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 st...
On the Nascondino World Championship, a yearly hide and seek tournament that attracts teams from all around the globe. I talked to Alan Jones, the co-captain of the Australian team, the Nascondingos, and Giorgio Moratti, one of the organisers of the competition, about how it works, what it's like, why it exists, and where it's headed next.
[audio piece] In the early days of the iPhone App Store, game developers found themselves locked in a race to a $0.99 price point that none of them wanted to become standard. This is the story of how that happened, and how it affected mobile games going forward.