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    Tomb Raider Personality Type, MBTI

    What is the personality type of Tomb Raider? Which MBTI personality type best fits? Personality type for Tomb Raider from Video Game Series and what is the personality traits.

    Tomb Raider
    ISTP

    ISTP (6w5)

    Tomb Raider personality type is ISTP, a personality type with a strong interest in people and their stories, and a need for closure.

    ISTPs have a unique way of looking at things—they always need to have a plan. They don’t need to know the details of a situation, but they need to be able to see the big picture. ISTPs are usually very good at making quick decisions. They tend to finish their thought before they start talking, and they have a tendency to just blurt out what they’re thinking.

    ISTPs are not typically good with details—they prefer to keep their eyes on the big picture. They are often very straightforward, and don’t feel the need to sugarcoat things with words. ISTPs don’t mind being direct, but they can sometimes come across as blunt or insensitive. ISTPs are not naturally good at social graces—they don’t care about “small talk” or making small talk. They prefer to get right to the point.

    ISTPs do not enjoy small talk—it’s not in their wheelhouse.

    Tomb Raider, also known as Lara Croft: Tomb Raider between 2001 and 2008, is a media franchise that originated with an action-adventure video game series created by British gaming company Core Design. Formerly owned by Eidos Interactive, then by Square Enix Europe after Square Enix's acquisition of Eidos in 2009, the franchise focuses on fictional British archaeologist Lara Croft, who travels around the world searching for lost artefacts and infiltrating dangerous tombs and ruins. Gameplay generally focuses on exploration of environments, solving puzzles, navigating hostile environments filled with traps, and fighting enemies. Additional media has been developed for the franchise in the form of film adaptations, comics and novels. Development of Tomb Raider, the first video game, began in 1994; it was released in October 1996. Its critical and commercial success prompted Core Design to develop a new game annually for the next four years, which put a strain on staff.

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