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Tomb Raider, c'est bien plus qu'une saga légendaire, c'est une philosophie d'exploration, de level design et de gameplay qui nous colle à la peau, une façon d'appréhender le jeu vidéo dont le premier épisode cristallise sans doute tout ce qu'on aime le plus. Tomb Raider 1, c'est un jeu qu'on aime plus que de raison et il est temps qu'on vous explique pourquoi ! Voici donc une (très) longue vidéo en compagnie de deux néophytes qui l'ont découvert pour ce test. On espère que vous allez adorer cette rétrospective ! » SOMMAIRE (00:00:00) Introduction (00:06:34) Présentation des sources (00:10:23) Développement : La naissance de CORE Design (00:19:17) Développement : CORE Design : Les débuts (00:28:12) Développement : Toby Gard et les prémices de Tomb Raider (00:35:32) Développement : La création de Lara Cruz (00:46:46) Développement : Le premier prototype (00:58:39) Développement : Les enjeux de la 3D (01:12:55) Développement : De Lara Cruz à Lara Croft (01:20:25) Développement : Remue-ménage à CORE Design (01:27:29) Développement : Crunch final (01:36:28) Développement : Marketing sexy et succès (02:00:22) Développement : Les premières versions (02:08:19) Scénario : L'aventure commence... (02:16:16) Scénario : Lara, un personnage culte (02:42:52) Scénario : Déroulé et rebondissements (02:55:28) Scénario : Inspirations mythiques et historiques (03:08:44) Game design : La révolution du jeu d'aventure (03:25:03) Gameplay : Un jeu d'une précision exemplaire (03:49:28) Gameplay : Un TPS avant l'heure ? (04:12:21) Level design : Une ode à l'exploration et au danger (04:29:56) Level Design : Des niveaux incroyables ! (05:24:08) Direction Artistique (05:28:32) Une révolution technique (05:46:02) Un Sound Design magistral (05:57:05) La claque musicale (06:27:27) Conclusion
How did Tomb Raider take the world by storm?Jeremy described himself as the person who simply gave the green light to the Tomb Raider phenomenon. He draws a comparison to the creation of Mickey Mouse, suggesting that while Walt Disney gets the recognition, the actual creator might have been someone working under him. He highlights Toby Gard as the mind behind Tomb Raider's creation, initially conceiving the character as male but reshaping it into Lara Croft to avoid legal issues with Indiana Jones. Reflecting on those times, Jeremy acknowledges the decision to embrace a female protagonist in a predominantly male gaming world as a bold move. Throughout the process, Toby and the team were responsible for the entire creation, while Jeremy's role was to guide them in the right direction. Reinventing Build to Rent technology with Spike Global…Jeremy describes Spike as a central hub within a residential complex – a resident portal that encompasses all essential amenities for those living in these wonderful build-to-rent schemes. This portal allows residents to access various services within the building, from communicating with the concierge to booking gym sessions of meeting rooms – essentially catering to all their needs. However, the question arises: what's in it for the managing agent? The real advantage lies in facilitating communication between the managing agents and their tenants. Spike excels in this aspect. It addresses the primary challenge in Build to Rent, which is effective communication. Enabling tenants to reach out to the building managers easily and efficiently, significantly boosts satisfaction levels all around.
Welcome to Dev Game Club, where this week we begin a new series on 1998's Dreamworks Interactive title, Trespasser. We set it in its time (a year with many great games... and also Trespasser) and then discuss a bit of the games foibles and noble attempts. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: First level or two Issues covered: an intro that works on many levels, repeating lines, games from this great year, a fan base that loves this game, Steven Spielberg bringing weight to bear, a relic, shooting for the stars, experimentation and memorability, the blase noting of dinosaurs, not reflecting a player's needs, learning from bad games, bringing in film people to do a game person's job, needing to get the game out, spotty voice acting, representing the character poorly, the weird IK and dinosaur behaviors, open spaces, committing to the bit, leveraging my hand, having to figure out how to solve a puzzle, outsmarting a procedurally generated raptor, other wonky games swinging for the fences, shipping a game without patches, Games, people, and influences mentioned or discussed: Jurassic Park, Minnie Driver, Richard Attenborough, Ocarina of Time, Metal Gear Solid, Baldur's Gate, Half-Life, Thief, Starcraft, RE 2, Grim Fandango, Unreal, Myth II, Fallout 2, Descent: Freespace, Starfighter, Rogue Squadron, MediEvil, Gran Turismo, Starsiege Tribes, Banjo Kazooie, Steven Spielberg, Boom Blox, EA, Wii, Louis Castle, Seamus Blackley, The Dig, Gilmore Girls, Quake, Velvet Goldmine, Studio 54, Good Will Hunting, Circle of Friends, Big Night, RTX Red Rock, Austin Grossman, Spider-man 2, Jamie Fristrom, Clint Hocking, Far Cry 2, Wayne Knight, Jeff Goldblum, DOOM (1993), System Shock (series), Surgeon Simulator, Goat Simulator, Octodad, Getting Over It with Bennett Foddy, X-COM, Julian Gollop, Arkham City, Galleon, Toby Gard, Die By The Sword, Artimage, Bloodborne, Kenneth Baker, Sea of Stars, SNES, Chrono Trigger, Sabotage Studios, Twin Suns Corp, Nintendo, Switch, Tacoma, Maas Neotek, Space Oddity, David Bowie, Alan Wake, Epic, Omicron: The Nomad Soul, Quantic Dream, Microsoft, Quantum Break, Roy Orbison, The Coconut Song, Guitar Hero, Brutal Legend, Ozzy Osborne, AC/DC, Def Leppard, Megadeth, Metallica, Iron Maiden, Arkham Knight, Control, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: More of Trespasser Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord DevGameClub@gmail.com
Today, we're going to learn about the history of Tomb Raider, originally released for the Sega Saturn on October 24, 1996. As part of its history, we'll look back at the early days of its development studio, Core Design. We'll also talk at length about the development process, itself, and how the game evolved throughout it. Finally, we'll take a look at how the Tomb Raider, its development studio, and its creator, Toby Gard, have fared since its release. Join us for some for digital archaeology on today's trip down Memory Card Lane.
Welcome to Dev Game Club, where this week we complete our series on Eye of the Beholder. We talk more about D&D adaptation, spend some time with a sequel, and get to our takeaways before emptying the mailbag. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Issues covered: which levels count in the sequel, killing lots of beholders, whether you could have killed Xanathar in the original, striation of hit point values, scaling for sense of power, paying off on the quests, finding all the beholders, beholder physiology, having more fun with beholders as designers, bulettes and basilisks, "just keep going," being trained for level navigation, designing towards the player understanding, wanting coordinates, using simple concepts well, modular repeatable and combinable concepts, leaning into the limitations, an onion layer level, "mapping matters," loving drawing maps, sanding off of friction (various ways of telling the player how to get there), being more embodied in the dungeon, the more you take out the less the experience becomes, allowing for abstraction and having to draw you in other ways, translating D&D, why simulate the math, a bad game to simulate, "what is a saving throw?," using video games to inform the evolution of your tabletop game, emphasizing the human, a more elegant system, dice variance, a useless party experience, usability issues, bad games that were influential on us, remembering movie moments but not the gameplay, even bad actors are better than what we could do at the time, digging into all the RPGs, not knowing what to do in SimCity, DOS vs Mac music and early audio, a craftman's respect for audio, warm analog music, hearing multiple versions of the same soundtrack, not playing a lot of real-world games, physics in games and pitting against fun, wanting to get to specific rides vs how you build a park, Tim gets turned off on the CRPG book, building on foundations and the legacies they carry, business concerns, shipping code passing cert, climbing uphill to make changes, maintaining the feel. Games, people, and influences mentioned or discussed: Eye of the Beholder II, Winnie the Pooh, The Dungeon Run, Metal Gear Solid (obliquely), Wolfenstein 3D, DOOM (1993), Gary Gygax, PS5, Xbox Series X, Dark Souls, Temple of Elemental Evil, Indiana Jones (series), Far Cry 2, Starfighter, Jurassic Park, Ultima Underworld, God of War, Baldur's Gate (series), World of Warcraft, William Shatner, Vampire: the Masquerade, Call of Cthulhu, Mechwarrior, Mechassault, Warhammer, Morrowind, Fallout, Diablo, Westwood, Ashton Herrmann, Kyrandia (series), Lands of Lore, Trespasser, Clint Hocking, Assassin's Creed (series), Darkstone, Neverwinter Nights, Kingdom Hearts, Twisted Metal Black, Warcraft II, Quake, MYST, Grim Fandango, The 7th Guest, NextGen, Sam Thomas, The CRPG Book, Skyrim, The Bard's Tale, Disco Elysium, Rogue, Betrayal at Krondor, Cobra Mission: Panic in Cobra City, Andrew, SimCity 2000, GameBoy, MegaMan, NES/SNES/N64, Grant Kirkhope, GoldenEye 007, Metroid (series), Half-Life (series), Rollercoaster Tycoon, The Matrix, Disneyworld, Great Adventure, Canobie Lake Park, Dungeon Master, Chris, Populous (series), Dungeon Master, Fallout 3, mysterydip, Commander Keen, Dwarf Fortress, Metroid Prime, Bethesda Game Studios, Halo (series), Bungie Studios, Tomb Raider, Galleon, Toby Gard, Redguard, Reed Knight, Todd Howard, Starfighter, Grand Theft Auto (series), Starfield, Unreal (series), Gears of War, Republic Commando, Jack Mathews, Mark Haigh-Hutchinson, Kirk Hamilton, Aaron Evers, Mark Garcia. Next time: Our next game? Links: The CRPG Book Dungeon Master Encyclopedia and video Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub Discord DevGameClub@gmail.com
Diesmal haben Daniel und ich uns nach ... Naja ... Eigentlich überall hin gewagt. Lara Croft, Protagonistin der Tomb Raider-Serie kommt weit rum. Wie uns dieses Action-Adventure (was ist das überhaupt?) gefallen hat und was andere Leute zu ihrer Figur herausgefunden haben erfahrt ihr in dieser Folge von RTFM. Falls ihr wissen wollt, was andere Leute zu ihrer Figur rausgefunden haben OHNE die Folge zuhören, könnt ihr einfach hier nachschlagen (sowie in dem dort verlinktem Video): https://tmnthngs.wordpress.com/2021/10/12/six-months-with-lara/ Das flappsige Interview mit Toby Gard findet ihr hier (archivierte Version): https://web.archive.org/web/19990219153116/http://www.cubeit.com/ctimes/news0007a.htm Ein Beispiel für ein super geschriebenes Tutorial eines weiblichen Fans findet ihr hier: https://tombraiders.net/stella/tomb1.html Der Artikel, aus dem hervorgeht, wie die Animationen entstanden sind: CREATING A LEGEND – The Making Of Tomb Raider 1: https://core-design.com/article98.html
Lara Croft è molto più di un personaggio di un videogame. Sopravvivendo a cambi generazionali, culturali e sociali è ancora oggi un'icona riconosciuta e amata in molti ambiti. Vedendola oggi, è difficile pensare che le sue origini siano da rintracciare in una piccola cittadina nel centro dell'Inghilterra: scopriamo insieme la storia dello sviluppo di Tomb Raider, conoscendo da vicino la figura enigmatica di Toby Gard e i retroscena dei suoi anni in Core Design. Learn more about your ad choices. Visit megaphone.fm/adchoices
Os anos 90 foram um celeiro repleto de bons jogos e de início de franquias de sucesso. Nesse contexto, muito inspirado em filmes do Indiana Jones e James Bond, Toby Gard cria um dos ícones do videogame e da cultura pop: Lara Croft ou como é conhecida aqui no Brasil a Tomb Raider. Tomb Raider foi uma franquia que teve início no já longínquo ano de 1996, mas que de imediato angariou uma legião de fãs (infelizmente alguns muito tóxicos). Nesse episódio do Memory 1 Thiago Henrique Sena, Tatiana Ferreira e Mylla Fox vão lembrar de como conheceram o jogo e a protagonista e como ela acompanhou a evolução dos videogames e causou uma revolução dentro dos jogos de ação e aventura 3D. Então, se você, ouvinte, é novo aqui se prepara, pois temos muita história para contar. Assine nosso feed, dê o play e viaje conosco nesse mundo de aventura e fantasia que é Tomb Raider. Música tocada no episódio: Tomb Raider Theme - Royal Philharmonic Orchestra Livro citado: Videogames, Diversidade e Gênero: Pesquisa Científica e Acadêmica Estudo citado: 53% do público gamer no Brasil são mulheres Podcasts citados: Vigiando Wathcman: HQ Sem Roteiro Só Mais Um Plano Sequência
0 Os anos 90 foram um celeiro repleto de bons jogos e de início de franquias de sucesso. Nesse contexto, muito inspirado em filmes do Indiana Jones e James Bond, Toby Gard cria um dos... O post Memory 1 #09 – Tomb Raider apareceu primeiro em SMUC.
Hello, and welcome to a special bonus episode of Dev Game Club, where we talk about the most recent Tomb Raider release, Shadow of the Tomb Raider, talking a little bit about where the reboots came from and the thinking that went into them as well as some of the structural differences between the two. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Some of the first few hours Podcast breakdown: 0:45 Shadow of the Tomb Raider 42:18 Break 42:50 Feedback Issues covered: considering the original reboot, discussing the Crystal Dynamics era generally, updating for the modern era, avoiding predictability, exploring character rather than superheroics, reconsidering the world structure, adding side activities for the player, tonal shift, survival action rather than survival horror, not seeing how the character will turn into the original Lara Croft, voice acting, changing set pieces, paying off on minimal player interaction with bigger set pieces, the flood sequence, having moments in the original and the reboot where you're hunting around for what to do, the resourceful explorer, solitude, marrying modern sensibilities and expectations to older game feelings, connectivity constraining globe-trotting, choosing the difficulty, not missing the telegraphing/mark-up, considering how the puzzles might be different, re-using combat AI to create play opportunities, finding repeatable systemic features that enrich a space, leveraging mechanics that you don't need to teach the player, relishing modern design, starkness of the difference between them, Sega Saturn technical concerns, soundtrack differences, resolution differences, lock and key dependencies, the condensing of the original in the remake, a bit about Kingdom Hearts, some insight on the philosophy of TR: Anniversary, capturing the flavor of the original, gruesome deaths, taking ourselves less seriously, real-time raytracing, the uncanny valley, making things more expensive, letting go, whether you even notice, slow adoption by developers, enjoying the smoke and mirrors and the demands of limitations, the run-on costs of even a simple addition, mixing settings and increasing the uncanny valley. Games, people, and influences mentioned or discussed: Eidos Montreal, Crystal Dynamics, Noah Hughes, Soul Reaver, CORE Design, Jason Botta, Brandon Fernandez, Toby Gard, Darryl Gallagher, Uncharted (series), Skyrim, The Descent, Indiana Jones, Metal Gear Solid 4, Assassin's Creed, DF Retro, Edwin Crump, PlayStation, Sega Saturn, (Allison By Proxy -- sorry to forget your name), irreverentQ, Game Maker's Toolkit, Super Metroid, Dagur Danielsson, Kingdom Hearts, Half-Life, Ratchet & Clank, Doug Church, Valve, William Rance, Conan O'Brien, Chris Tiemeßen, Xbox/Xbox 360, Republic Commando, Tim Ramsay, Metal Gear Solid, Nintendo. Links: DF Retro on Tomb Raider Boss Keys on Super Metroid Brett on Kingdom Hearts Next time: Possibly Thief? Possibly an interview? Keep posted at @devgameclub. @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Welcome to Dev Game Club, where we are turning our eyes to 1996's Tomb Raider. In this episode we situate the game in its time, paying particular attention to the challenges of 3D and technology at the time. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Through Peru Issues covered: setting the game in its time, 3D acceleration, "at least they got our names right," having to control a bunch of extra stuff in 3D, camera control in Super Mario 64 or Crash Bandicoot or Resident Evil, handling challenges differently through design and technology, Brett fumbles around the PS1 hardware, lack of save anywhere on PS1, designing for console vs PC, "the Indy game that people wanted," starting in Peru and Raiders callbacks, the ambient score supplementing exploration and loneliness, broken keymapping, Lara's evolving backstory, a strong self-sufficient woman, objectifying the character, nude mods, strong character design, British culture, traveling well, amalgamation of clear character archetypes, sensibility of a British icon, setting up a world via simple short character interactions, analogue in Resident Evil, world-building through grace notes, pulp antecedents, pure exploration, exploration as its own reward, finding secrets, doing whatever it needs to do to serve the core fantasy, level construction, Brett becomes a German, wanting more tracked data, stats and baseball, adding more tracking over time, using data in development, digging into his WoW stats, the person Tim spends the third most amount of time with, games that terrify you so much you can't play them, does Alien impact people who don't know the movies. Games, people, and influences mentioned or discussed: Jason Botta, Crystal Dynamics, Toby Gard, CORE Design, PlayStation, Crash Bandicoot, Lara Craft GO, Nokia, 3Dfx, Xbox, Super Mario 64, Nintendo 64, Diablo, Star Wars: Shadows of the Empire, Donkey Kong Country 3, Resident Evil, Quake, Indy's Desktop Adventures, Duke Nuke'em 3D, Civilization, 3DO, Meridian 59, Andrew and Christopher Kirmse, Game Developer, GDC, Game Programming Gems, X-Wing vs TIE Fighter, Indiana Jones and the Fate of Atlantis, Raiders of the Lost Ark, Next Generation, Sherlock Holmes, James Bond, Batman, Temple of Doom, Allan Quatermain, H. Rider Haggard, King Solomon's Mines, Spice Girls, Ian Livingstone, EIDOS, Deathtrap Dungeon, Games Workshop, Warhammer, Peter Molyneux, John Wick, Soul Reaver, Hal Barwood, Indiana Jones and the Infernal Machine, The Producers, Maas Neotek Proto, Final Fantasy, League of Legends, DOTA, Blizzard, Hearthstone, World of Warcraft, Eric Bartoszak/WeyounNumber6, Prey, Alien: Isolation, P.T., Ico. Next time: Thru Greece @brett_douville, @timlongojr, and @devgameclub DevGameClub@gmail.com
Lara Croft is a fictional character and the protagonist of the Square Enix (previously Eidos Interactive) video game series Tomb Raider. She is presented as a beautiful, intelligent, and athletic British archaeologist-adventurer who ventures into ancient, hazardous tombs and ruins around the world. Created by a team at UK developer Core Design that included Toby Gard, the character first appeared in the 1996 video game Tomb Raider. She has also appeared in video game sequels, printed adaptations, a series of animated short films, feature films (portrayed by Angelina Jolie), and merchandise related to the series. Official promotion of the character includes a brand of apparel and accessories, action figures, and model portrayals. Croft has also been licensed for third-party promotion, including television and print advertisements, music-related appearances, and as a spokesmodel.--- This episode is sponsored by · Anchor: The easiest way to make a podcast. https://anchor.fm/app--- Send in a voice message: https://anchor.fm/southarcadia/messageSupport this podcast: https://anchor.fm/southarcadia/support