Lately, it seems everyoneâs been talking about Lara Croft. The iconic star of the Tomb Raider franchise is getting a makeover in next yearâs Tomb Raider rebootâor rather, a makeunder. The new game is a combination reboot and origin story, focusing on a young Laraâs fight for survival on a terrifying island lousy with hostile wildlife and human-sacrifice aficionados.
At E3 in June, Tomb Raider executive producer Ron Rosenberg set off a firestorm of debate when he told Jason that Crystal Dynamicsâ goal was to get players to âwant to protectâ this new, younger Lara. He made matters worse by referencing what he described as an attempted rape early in the game.
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I recently went down to Crystal Dynamics to play through the first couple acts of the game. Afterward I spoke with creative director Noah Hughes about the many changes the writers have made to Lara and the delicate balancing act of re-creating an iconic character.
Hughes was seated across from me in a conference room in Crystal Dynamicsâ Redwood City offices. He was sporting the tell-tale signs of a video game developer neck-deep in crunch-time: Puffy eyes, somewhat sleepy demeanor, inside-out shirt. But when he talked of the game he was shepherding across the finish line, it was always with a smile.
â I guess itâs best expressed to me as: You look at this island, and she has no business surviving this island.â
Several times Hughes came back to the notion that this game presented a narrative arc, and that was crucial to understanding how theyâre presenting the character. Lara may be desperate, scared, and fairly weak in the early goings, but by the end of the story, sheâll have grown.
âTonally, you look at the early bits, itâs almost survival horror,â Hughes said. âBut then you saw the tower, and itâs supposed to be this emotional high, this open vista. And that other aspect of it, as much as you see Lara challenged, what we really celebrate is Laraâs growth, and the player becoming more powerful. Going on the journey with Lara, what is it like to become a hero. It pushes you to change as a person, as a character.â
But in order for the game to convincingly give you that feeling of growth, it has to start at a low point. âThereâs an aspect of a survival story that tries to remind you of your vulnerability, or at least your mortality,â Hughes said. âWe donât want the islandâs lethality to melt away, but at the same time itâs sort of an escalation. At the beginning of the story it is very much a survival story, and you see Lara teased with snippets of this islandâs history, but thereâs an aspect to surviving this island that is more than just shooting guys. Thereâs an aspect of getting to the bottom of the mysteries. Lara and her friends are going to have a tough time getting off the island.â
Surely the story will benefit from a clean slate. Iâve played just about every Tomb Raider game, but by the time I played 2008âs Tomb Raider: Underworld, I had no flipping idea what was going on. There was a crazy super-powered bonde woman, and an evil, supernatural version of Lara, and at one point I think her mom came back from the dead as a zombie⊠it was crazy, and had nothing to do with the other reasons I liked the game. The new Tomb Raider gives Crystal Dynamics an opportunity to start fresh and lose all that needless junk. (My words, not Hughesâ.)
âFor the most part, weâre wiping the slate clean as far as the events that transpire in Laraâs life,â Hughes said. âAs we go through future adventures, one of the things thatâs fun about a well-known property is echoing the canon that has gone before it. Thatâs an aspect thatâs greatâaudiences who know the characters enjoy seeing that. But it is a rebootâwe are saying those things didnât happen.â
This does raise the question of what makes this a Tomb Raider game at all. âThe answer is Lara,â Hughes said. âI would say rather than re-architecting Lara, we looked at Lara through a different lens. Sheâs young in this case, but sheâs still a brilliant archeologist. Part of her strength against her opponents is her ability to use her wits and her intelligence, and that aspect of how her indomitable will. Lara as a character, has always been really admirable in the way sheâd⊠well, I guess itâs best expressed to me as: You look at this island, and she has no business surviving this island.
âAnd itâs not purely gunplay thatâs going to make her succeed. Itâs that brilliance; itâs the athleticism, itâs the gunplay, but itâs also being smarter than her opponents. So we tried to capture everything that has always been true about Lara, but deliver it in a sort of a way that felt a little more dimensional or textured. In the context of becoming too iconic, if thatâs possible⊠that people [would] purely describe her based on physical attributes, a braid, or a pistol, or whatever. And weâre really trying to tease out the character that is Lara, too. And those things are all taken from whatâs implied by the games that have come before.â
So what would Hughes say to someone who, despite these assurances, still felt unsure of what theyâve done with Lara? âWhatâs important to me on some level is that people sort of judge it for themselves,â Hughes said. âThe only thing that frustrates me is peopleâs second- and third-hand perceptions of it. Our game really is about empowerment, itâs about becoming a hero, we tried to treat our subject matter as respectfully as we can.â
In the demo I played, I did go through the sequence where Lara is suggestively/sexually assaulted while tied up, then fights back and brutally kills her assailant. In the context of the game, it worked. It was troubling and intense, but didnât feel gratuitous or disrespectful. But thatâs just me; I could imagine a rape or sexual assault survivor reacting differently.
In the demo I played, Lara had a single pistol, but never two. Would we ever see her whip out a second one and go the full Woo? Hughes would only give me a cagey smile. âPart of the fun of a reboot is that people know and enjoy the character, and we enjoy our history too. Not necessarily a dual-pistol, but you want those moments where people say, âYes! Sheâs becoming Lara!'â
Well, Iâm interested. I like the idea of a Tomb Raider or Uncharted-type game where the character has an actual arc, and from what I played, Tomb Raider seems to be handling its version of Lara Croft pretty well. As always, weâll know more once the game is out.
You can check out my more in-depth impressions of the game itself here