{"id":5681,"date":"2019-02-22T19:01:42","date_gmt":"2019-02-23T03:01:42","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/?p=5681"},"modified":"2019-02-22T19:01:42","modified_gmt":"2019-02-23T03:01:42","slug":"tr5-matters-of-scale","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/5681","title":{"rendered":"TR5: Matters of Scale"},"content":{"rendered":"<p>When the art in the original <em>Tomb Raider<\/em> games works, it works really well. If you want a vast and irregular cavern, aglow in the sunlight from the cave mouth, it&#8217;s got you covered. At a sufficiently large scale, the fact that it&#8217;s chopped up into tiles isn&#8217;t a problem, it adds to the artistic feel. The tiles give it a look like a mosaic, like a faceted gem.<\/p>\n<p>But when we&#8217;re dealing with things at a <em>human<\/em> scale, the tile grid can get a little ridiculous. The tiles are quite a bit larger than in something like <em>Minecraft<\/em> &#8212; it can be hard to judge by eyeball, but it looks to me like they&#8217;re a bit wider than Lara is tall, so let&#8217;s call them two meters. And so that&#8217;s the smallest any terrain feature can be. Every table, desk, and counter is two meters wide. The submarine level has a bathroom with a row of two-meter sinks.<\/p>\n<p>But then, I don&#8217;t know how much we can really blame the grid. Even when the grid is broken, the artists don&#8217;t seem all that interested in keeping a consistent scale. The church scene, for example, has a bunch of pews placed at irregular angles, and they&#8217;re unreasonably enormous, as tall as Lara, as if a race of giants attended services there. Which seems to be the case, in fact: the skeleton of some forgotten king is laid out in a nearby crypt, occupying nearly two whole tiles from head to toe. The same model is used for those sword ghosts I mentioned before. They tower over Lara. You take it in stride, because they&#8217;re monsters.<\/p>\n<p>I think back to the original <em>Tomb Raider<\/em>. There was a sequence there involving guardian mummies that come to life, and the gradual realization that, despite how they were posed, they weren&#8217;t mummies of humans. They were oddly-proportioned and their knees bent backwards and once they started moving, they moved in non-human ways, often running on all fours. But the first clue was simply how tall they were.<\/p>\n<p>I guess what I&#8217;m getting at here is that scaling things weird can work, if we&#8217;re dealing with monsters, or monstrous things. It can create an uncomfortable sense of wrongness, and sometimes that&#8217;s what you&#8217;re going for. Heck, I can imagine something surrealist like <em>Silent Hill<\/em> using two-meter bathroom sinks and pulling it off. But sometimes it just comes off as ridiculous.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>When the art in the original Tomb Raider games works, it works really well. If you want a vast and irregular cavern, aglow in the sunlight from the cave mouth, it&#8217;s got you covered. At a sufficiently large scale, the fact that it&#8217;s chopped up into tiles isn&#8217;t a problem, it adds to the artistic [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[612,613],"class_list":["post-5681","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-tomb-raider","tag-tomb-raider-chronicles"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/5681","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=5681"}],"version-history":[{"count":1,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/5681\/revisions"}],"predecessor-version":[{"id":5682,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/5681\/revisions\/5682"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=5681"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=5681"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=5681"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}