Current version:Game Boy Color (GBC)
Tomb Raider - Curse of the Sword

Tomb Raider - Curse of the Sword

Tomb Raider - Curse of the Sword is a Game Boy Color action game released in 2001 developed by Core Design. It centers on platform movement and landing judgment, combat encounters, and movement and immediate actions, with controls, information, and pacing arranged around a color handheld screen, a directional pad, and two main action buttons.

AI score · out of 10
7.7 / 10
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About this game

Tomb Raider - Curse of the Sword is a Game Boy Color action release centered on platform movement and landing judgment, combat encounters, and movement and immediate actions. Stages build pressure through routes, enemy patterns, and changing objectives, with progress divided into stages, tasks, matches, or growth milestones that make its immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on campaign length or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Readable animation, hits, and hazards determine whether feedback remains dependable, while color choices need to distinguish characters, objects, and routes rather than serve as decoration alone. The main genre-specific friction is that period-specific collision rules, limited guidance, and repeated ground after failure can raise the entry barrier. In addition, battery saves, link cables, cartridge-specific hardware, the unlit display, and regional language can affect the original experience. This description covers only this release and excludes emulator features, modern-port conveniences, and content from other platforms.

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Game Boy Color (GBC)

AI review

AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:

7.7 / 10Game Boy Color (GBC)

An atmospheric, deliberate handheld adventure with awkward weapon drawing and limited replay.

Curse of the Sword takes Lara through museums, rooftops, subway tunnels and docks with more to do than simply move forward. Keys, cranes, rechargeable batteries and a submersible give exploration distinct objectives, while chase sequences change the pace between larger stages. Her cinematic-platformer movement rewards judging distances and climbing positions rather than rushing. Detailed fixtures, animated birds, laundry and litter make locations recognizable and surprisingly lively, helping navigation as well as atmosphere. Save points are reasonably positioned but not plentiful, and drawing weapons with Select is less responsive than desirable. Missing secrets and level selection also leave few convenient reasons to revisit after finishing. Its strongest appeal is completing a carefully observed portable journey, not instantly jumping into favorite stages or chasing a collection checklist.

Strengths

  • Varied climbing, machinery and submersible interactions
  • Distinctive animated environments support atmosphere and navigation

Weaknesses

  • Complex moves and weapon-drawing response require adjustment
  • Missing secrets and level selection weaken replay

Who it is for: Players who enjoy deliberate cinematic platforming and environmental exploration.

Play notes: Original GBC sequel; Select weapon drawing is not immediate, save points are limited, and convenient stage selection is absent.

View scoring basis
DimensionReview stateScoreWeight
Dimension

Chase sequences vary progression, but missing secrets and level selection limit replay.

Reviewed7.1 / 10Not provided
Dimension

Deliberate movement and varied interactive obstacles support engaging exploration.

Reviewed7.8 / 10Not provided
Dimension

Distinctive scenery and small animations create atmosphere and help orientation.

Reviewed8.7 / 10Not provided
Dimension

Usable save placement is offset by weapon-drawing friction and a demanding move set.

Reviewed6.9 / 10Not provided

Review sources

Not provided

Core information

Developer
Core Design
Release date
2001
Platforms
Game Boy Color (GBC)
Content kind
Game
Release state
Released
Region
Worldwide
Official website
Not provided
Offline minimum players
Not provided
Offline maximum players
Not provided
Online minimum players
Not provided
Online maximum players
Not provided
Tags
ReplayableSide-scrollingMain Story Under 10 HoursLinear LevelsSolo-friendlyDodge2D GraphicsPlatformingFast-pacedReal-time Combat
Supported game languages
Not provided
Requires base game
Not provided
Standalone
Not provided
Age ratings
Not provided
Play modes
Single player
Perspectives
Side view

Release editions

Sources

Not provided