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Lara Croft and the Guardian of Light: Crystal Dynamics’ Isometric Co-op Gamble Still Holds Up

Lara Croft and the Guardian of Light traded Tomb Raider's usual camera for a fixed overhead co-op view in 2010. Here's why two players beat one.

By mitch·4 min read
A companion stands beside the adventurer amid ruins, both prepared for battle.

Crystal Dynamics broke the Tomb Raider mold with Lara Croft and the Guardian of Light, and the gamble works. The 2010 release drops the series’ usual third-person adventure camera for a fixed isometric view and builds its campaign around cooperative play. It shipped for Microsoft Windows, PlayStation 3, Xbox 360, Android and iOS, later arriving on Google Stadia and Nintendo Switch. It is a smaller, stranger Tomb Raider game, and one of the better ones.

Trailer, via Tomb Raider.

Totec and the Mirror of Smoke

In multiplayer, one player takes Lara Croft and the other controls Totec, a 2,000-year-old Mayan warrior and leader of the Army of Light. The pair must stop the evil spirit Xolotl and retrieve the Mirror of Smoke. Two thousand years ago in ancient Mexico, Totec’s army fell when Xolotl used the mirror to unleash hordes of creatures. Totec survived, imprisoned Xolotl inside the mirror, and became its immortal guardian as a stone statue.

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In the present day, Lara reads of the legend and finds the mirror. A band of mercenaries led by a local warlord follows her into the temple. The warlord takes the mirror and his reckless handling releases Xolotl. The statue of Totec comes to life and warns Lara that Xolotl must be stopped before the light of dawn.

That setup gives the co-op design its reason to exist. Each character carries unique weapons and skills. Lara keeps her dual pistols with infinite ammunition and a grappling hook she uses to cross gaps, which Totec can tightrope walk across. Totec carries spears he can use as weapons or plant in the environment for Lara to climb. Both carry unlimited bombs that can be dropped and detonated. Tombs can be explored, some holding booby-trap puzzles, and levels have no loading screens once started.

A Second Player Can Join at Any Time

A second player can join at any time, online or locally. That flexibility is the smartest thing here: online cooperative was added after launch, but local play was available from the initial release on all versions, so the design never depended on a patch.

Single-player is a different game. Lara is the only playable character, Totec cannot assist, and she gets the tools and new abilities needed to finish her own adventure. Puzzles and parts of the map change too. Creative director Daniel Neuberger said he did not want players frustrated by relying on AI. The campaign runs eight to ten hours.

Totec survived the battle and found a way to defeat Xolotl, imprisoning him in the mirror of smoke and becoming its immortal guardian in the form of a stone statue.

Keeley Hawes returns as Lara, and Jim Cummings voices Totec. Xolotl’s minions include giant spiders, demon-like creatures and huge trolls.

Where the Arcade Bet Pays Off

The fixed isometric camera and arcade-inspired structure echo Tomb Raider: The Prophecy on Game Boy Advance, and the comparison flatters this game. Stripping away the Tomb Raider brand let Crystal Dynamics build puzzles around two bodies instead of one. The grappling hook and Totec’s spears are not decoration; they are the vocabulary of every co-op room, and the game trusts players to learn it.

The cost is that solo play feels like a reduced version of the real thing. Neuberger’s reasoning about AI frustration is sound, and Guardian of Light avoids the dead weight of an escort mission. But it also means the campaign’s best ideas only fully arrive when someone else is holding the second controller. Eight to ten hours is the right length for that trade.

The game sold more than one million copies across all platforms. A sequel, Lara Croft and the Temple of Osiris, followed in 2014, and both later shipped together in The Lara Croft Collection.

Lara Croft and the Guardian of Light holds up because it commits to a narrow idea and executes it cleanly. The isometric camera, the two-character puzzle design, the drop-in co-op: each choice supports the others. It is not the biggest Tomb Raider game, and it is not trying to be. It is the one that understood what two players could do that one never could.

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