The Enduring Legacy of Lara Croft, Tomb Raider
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! Copyright © 2017 MakeUseOf. All Rights Reserved ®. ! The Enduring Legacy of Lara Croft, Tomb Raider Written by Dann Albright Published August 2017. Read the original article here: http://www.makeuseof.com/tag/legacy-lara-croft-tomb- raider/ This ebook is the intellectual property of MakeUseOf. It must only be published in its original form. Using parts or republishing altered parts of this ebook is prohibited without permission from MakeUseOf.com. Copyright © 2017 MakeUseOf. All Rights Reserved ®. ! Table of contents A Journey Back in Time 4 Exaggeratedly Feminine 6 Digging Deeper 7 Branching Out 8 A Labyrinthine Canon 9 Lara Off-Screen 10 The Quiet Years 12 A New Direction 12 Lara’s Triumphant Return 14 New Era, New Controversy 15 Lara Rises 17 A Legacy That Can’t Be Denied 18 What Do You Think of Lara? 20 Copyright © 2017 MakeUseOf. All Rights Reserved ®. ! There are a few female video game characters that stand out above the rest: Samus from Metroid. Jill and Claire from Resident Evil. Mona Sax. Tifa Lockhart. Ellie from The Last of Us. The Boss. Uncharted‘s Elena Fisher. But none hold a candle to Lara Croft in popularity, legacy, or controversy. Lara is one of the most beloved — and criticized — characters in the video game canon. She evokes heated debates on feminine strength, the male gaze, gender representation, and power. Tomb Raider is one of the most successful franchises in video game history. And Lara’s wide appeal is very much at the center of that success. She’s both hailed as an empowering example of a strong female protagonist and belittled as an unrealistic male fantasy trope. And, maybe above all, she takes us on adventures that simply wouldn’t work with other video game characters. There’s just no one else like Lara. In this piece, we’ll dig through the history of the Tomb Raider franchise — both its ups and its downs — and looking at some of the issues that surround Ms. Croft herself. People have written entire books about Lara and her effect on culture and video game gender stereotypes, so we’ll just scratch the surface here. But in the end, maybe we’ll get a glimpse into her appeal, her legacy, and the powerful magnetic force that keeps us coming back to Tomb Raider games. A Journey Back in Time The video game world was a different place in 1996. The year before saw Chrono Trigger, Panzer Dragoon, Mortal Kombat 3, Command and Conquer, Tekken 2, and Rayman released. When Tomb Raider was released in ’96, the PlayStation had only been available in North America for about a year. Copyright © 2017 MakeUseOf. All Rights Reserved ®. ! To give you an idea of the state of video games at the time, Tomb Raider was also released on Sega Saturn and MS-DOS. This was a world before Halo‘s Cortana and Gears of War‘s Anya Stroud. In fact, up to this point, most of the playable female characters in video games were confined to fighting games like Street Fighter and Battle Arena Toshinden. In short, if you were playing video games, you were playing as male characters. Lara would change all of that. On the surface, Tomb Raider is fairly straightforward. The player controls an adventurous archaeologist who explores ruins and solves ancient mysteries. Along the way, she faces off against shadowy corporations, ancient Atlanteans, genetic mutants, and ferocious animals. The inclusion of Atlantean mythology is a great example of Tomb Raider‘s melding of realistic gameplay and fantastical plot elements. This blending of the real and the fantastic has become a signature of the series, and something that sets it apart from its competitors. It’s neither realistic, nor completely out-of-this-world. It’s somewhere in between, and that leaves players with an uncomfortable, but tenable, view of the game world. There’s much that we’re used to — but there are mysteries as well. Mythical races, aggressive tigers, and men in suits, however, aren’t her primary foes. That title belongs to the gaps, ledges, mazes, and puzzles that litter the game. Tomb Raider is a core example of the action-adventure genre, where “adventure” includes a great deal of 3D platforming. It’s one part Indiana Jones, two parts Prince of Persia, and three parts uniquely Lara. This storytelling style became a signature element of her adventures. It’s not the only aspect that comes to mind when people think of Tomb Raider, though. Copyright © 2017 MakeUseOf. All Rights Reserved ®. ! Exaggeratedly Feminine Here, we come to the other element that has long defined Lara: her rather voluptuous femininity. Her waspish waist, shapely legs, almost non-existent shorts, form-hugging turquoise tank top, and startlingly (some might say alarmingly) large breasts were new for a playable protagonist. Mainstays of the female character canon like Chun-Li and Sonya Blade were similarly hyper- sexualized. But Lara’s strong characterization, status as the sole main character, and 3D rendering made her different. She was something totally new. Starting in 1996, women — and men — had a strong, no-nonsense female character to step into. And the fact that this form was clearly unrealistic and overtly sexual made it controversial. While many praised the game for its impressive graphics, challenging gameplay, and interesting storyline, discussion on Lara’s 230-polygon physical form (which was insanely detailed for the day) abounded. Copyright © 2017 MakeUseOf. All Rights Reserved ®. ! Was Lara’s inherent femininity and gravity-defying bust (which, incidentally, was a development mistake) a symbol of feminist power and the reclamation of video game agency from its historically male-dominated demographic? Or was it simply the result of a pubescent male fantasy? There’s also the possibility, of course, that it’s both. “There’s no getting around it: Lara Croft, the star of the Tomb Raider series, is a genuine action hero with ginormous breasts,” feminist Carol Pinchefsky mentions in her evaluation of Lara. “[This] has made her both a symbol of female self- empowerment and an object of sexual desire.” There was — and is — no consensus. The only fact everyone could agree on was that Tomb Raiderwas a blast to play, and that it heralded a coming age of massive success for the PlayStation. Digging Deeper Lara didn’t stop there. She starred in a major release every year for the next seven years. Tomb Raider II, Tomb Raider III, The Last Revelation, Tomb Raider Chronicles, Curse of the Sword, The Prophecy, and The Angel of Darkness all came out by the end of 2003. The sequel saw minor game improvements: bigger levels, tougher puzzles, more enemies, more vehicles, and a wider array of equipment. Lara herself was the biggest improvement over the first title, though. She was less pixelated, her hair was fully animated, and she was given new outfits. One might hope that the developers learned their lesson from the outcry against Lara’s painfully unrealistic form. But it would be years before that happened. Her pixelated form became more refined over the years (jumping to about 300 polygons for Tomb Raider III), but doesn’t change much. Copyright © 2017 MakeUseOf. All Rights Reserved ®. ! Throughout the rest of this first phase of the series, this becomes a theme: each game sees a smoother, more robust version of Lara. She sported 4,400 polygons in Angel of Darkness. In fact, you could consider this the defining element of newer Tomb Raider games. Lara even once received a Guinness World Record for the most detailed video game character. Branching Out Unfortunately, throughout this period, she doesn’t deviate from the painfully obvious stereotype she’s built upon. She continued to garner controversy because she didn’t change. The formula worked, and there was little reason (financial, anyway) to change it. Lara was still the hybrid feminine hero/masculine fantasy that gamers loved and hated. Tomb Raider II also capitalized on one of the series’ most crucial aspects: an engaging story. The platforming, gunplay, and buxom heroine are all part of the Tomb Raider blueprint. But international archaeological intrigue is necessary to bring it all together. Players discover mystical daggers, meteorites, the Philosopher’s Stone, the Spear of Destiny, and numerous other esoteric objects in early sequels. Copyright © 2017 MakeUseOf. All Rights Reserved ®. ! As time passes, Lara gains new abilities — she can grab ropes, use flares, climb poles, crawl, and super-jump. She picks up more weapons and equipment. The games get more complex and even more engaging. Watch the Youtube video here: Tomb Raider Angel of Darkness - Louvre Galleries (Part1) Although Tomb Raider II was a huge success, Tomb Raider III started the series on a decline. Eidos Interactive, long-time publisher of Lara’s games, tried some new experiments. These included Game Boy Color games, isometric viewpoints, and a darker image and tone. But none of those could capture the pure fun of the first two games. In 2004 and 2005, Lara took a break. But she was far from retirement. A Labyrinthine Canon At this point, it seems like a good idea to talk about the wider Tomb Raider canon. I mentioned that the original slew of games included Game Boy Color and Advance games, but there’s a lot more to the world of Tomb Raider than different platforms. 2001 saw the release of Lara Croft: Tomb Raider. It was the first movie featuring the archaeological adventurer, this time portrayed by Angelina Jolie. The movie was a bust. At the time of writing, it has a score of 33 on Metacritic (even for a video game movie, that’s bad).