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Lara Croft: Hero or Zero?
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Character Assassination |
When you play video games, it seems to be practically a given
that you will encounter some degree of violence in the game. One
should expect that a gun toting action/adventure game like Tomb Raider
ought to have some inherent violence. If violence is a problem for
you, then you ought to be playing Tetris.
Acceptable violence notwithstanding, there was actuallly some
criticism from players in regard to the fact that Lara Croft shot down
so many creatures, most of which are endangered or rare [ie. should be
extinct], in the original Tomb Raider game. I think in that most of
those criticisms were in jest. There was always a clear idea in my
head when I played the original Tomb Raider game such that when I had
Lara draw weapons it was primarily to address the situation which was:
"kill or be eaten". In the occasional encounter with human enemies,
it was clear that they were the hired gunmen of a ruthless enemy, and
players felt no hesitation in blowing them away.
However, players of the Tomb Raider II and Tomb Raider III games
have noticed and commented on the amount of violence directed toward
human enemies has increased dramatically in the sequels. We could get
into the relative value of a human life versus an animal life, but
that gets into the realm of religion, and is relevant to the topic at
hand. The war that Lara Croft wages against those fanatical cultists
in Tomb Raider II became permissible in the minds of the players
because the cult initiated agression toward Lara and she was out to,
once again, save the world.
Now enter Tomb Raider III. So Lara blows away a few cannibals
along the way. In a sense, we're face with "kill or be eaten" once
again, however when Lara Croft trespasses on a US military base and
stirs military police to react in force, shooting down these poor saps
definitely touches a nerve with many players. What about museum
guards in London? Lara pops holes in these poor slobs who stand in
the way of her breaking into a museum and stealing an artifact.
That's pretty cold. Gavin Rummery, programmer for Tomb Raider and
Tomb Raider II even comments that Tomb Raider III has turned Lara
Croft into a "genuine thief who kills any poor sucker who gets in her
way".
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It's Just a Game |
Some people will argue, "Hey chill, it's just a game." Others will
go even further and ask the all important question, "Who bloody
cares?" Well, I believe that game players do care. Tomb
Raider fans care. Core Design and Eidos Interactive should
care.
Regardless of whether or not you believe the latest soda pop
commercials that tell you that "image is nothing", the truth of the
matter is that in marketing, image is everything. Tomb Raider
loyalists continued to purchase the sequels for many reasons. One of
which is the main character. Majority of Tomb Raider players like the
fact that the main character can be thought of as the "heroine" of the
game. If you examine most games on the market, very few games cast
the main character as a villain.
That makes sense doesn't it? Most of us want to be the hero (or
heroine) don't we? If there is going to be senseless death and
gratuitous violence, don't we want it to be because we are eliminating
some evil hell spawn to save the world?
In the latest game, our heroine appears to shoot fairly innocent
people who are just trying to do their jobs (military police and museum
guards). Do the level designers think that Lara's perceived character
doesn't matter to the players? Well, the players noticed, and Lara's
cold-blooded murder spree was a hot topic of discussion when Tomb
Raider III was released. Clearly the players care, and that's why
Core should care.
If the percentage of people who currently purchase and play Tomb
Raider become fed up with playing a game that takes the player to take
the role of a murderous thief, and these consumers choose not to
purchase the next sequel, then Eidos and Core will certainly feel it
in their annual report. Tomb Raider launched a new genre of video
games, but now other companies are putting their entries into the
genre. If Core and Eidos wishes to capitalize on their share of that
market, and yet are faced with delivering "more of the same", then
they need to take care that whatever they deliver, be it the same or
different, needs to be of the utmost quality and must be sensitive to
what the player wants.
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The Spin Doctors |
Since this is the age of spin, and everybody's doing it, so why
shouldn't we? We at the Traveler's Guide weren't happy with the way
the Lara Croft character was portrayed in her recent adventures. The
character that we saw in the full motion video sequences of the
original Tomb Raider game has lost her charm in the latest game. We
took it upon ourselves to put a positive spin on Lara's latest
adventures.
We did this by simply writing a little fan fiction and inserting
our text in our walkthroughs where we normally place cut-scene or
full-motion video sequence transcriptions. Our hope was to portray
the character as a heroine and not as a villain. Besides the main
hero versus villain issue we strove, in our sometimes overly wordy
plot additions, to portray the Lara Croft character as someone who is
impulsive, brash, good-looking, and has a sense of style, but is also
eccentric, insecure, lonely, moody and seeks external validation. We
are in no way striving to portray her as a "real archaeologist", like
"Professor Indiana Jones", but more of a "resourceful adventurer".
Basically, we want to present the character as a human being and not
some kind of caricature or a sociopath. We're out to reestablish the
character we thought she had in the original Tomb Raider
game.
We made an effort to present heroic motivations for her actions
rather than just a "magpie complex" as one familiar Tomb Raider player
calls it1, and we do it by simply
adding a little plot to the game.
We don't mind the violence too much. When juxtaposed against most
other games, Tomb Raider is mild by comparison. We just want to feel
better about the character we're asked to play. It is our hope that
Core Design take care to defend Lara Croft's image in any future Tomb
Raider games to come, and that they'll work at continuing to develop
her character while remaining true to the Tomb Raider legacy.
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Hope Lives |
In a recent chat session with developers of the additional levels
for Tomb Raider 2 Gold, I caught an inkling that there would be at
least one cut-scene at the beginning of the four additional levels.
I'm glad that someone at Core/Eidos thinks that the plot is important
and worth the effort to include, even for add-on levels. I know Phil
Campbell, who was the level designer for the add-on levels for the
original Tomb Raider Gold, is also the lead level designer for the
Tomb Raider 2 Gold add-on levels. I want to encourage him to continue
this trend of returning to the game play of the original Tomb Raider
game while keeping the plot of the game a priority. As one person put
it, it will be nice that if the new levels didn't seem like
"Unnecessary Business".
As always, you're welcome to agree or disagree. Let me hear what
you think at ichou@trinity.westhost.com
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Footnotes:
- That individual is the familiar "snark^" who can be found
prowling the alt.games.tombraider newsgroup.
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