Prince of persia walk thru
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These are all known facts - Tomb Raider has been discussed at length for the past 25 years, and any fan worth their salt knows of the Prince of Persia inspiration, while any given cutscene from practically any game will point to the Bond influence. The classic teeth traps and spike pits also came directly from Prince of Persia, while Lara’s personality began as more ‘Tank Girl’ and adopted a more ‘James Bond’ feel once writer Vicky Arnold came aboard. This inspiration came from, according to Rummery, the idea of taking the 2D gameplay of Prince of Persia and adapting it to the 3D space. Related: Nintendo Switch Online's First Game Boy Game Should Be Tomb RaiderTomb Raider feels like any other video game to go back and play it now, but that’s because so many of its conventions were borrowed, copied, and used to shape future titles. It definitely did feel magical watching it come together we were learning as we went along, and gradually this unique experience - for the time - started to emerge from the fog.”
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“None of us could have predicted we’d still be talking about it 25 years later though. “It was the first commercial game I worked on, so it all felt new and exciting to me!” Rummery says. As you might imagine, Rummery had no idea where all this would lead. One of those present at the start of it all was Gavin Rummery, part of the four-strong development team brought in by original creators Toby Gard and Paul Douglas just as things were starting up. While Tomb Raider would go on to rake in over 85 million sales, few people were there when this legend began. Her name back then was Laura Cruz, and despite her quickly blossoming into a gaming icon with global appeal, her beginnings were humble and small. Lara Croft was born in 1994 on a rough, ten page design doc.