I'm a dirty savescummer but still like TR1 best - while the sequels added some things, I'm not sure if I'd consider them improvements, or necessary.
The best new feature is TR4's ability to shimmy around edges, which fits seamlessly into the existing moveset and allows for additional complexity in climbing puzzle design.
TR2's introduction of ladders was cool too, but honestly they should've made climbing go a little faster. Still, cool new traversal mechanic.
But I'm not so sure about TR4's crouch/crawl, rope swinging (mostly due to extremely wonky grab detection, these ropes alone make you glad the game has no save limitations), TR2's introduction of vehicles (they work well enough, but... eh), etc.
TR1 is the most tightly designed of the series, and the atmosphere and theme are unmatched.
Ladder climbing, sprinting + sprint roll, rope swinging, crawling, air flip, monkey bars, and zip lines are all cool and frequently added depth to puzzles and/or combat. Well...ladder climbing indeed should have been faster, and monkey bars too for that matter.
TR2 is perhaps the only action game in existence that I consider to have truly good vehicle sections. It defined my standards for all the shit games to come. All the many on rails vehicle garbage popamole in shooters of the 2000s in particular are laughable by comparison. TR2's factored into combat, exploration, secrets, there's always cool and tricky jumps, navigating with them is a genuine challenge, and are often setup as a giant puzzle spanning the entire level.
TR2 may have went for a slightly more realistic or modern tone/locations, however it still remained heavily abstract and significantly gameplay-oriented unlike 99% of realismfag decline games, and furthermore had a beautiful tone all of its own. From the feces-cultured canal of Venice, to the horror-themed depths of the Maria Doria, to the epic set of Tibet levels with snowmobiles monastery and ice palace, to the brutal ancient temple of Xian. It's just as larger-than-life, adventure & mystery-filled, and epic as the original.
It still has its tombs too.
The Maria Doria is a Tomb on the bottom of the Ocean. Temple of Xian, Ice Palace, Floating Islands and more are Tombs or otherwise some form of equivalent.
All other locations, like the Oil Rig, spooky Opera House, Great Wall etc simply retain the OG series spectacular level design, atmosphere and intrigue, despite being more modern locations. It's one hell of an accomplishment in my eyes. Very smart choice of exotic locations, and interpretations of said locations.
I have similar praise for TR3 too, just have slightly less respect for it because of the inventory blunder.
TR1 is equally legendary; I don't think I hold it in any higher regard with respect to these elements. Perhaps even slightly less. Perhaps too many closed in tombs and lack of thematic and stylistic variety (though there is still plenty enough).
About the only common criticism I see that I agree with regarding TR2 is one too many shitscan human enemies. Some focus is fine there, but there's one level too many. Maria doria levels should have had crazy sea creatures like deep sea octopi and crustaceans infesting the ship instead. Perhaps get fictional with it, like the cats, mummies and atlanteans towards the end of TR1.
The real problems with TR2 are the three dragons secret system and the lame saving.
And yeah I too question Toby Gard's significance regarding the games overall design and vision, given his involvement with Anniversary in addition to that recent game he put out, which seemed like poop.
Hmm, credit where credit is due it seems. See below. I guess come Anniversary he had lost his way and was riding the same realism/story/graphics/sellout/decline train every dev was on.
The initial team was Gard and Paul Douglas who worked on design and pre-production for six months, before the team expanded to six people including programmers Gavin Rummery and Jason Gosling, and level designers/artists Neal Boyd and Heather Gibson.
[16][19] The team wanted to mix the adventuring style of
Ultima Underworld and the 3D characters shown off in
Virtua Fighter.
[20] The development budget for the game at the time was approximately £440,000.
[21] The production atmosphere was fairly informal.
[18] Development began in 1994 and lasted eighteen months.
[17][22] The team endured excessive overtime and
crunch during the last stages.
[18] During production, Core Design was sold to CentreGold, which in turn was purchased by
Eidos Interactive in May 1996, who became publisher for the title.
[18][21][23]
When Gard first presented the idea for the game, the concept art featured a male lead who strongly resembled
Indiana Jones. Heath-Smith asked for a change for legal reasons.
[22][24][25][26] When Gard created the initial design document, he decided to give the player a choice of genders and created a female adventurer alongside the male character. Once he realized creating and animating two playable characters would require double the design work, he decided to slim back down to one.
[25] The female character, originally named Laura Cruz, was his favorite, so he discarded the male character before development work began.
[21][22][25][27][28] After Eidos became the game's publisher, they unsuccessfully lobbied for a selectable male lead.
[21] Speaking about his approach to the concept, Gard noted that he deliberately went against publisher trends when designing both the character and the gameplay.