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Showing posts with label pretty. Show all posts
Showing posts with label pretty. Show all posts

Thursday, October 11, 2012

Rewriting Lara Croft

Pretty much every woman gamer I’ve ever met has had some kind of a relationship with Lara Croft since they started playing games. It’s not always a positive one; for me, playing the first few Tomb Raiders when I was still quite little, Lara was an awesome action heroine whom I idolised in my head like I’m sure many little boys once idolised Indiana Jones: she was smart, capable and adventurous. But for others, as the series declined prior to Crystal Dynamics’ Tomb Raider: Legend, Lara Croft became symbolic of the video games’ prevailing failure to offer up real characters rather than cardboard cut-outs with huge guns/muscles/breasts.

Over the years I fell out of love with Lara; she’d become a pair of boobs with a couple of guns attached.

For still others, like Rhianna Pratchett – the British writer behind Mirror’s Edge, Overlord and, of course, Crystal Dynamics’ upcoming Tomb Raider, and formerly a gaming journalist – it’s been a love-hate relationship. “I still rate the bit in the first Tomb Raider where the T Rex comes round the end of the valley and roars as one of the most awesome gaming experiences, and I still adore Tomb Raider for putting that in my life,” she says.

“But over the years I fell out of love with Lara. I think in the press I wrote about my dissatisfaction with her, and how she’d become a pair of boobs with a couple of guns attached. Once I was buying something in GAME and the cashier decided to strike up a conversation with me about how much bigger Lara’s boobs had gotten between the last two games. It just wasn’t the right angle on several levels, that.”

Crystal Dynamics has undone a lot of that damage with three excellent Tomb Raider games since 2006, but it’s in the upcoming reboot that Lara is really coming into her own as a character. In the hour or so of the game that the developer has shown to journalists so far, we’ve seen a heroine who is at once bravely resourceful and vulnerable without being the least bit helpless or pathetic, a survivor in an impossible situation. She also feels genuinely human for perhaps the first time, showing emotion beyond her usual cavalier, action-heroine confidence, and shown alongside her friends and the people she loves rather than alone underground.

We’ve kept some of the most interesting aspects of her – the archaeological background, her geekiness – and we’ve brought back what was always there, but buried.

It seems that both Rhianna and Crystal Dynamics see this new Tomb Raider as a make-or-break moment for the series and the character, a chance to reverse any damage done and restore Lara as a properly three-dimensional character rather than a sex object. “Actually being able to get my hands on Lara and go back and change the past a little bit was a challenge, but I was getting a chance to shape Lara the way I would have liked to have seen her done in the first place,” Rhianna says. “I felt: oh my god, I’m taking on Lara, but you have to get over that quickly, you can’t keep feeling that pressure.”

Rather than rebuilding Lara from scratch, however, Rhianna and the Crystal Dynamics creative team found that a lot of the humanity that they desired for Lara was already there, latent in her character. It just needed drawing out. “It was certainly fun working out which bits of old Lara we were going to keep, and which we were going to move on and why,” she recalls. “We’ve kept some of the most interesting aspects of her – the archaeological background, her geekiness – and we’ve brought back what was always there, but buried. She’s always had friendships. We are bringing out things that were always in her character beforehand, but they’ve never been tested in this way before, and suddenly she’s discovering things about herself that she didn’t know were there.

“I think possibly one of her problems is that she’s always had the tech, the money, the answers and the quips for everything, and I think that makes her feel a little bit unrelatable. We’re coming back [from that], looking at a character who doesn’t have all the answers, who is 21 and acts 21, and goes through that change throughout the game. I wanted to bring some of the warmth back to Lara, as someone who is a friend, who’s caring and empathetic, and is more human.”

One aspect of Old Lara that’s still very much in place is her fascination with archaeology, and her adventurous passion for of exploration and discovery – which is what sends her delving into tombs in the first place. “There are some amazing things that she discovers [on the island] that fuel her passion,” Rhianna says. “I wanted to bring out that geeky love of something in her character, and make the most of that. More in the movies than in the games, Lara became an unapproachable ice queen littering the world with the carcasses of planes crashed into mountains and things like that for the hell of it, and I wanted to rein that in and build up that human side a bit more.”

I think people assumed that the character was suddenly being built in this scene, whereas character is not built in a fleeting moment, it’s a continuous process through tests and challenges and action and reaction.

Other aspects of her family background are different, however. In the new Tomb Raider, 21-year-old Lara still comes from a very wealthy family, but her parents are missing (the game doesn’t really explore why) and she won’t touch the money because doing so would be a tacit admission that they aren’t coming back. Instead of dipping into her inherited wealth, she’s working several jobs to put herself through her archaeology studies at University – not at Oxford or Cambridge, as you might expect for a girl so faultlessly posh, but at UCL in London. There’s no luxurious, secret-stuffed Croft Manor to run around, breaking series tradition – the whole game is confined to the island, and how they came to be there.

After E3, of course, the conversation around Tomb Raider was dominated by a scene in the trailer that appeared to show Lara fighting off an attempted rape, and a certain producer’s astonishingly misguided comments surrounding it, leading to a spiral of backtracking and denial that led many commentators to question the motive behind showing Lara in this light: does a heroine really have to have a run-in with sexual assault in order to be defined as a character? It was a frustrating time for Rhianna; she hadn’t been announced as the game’s lead writer yet, and yet – like many people who had played the scene in context – she was itching to come out and defend the game.

“It was frustrating that I’d seen it all and I couldn’t talk about it. It’s about context,” she says. “I do really understand why people were upset, and I think if I were a journalist I’d be like ‘hey, what’s going on here?’, so I completely understand where people are coming from. It was borne up on a tide of anger that had already been generated by things like E3 booth babes, Anita Sarkeesian, the Hitman trailer – all of those had built up. It was really unfortunate that scene got described the way it did, it certainly wasn’t intended that way. But I hadn’t been announced at that time, and Crystal realised it would have been silly to just push me out there.

“I think people assumed that the character was suddenly being built in this scene, whereas character is not built in a fleeting moment, it’s a continuous process during the game, through tests and challenges and action and reaction. It wasn’t in those fleeting moments.”

I’ve said this before, but when you play that scene in context, it’s difficult to see it as a cheap flirtation with the concept of sexual assault in video games. Instead it’s a moment of mortal danger that drives Lara to her first kill; the scene is uncomfortable, sure, but it’s supposed to be, and when you’re struggling with the controller in order to save her from psycho militiamen, it’s about as far away from titillation as video games get. It’s about what it means to take a human life, and what could drive someone to do so.

It’s not a story about being female, but about being human and being put in an extreme situation and feeling vulnerable and scared, not because you’re female, but because you’re human.

Rhianna agrees. “It’s a shame that got lost, because I thought it was something really interesting to talk about, something different, and it got swept aside by other things that absolutely were in the scene, were part and parcel of it, but were put in because it felt very honest for the characters in that moment – it wasn’t done for titillation and it wasn’t prolonged. It was uncomfortable because it should be uncomfortable.

“Even in the previous demo when the guy was chasing her through the caves, and grabbing at her feet, and people were saying it was a rape simulator even then,” she claims. “When you have a female protagonist and a male antagonist, is that just a connotation that always comes up in that situation?”

The point that was missed by post-E3 discussion of the game was that Tomb Raider isn’t actually about the fact that Lara is a woman; that’s in no way the focal point. “It’s not a story about being female, but about being human and being put in an extreme situation and feeling vulnerable and scared, not because you’re female, but because you’re human,” Rhianna emphasises. “I believe she reacts in the same way as a young man would, put in that situation.

“[Her evolution] is a little bit like Sarah Connor, looking at how her character goes from friendly put-upon waitress right through to ‘You’re terminated, f***er’. She doesn’t realise what she’s capable of, and that’s brought out through the events of the game. She’s not necessarily comfortable with what she has to do, and she wrestles with that throughout; her internal journey is every bit as difficult as anything she’s going through on the outside. She’s not fully the Tomb Raider at the end, but you can see she’s on that path.”

The evolution of Lara Croft has in many ways mirrored the troubled course of character development in games on a wider scale. She has been, at different times, both one of gaming’s most convincing lead women and, as Rhianna puts it, a pair of boobs with guns attached. We’ve come to expect greater sophistication from games’ stories and their stars in the 16 years since Lara first wielded a pistol in each hand, and the involvement of narrative designers and writers like Rhianna from the early stages of games’ development is a sign that things are starting to change.

There’s still a lot that we don’t know about Tomb Raider. How can the progression between a Lara retching in horror over her first under-duress kill and the Lara we saw thocking arrows into skulls with wilful abandon at E3 possibly be believable? How is character built throughout the game, and how does that affecting but controversial scene fit into the larger narrative? But talking to the people involved in this game inspires confidence; the intentions, at least, are certainly there.

Keza MacDonald is in charge of IGN's games team in the UK. You can follow her on IGN and Twitter.


Source : ign[dot]com

Sunday, July 22, 2012

True Blood: "In the Beginning" Review

Warning: Full spoilers for the episode follow...

"TMI, Coroner Spencer."

Okay, Deputy Kevin. You got me with that line. Pretty derned funny.

I may have no idea where this season is headed, in any of its stories, but "In the Beginning" earned a lot of points tonight with some really bold, silly moves. In particular, Bill, Eric, Russell and the Vampire Authority tripping balls on Lilith Blood, rampaging down Bourbon Street and then massacring an entire karaoke bar. Sure, the special effects for the arrival of the perky-nippled Lilith left something to be desired, but I enjoyed watching Bill and Eric gorge on the blood of the innocent. I'm sad to see Russell not quite turn out to be the nefarious leader that I hoped he'd be, but he was still totally fun to watch.

Yes, Russell, who must have been faking his whole "f*** Lilith" spiel, is actually a Lilith convert. Which also means that he's sadly now "one of the herd." Lumped in with the surviving Chancellors, turncoats Salome and Nora, the burned face prisoner and Steve Newlin ("I'm like a tree in the wind"). No, it didn't make much sense that the opening scene showed the Authority troopers capturing Russell again since we were just going to see him free as a bird in the next scene, but everything wound up taking a turn for the pleasantly bats***. And it was cool to see Godric pop up right at the end and essentially un-brainwash, Eric; showing him that Lilith wasn't even a real, corporeal figure.

But if there's one thing I'll retain from this season, it's Eric gleefully carrying Bill on his back as they gallivanted around the French Quarter.

Oh, and Russell cutting in and singing "You Light Up My Life."

And Godric wasn't the only old face to return. Bud Dearborne! That's right, William Sanderson popped up, complete with a mistress and an experimental male enhancement ointment. Also, in a mostly unnecessary scene between Arlene and Holly, once again talking about the men-folk in their lives, we got to see Jesus on Arlene's wedding video. Oh, and a happy Hoyt and Jessica. Yes, I said mostly unnecessary because the scene gave us one important thing. It had Holly telling Arlene that Terry's curse didn't sound crazy. Because they're on True Blood! Or, as she put it, "after all the kinds of things we've been through." And so we all got thrown a small bone there, despite the fact that we still had to catch up with Terry and Patrick in a field again. Arguing about the same stuff. And staring into the absurd face of the Ifrit, which gave off a ridiculous video game boss laugh.

The whole "Sam tracking down the shooters" story was fine, although it was strange to end it with him tackling one of the guys and then just cutting away with still minutes left in the episode. Also, both Hoyt and Jason really ramped up their vampire-hate in this one, with Hoyt joining up with the shooters ("Hate groups is about more than hate") and Jason getting into a really heated argument with Jessica that ended with her biting him and him shooting her in the freakin' head. Again, it was a big move that gave Jason something to do other than the all the wallowing he's been doing since the second episode of the season, but it also felt very forced. That the two of them could fly off the handle so quickly and do things that could have killed the other one was a bit much.

Will vampire-hate be the thing to bring Jason and Hoyt back together? It's interesting now that both Jason and Hoyt, and Bill and Eric, are now kind of on the dark side of things; headed down a path of becoming this season's antagonists. It would be funny if, after all the crap I've talked about the stupid-ass Ifrit, it turns out to be the thing that saves everyone at the end, incinerating all the evil-doers in a cloud of smoke and ash.

The scene with Lettie Mae and Tara was typical, but I did like the fact that it lead to Tara hugging Pam a her new surrogate mother ("In a hundred years from now, you won't even remember her"). Also, while I was never really invested in any of the Lafayette/Brujo stuff, things got particularly gory and nasty when Lafayette confronted Don Bartolo. Any ceremony that has the words "My wife will drink the blood I draw from your brain" is bad news. I'm not sure why Bartolo's wife turned on him and killed him, but the whole scene was sufficiently creepy.

I'm not sure what Nora and Salome were hoping to achieve by drinking the blood of Lilith, or if their drunken, murderous actions will actually have national consequences, but I'd like to see this story get a big larger. Back when they had Russell kill the news anchor on live TV, they quickly back-peddled and had Russell go into a depressive seclusion. So things never reached a boiling point, on a national scale, like they should have. Maybe this time things will expand out past the Mason-Dixon line.

Sookie still remains one of the most boring parts of this season, and even though her scene with Sam was fine, I just don't care about her or her need to feel normal right now. Even her shot at hooking up with Alcide is over and he's now moved on to the hot wolf chick in his pack, Rikki. I guess when you start off a TV series, or a movie, with a girl being defined by the supernatural beast she falls instantly in love with, it's hard to want to follow her on her own.

Matt Fowler is a writer for IGN. Follow him on Twitter at @TheMattFowler and IGN.


Source : ign[dot]com