarks on a globe-spanning quest to uncover four mysterious meteorite artifacts scattered across the world. What begins as a simple expedition to India evolves into a race against shadowy corporations and mercenaries, leading Lara from the dense jungles of the Ganges to the irradiated deserts of Nevada, the neon-lit rooftops of London, and the icy desolation of Antarctica. The narrative is thin but functional, serving as an excuse for an astonishing variety of backdrops. Each region is designed as a self-contained arc with its own tone, enemies, and environmental hazards. The decision to allow players to tackle three of these areas in any order after completing the prologue in India gives the game an uncommon degree of nonlinearity, lending a sense of freedom absent from most action-adventures of its era. Even today, this structure feels ambitious, though it can lead to uneven pacing depending on the order in which the player chooses to explore. Core Design’s technical evolution between Tomb Raider II and III is apparent the moment the adventure begins. The environments are larger and more detailed, the lighting more dynamic, and the weather effects—rain, fog, reflections—add new layers of atmosphere to the experience. For a 1998 release, the visual fidelity was impressive, and the engine’s expanded capabilities allowed for more organic geometry and complex level architecture. Lara’s movement set was also expanded, granting her the ability to sprint, crouch, and perform monkey swings. These new moves not only freshened up exploration but also contributed to more intricate puzzles and trap sequences. The game’s environmental storytelling shines through this design philosophy; each level feels like a dangerous labyrinth that rewards methodical exploration. The architecture of temples, mines, and laboratories invites curiosity and fear in equal measure, keeping the player engaged through constant discovery and tension. The gameplay loop remains faithful to the established Tomb Raider formula—explore, solve puzzles, survive traps, and fight enemies—but Tomb Raider III is notably more complex and difficult than its predecessors. The platforming sections demand near-perfect precision, with many jumps relying on pixel-perfect timing and split-second inputs. The traps are more elaborate and unforgiving, often combining spikes, boulders, and collapsing floors in quick succession. Enemies range from wild animals to heavily armed humans, but it’s the environment itself that poses the greatest threat. Every wrong step can lead to instant death, and the reliance on manual saves adds to the pressure. This level of challenge has become part of the game’s identity—some players regard it as the pinnacle of old-school design discipline, while others find it frustrating and overly punishing. It’s a game that expects patience, careful observation, and mastery of its tank-like controls. What elevates Tomb Raider III beyond a test of reflexes is the atmosphere it creates through its visuals and sound. Each region conveys a distinct tone: India feels humid and overgrown, London broods in urban decay, Nevada hums with sterile menace, and Antarctica radiates a sense of isolation and dread. The lighting system, one of the most advanced features of the time, adds depth to these environments, casting eerie shadows and emphasizing the sense of danger lurking in every corner. The music by Nathan McCree plays a vital role in shaping the experience. Rather than overwhelming players with constant background tracks, the score punctuates key moments—mystery themes for discovery, adrenaline surges for combat, and haunting melodies for moments of quiet reflection. This selective use of sound contributes to the immersive, cinematic feel that defined the early Tomb Raider games and set them apart from their contemporaries. Despite its technical and artistic accomplishments, Tomb Raider III was met with mixed reactions upon release. Critics praised its ambitious scope and challenging design but criticized it for failing to innovate beyond refinement. By 1998, the market was beginning to shift toward more fluid and accessible forms of 3D gameplay, and Lara’s rigid movement grid—once revolutionary—was starting to feel outdated. The punishing difficulty, while satisfying for dedicated fans, alienated more casual players. The save system also sparked debate, as the PlayStation version limited saving to collectible crystals, while the PC version allowed free saves. This design choice, intended to heighten tension, instead created frustration for players unprepared for the game’s frequent and brutal death traps. Still, for those who embraced its uncompromising nature, Tomb Raider III offered an unmatched sense of accomplishment. Every solved puzzle and conquered obstacle felt earned, a testament to persistence and skill. Looking back, Tomb Raider III occupies a unique position in the franchise’s legacy. It represents the last time Core Design fully committed to the original formula before experimenting with more narrative-driven and accessible approaches in later entries. Its emphasis on exploration, atmosphere, and player-driven discovery embodies what made the early Tomb Raider titles so memorable. The environments remain some of the most iconic in the series, and its sense of danger and mystique continues to resonate with longtime fans. Though its mechanics have aged and its design philosophy feels unforgiving by modern standards, its ambition and craftsmanship still command respect. In essence, Tomb Raider III: Adventures of Lara Croft is a demanding, atmospheric journey that encapsulates the spirit of late-1990s adventure gaming. It rewards patience, precision, and curiosity, offering a world that feels vast, perilous, and alive. It is both a love letter to and a product of its time—a masterpiece of level design constrained by the technical and structural limitations of its era. For players willing to meet it on its own terms, it remains one of the most challenging and memorable expeditions in Lara Croft’s long career, a reminder of when adventure games dared to test their audience as much as they sought to entertain them. Rating: 8/10
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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erinomainen
Little bit clunky, but overall a good Lara Croft Adventure to be played. I don't quite remember previous iterations, but I'd place it above 2nd part and below 1st part, as original still feels like a "true" Tomb Raider experience. Game features a little bit of freedom in chapter selection (first and last are set, 3 in between are to be taken however player likes) and each feels authentic, as well as unique, featuring some sort of a gimmick to it. I believe this part of the franchise is the first one featuring multiple sub-bosses, being really unique encounters. Chapters are rather big but amongst original trilogy this one feels kinda bullshitty, as some puzzles / sequences can be easy to miss (to not spoil anything, backtracking will be present, unless played with a guide). Also, I believe this game is much more puzzle heavy, similar to the first part ( I recall 2nd game being much more linear and streamlined to action) with some of the moments feeling really cheap and game-prolonging, such as insta-kill traps that you'll most likely die to rather than outmanouver. Also, don't pay a big attention to my in-game time, as I finished it in I belive my 3rd/4th attempt, each of the previous ones ending on the first chapter, so you can easily snip out I'd say 5-10 hours in game estimation.
+1 没中文 没成就 古墓丽影 3(1998) 数千年前,一颗陨石撞击南极洲,其冲击波的影响在现代社会仍能被感知。劳拉・克劳馥将循着线索,探寻一个致命的秘密,她无畏地跃过万丈深渊,击退那些从未有人挑战过的怪兽。这一次,她要面对的是一桩真正超乎寻常的谜团。《古墓丽影 3》是一款融合了解谜与高速动作元素的复杂冒险游戏。
I thought the child I was doesn't understand enough Tomb Raider, but no the controls are awfully clunky like I remembered there were, unplayable for most people. There really good reason modern games, do not use this type of controls anymore.
poor graphics. cant even use a mouse
Мир стал ещё шире, уровни более разнообразны (джунгли, пустыни, базы). Снова много исследовательской составляющей, но ощущается сложность и иногда неочевидные задачи. Отличная часть для любителей «побегать и подумать».
top giuoco
It simply doesn't run. I tried every fix on the internet, but it doesn't work.
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