Tomb Raider: Legacy of Atlantis – the evolution of Lara Croft’s design
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When Lara Croft first leapt onto screens in 1996, she was a few hundred polygons and a fistful of pixels. Thirty years later, Tomb Raider: Legacy of Atlantis reimagines that same adventurer with technology the original team could only dream of. Through it all, one goal held steady: she had to look like Lara.
For a generation of players, their first adventure with Lara unfolded on PlayStation. Tomb Raider and PlayStation came of age together in the mid-nineties, each helping shape what that new era of gaming could be. Thirty years later, that connection still resonates, and Lara’s latest journey continues on PlayStation 5.
This article is an excerpt. To read the full content, visit the original source. PlayStation Blog
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Thirty Years of Lara Croft
Few people are better positioned to reflect on three decades of Lara Croft than Meagan Marie. A longtime member of the Tomb Raider team at Crystal Dynamics, author of 20 Years of Tomb Raider, and a fan who has cosplayed the character more than a dozen times, she has spent her career at the intersection of Lara’s past and her future. With Tomb Raider: Legacy of Atlantis on the horizon, the anniversary is a chance to look at how one adventurer has been carried forward across thirty years. It began in 1996 with Core Design, a small studio in Derby, England. A tiny team of six primary developers, with additional art and audio support, built the original Tomb Raider and, in the process, created one of gaming’s most enduring icons. “They changed the face of the industry, and they changed the face of what we expect from our protagonists,” Marie says. “They are responsible for creating the franchise that we all love thirty years later.”
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