Episode 7 - The Tomb Raider Grid (part 1)
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December 23, 2017
Every aspect of the original Core Design Tomb Raider series (and by extension the franchise's success post-Core) comes back to the grid that lies beneath it — the majority of the puzzles; the platforming; the cavernous chambers and ruins and outdoor areas that provide a sense of isolation, of solitude and discovery; and Lara Croft's iconic acrobatic movement style. And yet it never would have happened if not for one pragmatic choice made by a programmer early in the game's development. This is the story of how that came to be, and how it made Tomb Raider…well, Tomb Raider, based on interviews with Heather Stevens (née Gibson) and Gavin Rummery as well as my past work covering Tomb Raider's history as a freelancer. Nathan McCree has an album coming out soon called the Tomb Raider Suite that contains fully orchestrated renditions from the Royal Philharmonic Orchestra of reworked material from the first three Tomb Raider games, recorded at Abbey Road Studios. You can learn more about it here. The original Tomb…