The Making of Tomb Raider (Hardback)
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Back in 1994 at the game company ‘CORE Design’ in Derby, Lara Croft was born. Through eighteen months of pure hard work from the team, Tomb Raider was released in 1996 and became the success that we see today; taking part in the mid-nineties celebrations of Brit-Pop and Girl Power.
This is the story of the team who were involved in creating the first two games, then leaving the series to a new team in 1998.
Lara Croft brought class, comedy, and a James Bondian role to the game, dreamt up by Toby Gard and helped to become a pitch with Paul Douglas. The game was a gamble, but because everyone at the company believed in it, it led to huge success for everyone, except for Toby and Paul.
‘The Making of Tomb Raider’ goes into detail of how Lara and the games were born, alongside why Toby Gard and Paul Douglas left before the sequel was released.
Throughout eleven chapters of countless interviews, this book will tell you who was responsible for creating the first two games; from its levels, its music, the many voices of Lara Croft, and much more. The team also reveals all about the star of the second game; Winston the Butler, and how he came to be by Joss Charmet.
Over twenty people were interviewed for this story; from the pitch for what would be Tomb Raider, alongside the challenges along the way, up until the release of Tomb Raider 2 in 1997…
I inhaled this. I'm a huge fan of the early Tomb Raider games and have read and listened to a huge amount of what's been written about their production, story and reception. Despite that, Daryl Baxter's oral history of the making of the first two games finds a niche for itself as a gossipy retelling, rich on technical detail that's sure to delight even the most familiar fan. Disagreements are picked over, differing takes given, and a surprising number of perceived failures admitted to. A great little account of how games were made, back in the day.NetGalley, Michael Mills
An absolute must for long-time Tomb Raider fans. A real geek-fest of programming challenges from the early days when 3D graphics were in their infancy.NetGalley, Joshua Cartwright
However, I believe this will appeal to older fans and people who spent hours trying to program their Zx Spectrum or PC. For the modern aspiring game programmer, this book will make you grateful for the tools you have - these guys had to jimmy-rig photos from library books to get textures!
It makes me wish I'd been part of it - a simpler time, a kind of positive wild west for gamers. Ps. There was a kid in my primary school that programmed one of the well-known speccy games - something to do with Tarzan!
Rating: 5 out of 5 starsNetGalley, Wyn Lewis
If you trembled with terror as the T-Rex thundered towards you, prayed you would reach the end of a level with only a sliver of health or tried to lock the elderly butler in the freezer, then this rigorous unofficial history of the birth of Tomb Raider and its sequel is the book for you.
I vividly remember loading up Tomb Raider for the first time and being dumbstruck by its atmosphere and realism. It cost around £40 which was a fortune back in 1997, but I still have it and play it. This was something nobody had seen before; it required an entirely new sklllset from the player. The freedom of movement, though limited by today’s standards, was mind blowing. Once it clicked, I lost hours of my life inside its world.
Released in the time of the Spice Girls, Tony Blair and Britpop, Tomb Raider quickly became a global phenomenon. Author Daryl Baxter has interviewed every member of the creative team behind the games (including Lara’s voice artists) and vigorously verified every fact so this is the definitive, true story. The book is richly illustrated with iconic images from the games and rare, original drawings of schematic outlines for the levels. There is plenty of detail on the technology used to code the game and also a chapter on the music and its composer.
Very much a nostalgia-fest for anyone who loves the game, the book reminds the reader of a simpler time when video games were made by talented amateurs rather than money-driven committees. It is a book written by a fan for fans, and is a joy to read.