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	<title>richard moss - Tomb of Ash</title>
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		<title>The Secret History of Mac Gaming &#8211; OUT NOW!</title>
		<link>https://www.tomb-of-ash.com/the-secret-history-of-mac-gaming-out-now/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Mon, 26 Feb 2018 23:17:12 +0000</pubDate>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[Personal]]></category>
		<category><![CDATA[Reviews and Opinions]]></category>
		<category><![CDATA[history]]></category>
		<category><![CDATA[mac gaming]]></category>
		<category><![CDATA[richard moss]]></category>
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		<guid isPermaLink="false">https://www.tomb-of-ash.com/?p=21569</guid>

					<description><![CDATA[<p>The untold story of a creative, innovative, fiercely-independent gaming scene that was serially ignored by the outside world</p>
<p>The post <a href="https://www.tomb-of-ash.com/the-secret-history-of-mac-gaming-out-now/">The Secret History of Mac Gaming &#8211; OUT NOW!</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><em>The untold story of a creative, innovative, fiercely-independent gaming scene that was serially ignored by the outside world</em></p>
<p><em>&nbsp;</em>As a member of the PC master race, I always was curious about Mac Gaming, so I backed this book by <a href="https://richardmoss.contently.com/">Richard Moss</a> a few months ago. Can&#8217;t wait to get a quiet day and read it all and write a full review. However, I managed to skim through the pages and it&#8217;s actually quite impressive. The author himself states that he started working on this book about four years ago and it&nbsp;<em>draws on archive materials as well as 60+ new interviews with key figures from Mac gaming&#8217;s past.&nbsp;</em></p>
<p>This will undoubtedly be interesting for gamers , game devs and even some researchers (I did both of my dissertations on gaming culture ;)).</p>
<p>You can get a digital copy for only £10 <a href="https://unbound.com/books/macgaming/">here</a>.</p>
<p>&nbsp;</p>
<p>The post <a href="https://www.tomb-of-ash.com/the-secret-history-of-mac-gaming-out-now/">The Secret History of Mac Gaming &#8211; OUT NOW!</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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		<title>The Tomb Raider Grid Podcasts</title>
		<link>https://www.tomb-of-ash.com/the-tomb-raider-grid-podcasts/</link>
		
		<dc:creator><![CDATA[Ash]]></dc:creator>
		<pubDate>Mon, 19 Feb 2018 11:20:16 +0000</pubDate>
				<category><![CDATA[Classics]]></category>
		<category><![CDATA[Tomb Raider]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[gavin rummery]]></category>
		<category><![CDATA[heather gibson]]></category>
		<category><![CDATA[lara croft]]></category>
		<category><![CDATA[levels]]></category>
		<category><![CDATA[podcasts]]></category>
		<category><![CDATA[richard moss]]></category>
		<category><![CDATA[tomb raider]]></category>
		<guid isPermaLink="false">https://www.tomb-of-ash.com/?p=21564</guid>

					<description><![CDATA[<p>Richard Moss, the author of an investigative piece “It felt like robbery”: Tomb Raider and the fall of Core Design, presents two podcasts on the importance of the grid in the classic Tomb Raider games.</p>
<p>The post <a href="https://www.tomb-of-ash.com/the-tomb-raider-grid-podcasts/">The Tomb Raider Grid Podcasts</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Richard Moss, the author of an investigative piece <a href="https://arstechnica.com/gaming/2015/03/it-felt-like-robbery-tomb-raider-and-the-fall-of-core-design/">“It felt like robbery”: Tomb Raider and the fall of Core Design</a>, presents two podcasts on the importance of the grid in the classic Tomb Raider games.</p>
<p><em>Every aspect of the original Core Design Tomb Raider series (and by extension the franchise&#8217;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&#8217;s iconic acrobatic movement style…</em></p>
<p><em>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&#8217;s history as a freelancer…</em></p>
<p>Podcasts are available here:</p>
<p><a href="https://play.radiopublic.com/the-life-times-of-video-games-G1V9N1/ep/s1!5faa516a67531c723a2d1665bcd447f621439a6d">PART 1</a> and <a href="https://play.radiopublic.com/the-life-times-of-video-games-G1V9N1/ep/s1!e12b7d2216029a3fe875622b85f30ddcccfa4c3b">PART 2</a></p>
<p>The post <a href="https://www.tomb-of-ash.com/the-tomb-raider-grid-podcasts/">The Tomb Raider Grid Podcasts</a> appeared first on <a href="https://www.tomb-of-ash.com">Tomb of Ash</a>.</p>
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