Tomb Raider IV: The Last Revelation (1999) similar games & best alternatives

Tomb Raider IV: The Last Revelation (1999)

PlayStation 3, PlayStation, Mac, PC (Microsoft Windows), Dreamcast, PlayStation Portable • 2012

Should you play it?

According to Egyptian legend, Horus, son of the light, outwitted the evil God Set and imprisoned him in a secret tomb. Five thousand years later, Lara Croft discovers the lost tomb and unwittingly unleashes the evil God Set, fulfilling the ancient prophecy of his return to plunge mankind into darkness!

What works
  • Engaging and challenging puzzles
  • Immersive ancient egyptian setting
  • Non-linear level design with backtracking
  • Strong narrative with cinematic cutscenes
  • Long gameplay offering many hours of content
Things to keep in mind
  • Clunky and dated tank controls
  • Some frustrating backtracking and obscure puzzles
  • No multiplayer or cooperative features
  • Occasional bugs and technical issues on modern systems
  • Limited character customization and expression

What to play next

Similar games, hidden gems, and fresh directions from this game.

Top picks

Games that feel the closest overall

  • Tomb Raider V: Chronicles (2000)

  • Tomb Raider III (1998)

  • Tomb Raider I (1996)

  • Crow Country

  • Half-Life 2: Episode Two

  • Deadfall Adventures

  • Realms of the Haunting

  • Tomb Raider II (1997)

  • Magrunner: Dark Pulse

Hidden Gems

Less popular games with surprisingly high similarity

  • Realms of the Haunting

  • Evil Tonight

  • Dread X Collection 4: The Hunt

If you liked…

Recommendations by what you enjoyed most

  • Exploration

    AMID EVIL

  • Autonomy

    Cosmic Express

  • Competence

    Horace

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • Scroll or double-click the chart to zoom out and see more games.

Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers (hidden on purpose).

Tomb Raider IV: The Last Revelation (1999): A very typical example of its motivational profile. Motivations that often define this kind of title include Fellowship, Violence, Survival, Cooperation. Here, the score leans higher than usual among comparable games on Exploration. It leans lower than usual among comparable games on Expression, Leadership.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

    Game with the same Autonomy vibe

    4

    "Players freely choose which levels to play from a non-linear map and can decide their own approach to solving puzzles."

    Capsule for Cosmic Express Cosmic Express

    "The game features non-linear level design with backtracking and item combination, allowing players to explore and solve puzzles at their own pace."

  • Competence

    Game with the same Competence vibe

    4

    "Challenging platforming and puzzles requiring skill and precision; difficulty ramps up and players receive feedback and rewards for mastery."

    Capsule for Horace Horace

    "Challenging puzzles and platforming require skill and problem solving; players report significant difficulty and rewarding mastery."

  • Competition

    Game with the same Competition vibe

    -4

    "Single-player experience focused on personal puzzle solving without competitive elements."

    Capsule for The Guest The Guest

    "Single-player experience focused on personal exploration and puzzle solving without competitive elements."

  • Continuation

    Game with the same Continuation vibe

    4

    "Long playtime (13-17 hours), multiple puzzles and side activities encourage extended engagement and replayability."

    Capsule for Nancy Drew®: Shadow at the Water's Edge Nancy Drew®: Shadow at the Water's Edge

    "Long gameplay (30+ hours), large levels, and complex puzzles encourage extended play and repeated sessions."

  • Cooperation

    Game with the same Cooperation vibe

    -5

    "Entirely single-player with no cooperative or multiplayer features."

    Capsule for Sherlock Holmes and The Hound of The Baskervilles Sherlock Holmes and The Hound of The Baskervilles

    "Entirely single-player with no cooperative or multiplayer features."

  • Creativity

    Game with the same Creativity vibe

    3

    "Players engage in puzzle solving and exploration but limited creation or modification of game elements."

    Capsule for Penelope Pendrick and the Art of Deceit Penelope Pendrick and the Art of Deceit

    "Players engage in exploration and puzzle solving with some item combination, but limited creation or modification."

  • Domination

    Game with the same Domination vibe

    -5

    "No social dominance or power over others; purely individual gameplay."

    Capsule for Cookie Clicker Cookie Clicker

    "No social dominance or power over others; purely individual gameplay."

  • Escapism

    Game with the same Escapism vibe

    4

    "Highly immersive ancient Egypt setting and story provide strong escape from real life."

    Capsule for Assassin's Creed® Origins Assassin's Creed® Origins

    "Immersive ancient Egyptian setting and story provide strong escapism and adventure experience."

  • Expectation

    Game with the same Expectation vibe

    -4

    "Players engage voluntarily out of interest and nostalgia, not obligation or external pressure."

    Capsule for Max Payne Max Payne

    "Players engage voluntarily out of interest and nostalgia, not obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

    3

    "Encourages experimentation with puzzle mechanics and exploration of environments."

    Capsule for Myst III: Exile Myst III: Exile

    "Exploration of complex puzzles and backtracking encourages experimentation with game mechanics."

  • Exploration

    Game with the same Exploration vibe

    5

    "Large, intricate levels with many secrets and alternate routes strongly encourage exploration."

    Capsule for AMID EVIL AMID EVIL

    "Large, interconnected levels with secrets and backtracking strongly emphasize exploration."

  • Expression

    Game with the same Expression vibe

    -3

    "Limited character customization; players mainly use default Lara Croft appearance and preset environments."

    Capsule for Tomb Raider I (1996) Tomb Raider I (1996)

    "Limited character customization; Lara’s appearance and outfits remain mostly fixed."

  • Fantasy

    Game with the same Fantasy vibe

    4

    "Set in an imaginative Egyptian-themed world with supernatural elements and powers, blending fiction and mythology."

    Capsule for PowerSlave Exhumed PowerSlave Exhumed

    "Story involves ancient Egyptian mythology, gods, curses, and supernatural elements."

  • Fellowship

    Game with the same Fellowship vibe

    -5

    "No multiplayer or community features; purely solo experience."

    Capsule for Prototype™ Prototype™

    "No multiplayer or community features; purely solo experience."

  • Growth

    Game with the same Growth vibe

    4

    "Players develop skills in precise platforming, puzzle solving, and mastering complex controls."

    Capsule for Tomb Raider III (1998) Tomb Raider III (1998)

    "Players develop skills in puzzle solving, navigation, and mastering controls over a long playtime."

  • Health

    Game with the same Health vibe

    -5

    "Sedentary gameplay typical of adventure games."

    Capsule for Cleo - a pirate's tale Cleo - a pirate's tale

    "Sedentary gameplay typical of classic adventure games."

  • Idle

    Game with the same Idle vibe

    -4

    "Requires focused attention and continuous engagement to solve puzzles and navigate the world."

    Capsule for Lingo Lingo

    "Requires continuous focus and attention to solve puzzles and navigate levels."

  • Intimacy

    Game with the same Intimacy vibe

    -5

    "No social or emotional relationship building; single-player narrative only."

    Capsule for Valley Valley

    "No social or emotional relationship building; single-player narrative only."

  • Leadership

    Game with the same Leadership vibe

    -5

    "No leadership or group management elements present."

    Capsule for Trover Saves the Universe Trover Saves the Universe

    "No leadership or group management elements present."

  • Progression

    Game with the same Progression vibe

    4

    "Players collect items, unlock new areas, and advance through story chapters."

    Capsule for Thimbleweed Park™ Thimbleweed Park™

    "Players collect items, unlock new areas, and gain new abilities to progress through the story."

  • Relaxation

    Game with the same Relaxation vibe

    1

    "Some players find the game relaxing and immersive, though others note tension from challenging puzzles."

    Capsule for NITE Team 4 - Military Hacking Division NITE Team 4 - Military Hacking Division

    "While immersive, the game’s difficulty and puzzles can create tension and frustration."

  • Sensation

    Game with the same Sensation vibe

    2

    "Atmospheric visuals and music provide sensory engagement, though graphics are dated."

    Capsule for Sherlock Holmes and The Hound of The Baskervilles Sherlock Holmes and The Hound of The Baskervilles

    "Atmospheric music and environments provide sensory engagement, though graphics are dated."

  • Status

    Game with the same Status vibe

    -5

    "No social recognition or ranking systems; focus is on individual achievement."

    Capsule for Escape Dungeon 2 Escape Dungeon 2

    "No social recognition or ranking systems; focus is on individual achievement."

  • Story

    Game with the same Story vibe

    4

    "Engaging narrative with cutscenes, plot twists, and character development drive the gameplay."

    Capsule for Grim Legends: The Forsaken Bride Grim Legends: The Forsaken Bride

    "Engaging narrative with character development and cinematic cutscenes integrated into gameplay."

  • Strategy

    Game with the same Strategy vibe

    4

    "Combat and puzzles require strategic thinking and planning."

    Capsule for Labyronia RPG 2 Labyronia RPG 2

    "Complex puzzles and enemy encounters require planning, problem solving, and strategic thinking."

  • Thrill

    Game with the same Thrill vibe

    3

    "Suspense from chasing enemies, sudden traps, and unpredictable player actions create tension and excitement."

    Capsule for The Bonerooms The Bonerooms

    "Suspenseful moments, traps, and enemy encounters create tension and excitement."

  • Value

    Game with the same Value vibe

    4

    "Long gameplay, replayability, and quality content provide good value for time and money."

    Capsule for Trine 5: A Clockwork Conspiracy Trine 5: A Clockwork Conspiracy

    "Long gameplay and challenging content provide good value for time and money."

  • Violence

    Game with the same Violence vibe

    2

    "Combat involves fighting monsters and bosses, but balanced with building and exploration."

    Capsule for Everwind Everwind

    "Includes combat with enemies and use of weapons, but balanced with exploration and puzzle solving."

  • Survival

    Game with the same Survival vibe

    3

    "Players must avoid traps, manage health, and overcome threats to survive and progress."

    Capsule for Tomb Raider III (1998) Tomb Raider III (1998)

    "Players must avoid traps, manage health, and overcome threats to progress."

Last update: 01/06/2026