Research Paper September 24, 2004 Dr

Total Page:16

File Type:pdf, Size:1020Kb

Research Paper September 24, 2004 Dr Lee-Ming Zen PWR 3-05 Research Paper September 24, 2004 Dr. Alyssa O'Brien Finding the Woman Who Never Was: Gender Role Exploration Through Lara Croft An amalgamation of five thousand polygons, two arms, two legs, one head, a pair of big pistols at the hips, and a pair of even bigger breasts is no oddly-shaped monstrosity, but instead, sex icon and celebrity Lara Croft (Eidos, screen 1). Except Lara Croft is neither human nor real; she’s the protagonist from the popular videogame series Tomb Raider. Her voluptuous figure has been the subject of countless reviews, articles, and commentaries and her “badass” attitude and “kickass” ability have been the basis for the Tomb Raider series’ success. However, she is much more than just an action heroine. In order to recognize this multilayered aspect, one must examine Lara Croft through visual appearance and delve into the psyche and inner thoughts represented by her images. By investigating the various expressions of Lara Croft and the evolution of her aesthetic character, we are offered a chance to explore the various cultural and sociological aspects of our understanding of gender, especially in relation to videogames. Despite these references that assume Lara’s sex, Lara Croft can be neither male nor female because “she” is a digital figure and it is this unique androgyny that allows her to provide a way to understand gender roles and identity. 1 In particular, her evolution parallels the different stages of gender exploration that adolescents experience and struggle through. In order to understand this complex parallelism, this paper will analyze the visual representations of Lara Croft starting from her first days in the original Tomb Raider game up to her most recent incarnation as the Angel of Darkness. 1 It is important to understand the exact meaning of androgynous because it does not mean neither male nor female. Instead, it refers to a state that is defined as “strong in both [masculinity and femininity]” (Basow and Rubin 26). Zen 2 The Woman Who Never Was Tomb Raider, developed by Core Design and published by Eidos Interactive, has been one of the most successful series of computer games to have ever been released. The first Tomb Raider which spawned a variety of sequels, including the upcoming Angel of Darkness, was released in 1996 and enjoyed a great amount of success by selling over twenty-six million units (MobyGames “Tomb Raider Series,” screen 1; Poole “History of Tomb Raider,” screen 2). The succeeding games did not sell as well as the first, but still reached a significant portion of the market. In each of these games, the star is Lara Croft who was created by Toby Gard, an artist at Core Design (Poole “History of Tomb Raider,” screen 2). Though the original character for the game could have been either male or female, Core decided to choose Lara “as a refreshing antidote to the muscled meat-heads that usually populated videogames” (Poole “History of Tomb Raider,” screen 2). Lara Croft’s beginnings were never as a sex symbol or national celebrity but a girl with a wild streak (Poole “History of Tomb Raider,” screen 2). Nor was she ever meant to be real, as her creator states that Lara is simply “a caricature of a feisty attractive women [sic]” (Gibbon, screen 4). In fact, her concept and the reasons for casting Lara as the protagonist of the Tomb Raider series seem to indicate that she is a prototypical tomboy. However, Lara Croft is far more than that and in order to gain this perspective, I will begin an examination of the evolution of Lara Croft. Building Gender Roles for Lara Croft Figure 1 – A star is born: Tomb Raider I box cover. Source: ChesireCat. Zen 3 The evolution of Lara Croft begins with the first Tomb Raider game’s release and the most impressionable image related with it: the picture of Lara Croft depicted on the box cover of the game packaging (see Figure 1). The box cover provided a variety of attention drawing mechanisms and for most viewers, it was their first chance to see Lara Croft. The first means of attention drawing is the shape of the box itself. Most games published at the time were shipped in rectangular boxes, but Tomb Raider had a trapezoidal box which not only drew attention to the box and image but also illustrated the novelty of a three dimensional shooter game. Once the viewers’ eyes were on the box, they were drawn to three key points: the title, Lara’s face, and Lara’s breasts. Her tiny, disproportionate waist emphasized her large, unrealistic breasts which are almost centered in the image and, as such, appear to the viewers as the central focus of the image. Her arms are skinny and her face, accentuated by her short, shoulder-length hair, has a serious expression pasted on it. She wields a set of guns at ready and her pose indicates a sense of caution. Thus, this first image of Lara Croft provided a variety of contrasting messages about Lara to the viewers especially in relation to her masculinity and femininity. These messages are well summarized by Anne-Marie Schleiner who enumerates the possible interpretations of “Lara as female Frankenstein,” “Lara as drag queen,” “Lara Croft is a dominatrix, a femme fatale,” “Lara Croft is a positive role model for women and girls and a possible entry point for women into the male discourse domain of computer games”, and “Lara Croft is a vehicle for the queer female gaze” (“Does Lara Croft”). Each of these configurations presents a compelling argument for the image of Lara Croft on the box cover. Schleiner describes the role of female Frankenstein as that of a “monstrous offspring of science, an idealized, eternally young female automaton, a malleable, well-trained techno-puppet created by and for the male gaze” (screen 4). This idealization of Lara as an image made “for the Zen 4 male gaze” fits neatly with the centering of her breasts on the box cover as a way to increase her sexual appeal toward men. At the same time, she fits the other analyses that Schleiner presents. Lara acts as a drag queen in a certain sense due to her androgyny because aside from her massive chest, she evokes a certain masculinity that comes from her masculine-featured face of big cheek bones, pronounced brow, and sharp protruding chin, as well as the stereotypical image of gun- toting men. These two analyses combined serve to facilitate the idea of Lara Croft as a “vehicle for the queer female gaze” as she is an attractive woman and possesses a masculine side that may appeal to lesbian women. In addition, her serious stare alongside the dangerous pistols she totes play on the typical images of femme fatale and dominatrix. Last, but most simply, her three dimensionality contributes to her image as a positive role model for females because Lara Croft has broken the mold and the barriers by becoming a woman in a shooter game, setting a new precedent. Despite representing all of these views, Lara Croft cannot be one and all at the same time. Or can she? A look at the psychology of the gender identity and role behind Lara Croft may shed light upon this question. Psychologically, I argue that Lara Croft’s gender role development parallels that of an adolescent’s. The formation of gender roles and identity has long been a topic in psychology including discussion from Freud. One of the most compelling models of gender role development is the Parsons and Bryan model created by Jacquelynne Parsons and James Bryan at the University of Michigan. In their model, they view the first stage of gender role development as “[u]ndifferentiated gender-roles” where the subject “is unaware of gender as a social category” (Parsons and Bryan 16). This state of ignorance is similar to that of Lara Croft in the first version of Tomb Raider – she does not have a clearly defined role nor is she completely aware of it and cannot conform to any of the roles that she may be able to fulfill. She Zen 5 also exhibits some aspects of the second stage where some stereotyping does occur such as “activities, dress, social roles and some personal characteristics” (16). Similarly, Lara Croft does dress and act in certain ways, but her gender-role cannot be clearly defined in these terms. Lara Croft’s Androgyny Figure 2 – Man or Woman? Lara Croft with Robert Nideffer’s patch applied. Source: Nideffer. Continuing her development is the next installment of the series, Tomb Raider II, for which a patch (a program that modifies the original game) was released by artist Robert Nideffer. In his patch, Lara Croft gained a moustache and a goatee; and, aside from its breasts, Lara Croft could be mistaken for a man (see Figure 2). Despite Core’s attempt to make Lara more feminine by attaching the long, braided pony tail to the heroine, many of her masculine facial features were retained and the patch by Nideffer only worked to accentuate those aspects of her masculinity. This image again fits the variety of roles that Schleiner presents with the exception of Lara Croft as female Frankenstein because she has ceased to be female. She can still act as a role model for women as a masculine woman or a feminine man and she can still be the drag queen or obsession of the queer female gaze. However, Lara Croft still remains androgynous and more so than ever due to having both breasts and abundant facial hair.
Recommended publications
  • Interview Responses from Queer Tomb Raider Fans
    Interview responses from queer Tomb Raider fans Template response form sent to consenting parties: Your name or chosen alias (Anonymous is fine too): Country: Age: How you identify: --- 1) How and when did you come to the fandom? (ie. how long have you been a fan?) 2) Why Lara Croft? What do you like/admire about her? What do you think drew you to her? 3) Can you describe Lara Croft's impact on your sexuality? (If not and/or you don't feel she's been an influence, that's fine too). 4) Do you have a Lara preference - Classic or Reboot? Name: Joshua B. Country: USA Age: 22 How you identify: Cisgender gay man --- 1) How and when did you come to the fandom? (ie. how long have you been a fan?) I've only been a fan for about a year! I got into the series in 2014 with Tomb Raider (2013). I later branched out and explored the classic series by Core Design and disliked them, but I was only really inspired/convinced to return to the Core games when my ex-boyfriend brought up a new viewpoint: people play Tomb Raider for puzzles, not for plot. And so I went back and I was hooked! A year later, here I am as a Tomb Raider fanatic. 2) Why Lara Croft? What do you like/admire about her? What do you think drew you to her? I really admired how 2013 Lara grew into this hardened “cool”-type character while still remaining grounded. I was drawn to her and I still think she’s a lovely woman, but classic Lara is my favourite.
    [Show full text]
  • THE MYSTERIOUS LARA CROFT: Digibimbo Vs. Digiheroine
    THE MYSTERIOUS LARA CROFT: Digibimbo vs. Digiheroine 1 Rachelle Fernandez February 12th, 2001 STS145: Case History Prospectus Every once in a while, a game comes along whose influence extends beyond the gaming world and into contemporary society. One interesting and hotly debated aspect of this is the role certain video games play in gender politics. Consider the following. Scene One. A helicopter, its propellers whipping the air, zooms into the scene and drops down an agile figure onto the ground. It’s a woman, dressed in hiking shorts with pistols holstered to both thighs. The woman has landed in a dark cave and, after a cautious look around, begins to explore it, sometimes walking cautiously, other times running ahead, leaping boulders. She comes across a flare lying mysteriously on the wet cavern floor. With a happy sigh, she picks the item up. Suddenly the woman hears low grumble behind her and somersaults backwards to face an angry tiger. She whips out two automatic pistols and blasts the tiger to its death, her face contorted in a snarl. Scene Two. An exotic dancer is performing in a strip club. The camera zooms away from her to reveal an empty audience. The slogan “Where The Boys Are” is flashed across the screen while a crowd of lusty men rapidly exit the strip club in pursuit of the same woman we just saw exploring eerie caverns. 2 This “woman” isn’t even really a woman at all. She’s Lara Croft, the star in the hit video game series Tomb Raider. Lara Croft is something of a cultural icon.
    [Show full text]
  • [Japan] SALA GIOCHI ARCADE 1000 Miglia
    SCHEDA NEW PLATINUM PI4 EDITION La seguente lista elenca la maggior parte dei titoli emulati dalla scheda NEW PLATINUM Pi4 (20.000). - I giochi per computer (Amiga, Commodore, Pc, etc) richiedono una tastiera per computer e talvolta un mouse USB da collegare alla console (in quanto tali sistemi funzionavano con mouse e tastiera). - I giochi che richiedono spinner (es. Arkanoid), volanti (giochi di corse), pistole (es. Duck Hunt) potrebbero non essere controllabili con joystick, ma richiedono periferiche ad hoc, al momento non configurabili. - I giochi che richiedono controller analogici (Playstation, Nintendo 64, etc etc) potrebbero non essere controllabili con plance a levetta singola, ma richiedono, appunto, un joypad con analogici (venduto separatamente). - Questo elenco è relativo alla scheda NEW PLATINUM EDITION basata su Raspberry Pi4. - Gli emulatori di sistemi 3D (Playstation, Nintendo64, Dreamcast) e PC (Amiga, Commodore) sono presenti SOLO nella NEW PLATINUM Pi4 e non sulle versioni Pi3 Plus e Gold. - Gli emulatori Atomiswave, Sega Naomi (Virtua Tennis, Virtua Striker, etc.) sono presenti SOLO nelle schede Pi4. - La versione PLUS Pi3B+ emula solo 550 titoli ARCADE, generati casualmente al momento dell'acquisto e non modificabile. Ultimo aggiornamento 2 Settembre 2020 NOME GIOCO EMULATORE 005 SALA GIOCHI ARCADE 1 On 1 Government [Japan] SALA GIOCHI ARCADE 1000 Miglia: Great 1000 Miles Rally SALA GIOCHI ARCADE 10-Yard Fight SALA GIOCHI ARCADE 18 Holes Pro Golf SALA GIOCHI ARCADE 1941: Counter Attack SALA GIOCHI ARCADE 1942 SALA GIOCHI ARCADE 1943 Kai: Midway Kaisen SALA GIOCHI ARCADE 1943: The Battle of Midway [Europe] SALA GIOCHI ARCADE 1944 : The Loop Master [USA] SALA GIOCHI ARCADE 1945k III SALA GIOCHI ARCADE 19XX : The War Against Destiny [USA] SALA GIOCHI ARCADE 2 On 2 Open Ice Challenge SALA GIOCHI ARCADE 4-D Warriors SALA GIOCHI ARCADE 64th.
    [Show full text]
  • Tomb Raider III (PC)
    END USER LICENSE AGREEMENT AND LIMITED WARRANTY Tomb Raider III (PC) IMPORTANT - Please read this End User Licence Agreement (“EULA”) carefully before installing this Software Product. By installing, copying, and/or otherwise using the Software Product you agree to be bound by the terms of this EULA and we are only prepared to licence you to use the Software Product on the terms of this EULA. Before installing this Software Product please make sure that your computer meets the minimum technical specifications for the proper operation of this Software Product. YOUR PARTICULAR ATTENTION IS DRAWN TO: - THE EXCLUSION CLAUSE AND LIMITATION OF LIABILITY CONTAINED IN PARAGRAPH 9 BELOW; AND - THE PROVISIONS OF PARAGRAPHS 4 AND 5 WHICH DESCRIBE CERTAIN INFORMATION WHICH MAY BE COLLECTED, STORED AND USED BY US AS A RESULT OF YOUR INSTALLATION AND USE OF THIS SOFTWARE PRODUCT AND/OR ONLINE FEATURES AND EXPLAINS HOW YOUR PERSONAL DATA WILL BE PROTECTED. BY ACCEPTING THIS EULA AND INSTALLING THIS SOFTWARE PRODUCT YOU ARE GIVING YOUR CONSENT TO OUR COLLECTION, STORAGE, USE AND PROCESSING OF SUCH INFORMATION AND DATA IN ACCORDANCE WITH PARAGRAPH 5, OUR PRIVACY AND COOKIES POLICIES. SEL TAKES YOUR PRIVACY SERIOUSLY AND WE STRONGLY RECOMMEND YOU TAKE TIME TO READ OUR PRIVACY POLICY AND COOKIES POLICY AND PERIODICALLY CHECK FOR ANY UPDATES MADE TO IT. (i) PURCHASE OF SOFTWARE PRODUCT BY DOWNLOAD IF YOU AGREE TO BE BOUND BY THIS EULA PLEASE CLICK "I ACCEPT" AT THE END OF THIS EULA AT WHICH POINT THE SOFTWARE PRODUCT WILL BE INSTALLED ONTO YOUR HARD DRIVE. IF YOU DO NOT AGREE TO BE BOUND BY THE TERMS OF THIS EULA CLICK "NOT ACCEPTED" AND THE SOFTWARE PRODUCT WILL NOT BE LOADED ONTO YOUR HARD DRIVE AND NO LICENCE SHALL BE GRANTED TO YOU IN RESPECT OF THE SOFTWARE PRODUCT.
    [Show full text]
  • Video Game Trader Magazine & Price Guide
    Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates!
    [Show full text]
  • Horizontal Pole Moves Climbing Fixed Ropes, Poles
    how to play e D HOW TO PLAY CLIMB UP Hold and simultaneously move up or down for OR DOWN Lara to change her position on a rope. Use this feature whenever you want to reach a platform or ledge that is WALKTHROUGH (HOLD) e above or below Lara. Don’t forget that the lower you EXTRAS + D are on a rope, the greater the swinging radius will be, and vice versa. CLIMBING FIXED ROPES, POLES AND LADDERS GAME BASICS WINNING TACTICS CLIMB UP While holding a fixed vertical element, such as a ladder, EQUIPMENT OR DOWN pole, vine or stationary rope, move D up or down to LET GO While holding a swinging rope, press r to D +e climb or descend. Pressing e repeatedly will enable you r instruct Lara to let go. to ascend at a faster rate. (OPTIONAL) FIRST STEPS BUTTON CONFIGURATION THE MAIN MENU JUMP While holding a fixed vertical element, move Lara ONSCREEN DISPLAY D (HOLD), to the required position, press D in the desired q THEN q direction, then press to make her jump. CONTROLLING HORIZONTAL POLE MOVES LARA SUPER ACTIONS USING THE CAMERA While hanging from a horizontal pole, use D to make Press r if you want Lara to let go of the pole, rope or ladder she MOVE THE PAUSE MENU LET GO Lara move along it. This enables you to make positional is climbing. Again, it’s just common sense to check that a safe SIDEWAYS adjustments that are sometimes necessary to reach r landing awaits her before you do so… D THE PDA MENU certain ledges.
    [Show full text]
  • Trigger Happy: Videogames and the Entertainment Revolution
    Free your purchased eBook form adhesion DRM*! * DRM = Digtal Rights Management Trigger Happy VIDEOGAMES AND THE ENTERTAINMENT REVOLUTION by Steven Poole Contents ACKNOWLEDGMENTS............................................ 8 1 RESISTANCE IS FUTILE ......................................10 Our virtual history....................................................10 Pixel generation .......................................................13 Meme machines .......................................................18 The shock of the new ...............................................28 2 THE ORIGIN OF SPECIES ....................................35 Beginnings ...............................................................35 Art types...................................................................45 Happiness is a warm gun .........................................46 In my mind and in my car ........................................51 Might as well jump ..................................................56 Sometimes you kick.................................................61 Heaven in here .........................................................66 Two tribes ................................................................69 Running up that hill .................................................72 It’s a kind of magic ..................................................75 We can work it out...................................................79 Family fortunes ........................................................82 3 UNREAL CITIES ....................................................85
    [Show full text]
  • 001 300 500 002 40 60 003 150 200 004 120 150 005 200
    001 Magnavox Odyssey - USA, 1972 Edition assemblée au Mexique, complète en très bon état avec les deux manettes, les layers, les 6 cartes de jeux et notices. Très bel état. Pour rappel, la Magnavox Odyssey est la première console de jeu. 300 500 002 Magnavox Odyssey 4000 - USA, 1977 En boite avec ses câbles 40 60 003 NINTENDO Color TV-GAME 6 - JAPON, 1977 Model CTG-6V #9800 Première console PONG de Nintendo n°4158465 Fourni en boite (bon état) avec câble, switch box et documentation. Bel ensemble des débuts de Nintendo. 150 200 004 NINTENDO Color TV-GAME 15 - JAPON, 1977 Model CTG-15S #15000 Seconde console PONG de Nintendo, sorti peu de temps après la CTG-6V, elle contient 15 jeux. n°2156926 Fourni en boite (abimé sur le dessous) avec câble, switch box et documentation. Trois modèles de couleur sont sortis : Jaune, Orange et Blanc. Cet exemplaire est un modèle jaune. 120 150 005 NINTENDO Color TV-GAME "Racing 112" - JAPON, 1978 En boite et notice, complet, proche du neuf, superbe pièce. Model CTG-CR112 # 5000 n°1021935 200 300 006 PONG SHG "Black Point" Type FS 1003 (1981) Console PONG Allemande programmable à cartouches, livrée en boite avec câbles et deux controllers. 20 40 007 PONG MONTEVERDI "E&P model EP500" TV Sports 825 (1976) Livré en boite, ce PONG très rare licencié par Magnavox est complet avec ses câbles, notice US et Française model n°E825A Series n° 255B Serial n°129956 60 80 008 PONG "SONESTA hide-away TV Game" (1977) En boite avec cale et câble 20 40 009 PONG International LLOYD'S TV Sports 812 (1976) En boite avec fusil, câbles et notice US + française (RARE) Belle chance d'acquérir une pièce historique.
    [Show full text]
  • Sony Playstation
    Sony PlayStation Last Updated on September 24, 2021 Title Publisher Qty Box Man Comments 007 Racing Electronic Arts 007: The World is Not Enough Electronic Arts 007: The World is Not Enough: Greatest Hits Electronic Arts 007: Tomorrow Never Dies Electronic Arts 007: Tomorrow Never Dies: Greatest Hits Electronic Arts 101 Dalmatians II, Disney's: Patch's London Adventure Eidos Interactive 102 Dalmatians, Disney's: Puppies to the Rescue Eidos Interactive 1Xtreme: Greatest Hits SCEA 2002 FIFA World Cup Electronic Arts 2Xtreme SCEA 2Xtreme: Greatest Hits SCEA 3 Game Value Pack Volume #1 Agetec 3 Game Value Pack Volume #2 Agetec 3 Game Value Pack Volume #3 Agetec 3 Game Value Pack Volume #4 Agetec 3 Game Value Pack Volume #5 Agetec 3 Game Value Pack Volume #6 Agetec (Distributed by Tommo) 3D Baseball Crystal Dynamics 3D Lemmings: Long Box Ridged Psygnosis 3Xtreme 989 Studios 3Xtreme: Demo 989 Studios 40 Winks GT Interactive A-Train: Long Box Cardboard Maxis A-Train: SimCity Card Booster Pack Maxis Ace Combat 2 Namco Ace Combat 3: Electrosphere Namco Aces of the Air Agetec Action Bass Take-Two Interactive Action Man: Operation Extreme Hasbro Interactive Activision Classics: A Collection of Activision Classic Games for the Atari 2600 Activision Activision Classics: A Collection of Activision Classic Games for the Atari 2600: Greatest Hits Activision Adidas Power Soccer Psygnosis Adidas Power Soccer '98 Psygnosis Advanced Dungeons & Dragons: Iron & Blood - Warriors of Ravenloft Acclaim Advanced Dungeons & Dragons: Iron and Blood - Warriors of Ravenloft: Demo Acclaim Adventures of Lomax, The Psygnosis Agile Warrior F-111X: Jewel Case Virgin Agile Warrior F-111X: Long Box Ridged Virgin Games Air Combat: Long Box Clear Namco Air Combat: Greatest Hits Namco Air Combat: Jewel Case Namco Air Hockey Mud Duck Akuji the Heartless Eidos Aladdin in Nasira's Revenge, Disney's Sony Computer Entertainment..
    [Show full text]
  • Playstation Games
    The Video Game Guy, Booths Corner Farmers Market - Garnet Valley, PA 19060 (302) 897-8115 www.thevideogameguy.com System Game Genre Playstation Games Playstation 007 Racing Racing Playstation 101 Dalmatians II Patch's London Adventure Action & Adventure Playstation 102 Dalmatians Puppies to the Rescue Action & Adventure Playstation 1Xtreme Extreme Sports Playstation 2Xtreme Extreme Sports Playstation 3D Baseball Baseball Playstation 3Xtreme Extreme Sports Playstation 40 Winks Action & Adventure Playstation Ace Combat 2 Action & Adventure Playstation Ace Combat 3 Electrosphere Other Playstation Aces of the Air Other Playstation Action Bass Sports Playstation Action Man Operation EXtreme Action & Adventure Playstation Activision Classics Arcade Playstation Adidas Power Soccer Soccer Playstation Adidas Power Soccer 98 Soccer Playstation Advanced Dungeons and Dragons Iron and Blood RPG Playstation Adventures of Lomax Action & Adventure Playstation Agile Warrior F-111X Action & Adventure Playstation Air Combat Action & Adventure Playstation Air Hockey Sports Playstation Akuji the Heartless Action & Adventure Playstation Aladdin in Nasiras Revenge Action & Adventure Playstation Alexi Lalas International Soccer Soccer Playstation Alien Resurrection Action & Adventure Playstation Alien Trilogy Action & Adventure Playstation Allied General Action & Adventure Playstation All-Star Racing Racing Playstation All-Star Racing 2 Racing Playstation All-Star Slammin D-Ball Sports Playstation Alone In The Dark One Eyed Jack's Revenge Action & Adventure
    [Show full text]
  • IFN Owes a Debt of Gratitude to the Following People (In Alphabetical Order)
    “Interactive Fiction Now” Published for the World Wide Web by Frotz Publications Copyright 1997, Frotz Publications, London. All rights reserved. http://www.if-now.demon.co.uk/ Editor: Matt Newsome, <[email protected]>. All Trademarks acknowledged. Tomb Raider © and TM 1996 Core Design Ltd. © and Publishing 1996 Eidos Interative Limited. All rights reserved This issue of IFN owes a debt of gratitude to the following people (in alphabetical order): Marc Blank and Mike Berlyn at Eidetic Inc. Simon Byron at Bastion Jamey Gottlieb and Laird Malamed at Activision David Lebling at Avid Technology Rebecca Lester at Broderbund Europe Susie Hamilton at Core Design This first issue of IFN is dedicated to my son, Joshua Peter Hal Newsome, born on Friday 21st November 1997 at 18:49hrs and weighing 7lbs 15½ oz Issue One Page 2 E WELCOME to Interactive Fiction Now! D In this occasional web-based magazine, you’ll find a wealth of information about Interactive Fiction gaming today. Covering a wide variety of Adventure gaming styles, from Zork to Riven, from Tomb Raider to Starship I Titanic, we’ll be looking at anything involving and immersive. T In this first issue we look at the brand spanking new piece of imminent release of Zork: Grand text-based interactive fiction Inquisitor, the first foray into the using the Inform engine. We world of Zork since Zork: Nemesis speak to the imps to find out last year. In an exclusive how Zork: The Undiscovered O interview, we talk to Laird Underground came to be Malamed, director of ZGI and talk written.
    [Show full text]
  • TR III PC Man. E 29/7/99 3:55 Am Page 2
    TR III PC Man. E 29/7/99 3:55 am Page 2 Installation Introduction Quit all applications and close all windows on your desktop. Millions of years ago, a meteor survived the plunge through the Earth’s atmosphere, Place the Tomb Raider III CD in your CD-ROM drive. impacting in the then warm climes of Antarctica… Upon closing your drive the Tomb Raider III installation menu will appear. If AutoPlay is disabled the menu will not appear, to manually access the installation menu follow these simple instructions: The first people to discover this land were a tribe of Polynesians. Despite the now Double-click on the ‘My Computer’ icon on your desktop, then double-click on the CD-ROM icon that appears in the newly opened window. Finally double-click ‘autorun.exe’ to open the installation menu. freezing conditions, there was an abnormal abundance of life and the tribe settled, worshipping the meteorite crater for the powers it appeared to hold. From this point please follow the on-screen prompts to guide you through the installation process. Generations later though, catastrophic events forced them to flee in terror… At the completion of Installation you will be presented with the options to: play the game, quit without playing the game or reading the Readme text file. Refer to the Readme file for updates, manual alterations and troubleshooting. Today, the same area is being excavated by the research company; RX Tech, who are picking up unusual readings from the meteorite’s impact zone. It is in this zone that they uncover the body of a sailor from Charles Darwin’s voyage on The Beagle.
    [Show full text]