Tomb Raider
Core Design, PS1/Saturn, 1996, lead designer Toby Gard (primary reference)
Core Design Tomb Raider 1996 PS1 jagged-polygon CGI. Lara Croft pyramidal pony-tail, blocky bicep, fog-distance culling, Atlantean tomb adventure.
Visual reference frames for this look are being generated.
Core Design, PS1/Saturn, 1996, lead designer Toby Gard (primary reference)
Core Design, PS1, 1997 (Great Wall and Venice, same engine pushed further)
Core Design, PS1, 1998 (jungle and London, peak of the original PS1 look)
Naughty Dog, PS1, 1996 (contemporary PS1 3D platformer with similar polygon aesthetic)
Crystal Dynamics, 2007 (PS3/360 remake that modernized the 1996 design)
Crystal Dynamics, 2015 (PS4-era photorealist continuation, contrast reference)
The exact knobs the renderer turns to produce this look.
hard cuts at 200ms, linear
Static frames
tomb-raider-ps1-sepia
Capcom Resident Evil 1996 PS1 prerendered-room CGI. Fixed camera angles, baked-painting backgrounds, jagged polygon characters over hi-res mansion backdrops.
Konami Silent Hill 1999 PS1 fog-bound CGI. Distance-culling fog as artistic atmosphere, low-poly rural-American horror, radio-static encounter dread.
Chrono Cross PS1 mid-poly JRPG aesthetic. Pre-rendered tropical El Nido backgrounds, 3D character on 2D backdrop, Yasunori Mitsuda island-instrument score.
Curved CRT monitor simulation. Visible horizontal scanlines, RGB aperture grille subpixels, barrel distortion, phosphor bloom on highlights.
PlayStation 4 photoreal era. Horizon Zero Dawn, God of War 2018, Last of Us 2 photogrammetry, physically based rendering.
Core Design Tomb Raider 1996 PS1 jagged-polygon CGI. Lara Croft pyramidal pony-tail, blocky bicep, fog-distance culling, Atlantean tomb adventure.