Leading The Blind — Lara Croft GO, Simple Games, and Efficient Tutorials

Yvens Serpa
Cores of Game Design
6 min readSep 4, 2020

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Grotto of Sarrazine near Nas-sous-Sainte-Anne, by Gustave Courbet (1864) [from USEUM]

Lara Croft GO is a turn-based puzzle adventure, released initially for mobile devices and later for console and PC. The game was developed as a spiritual successor to Hitman Go, but it improved in a handful of aspects, including graphics. The game received good reviews and won the Best Mobile/Handheld Game in the 2015 The Game Awards.

Given the restricted interactions possible in a mobile interface (primarily due to the lack of tactile feedback), the game uses intuitive control based on swiping to move and occasional clicking to interact with objects.

The art direction is spot-on and sets the mood for the game, creatively using light effects to convey a sense of mystery and investigation. The environment is a storytelling device, enhancing the experience without distracting the player. For example, the game starts with the camera approaching Lara Croft as if we are nearing her through the jungle.

But what shines is how the game teaches you how to play it.

The first level, "A Forgotten Path," from Lara Croft GO. [Source: author].

The image above shows four segments of "A Forgotten Path" level, our first experience with the basic in-game commands. The…

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Yvens Serpa
Cores of Game Design

I'm a Brazilian teacher currently working at Saxion University (Enschede, NL) for CMGT. I write every day for education, programming, and as a hobby. [@yvensre]