Does she need to be precisely that (just a replacement)? Do you see value in exploring what an icon is? Generally, you do that by relativism; one thing defines and shapes the other, and you can examine what that means to the character by way of comparison.cikame said:We all know the original Lara Croft, as you say she was and is an icon, i just don't see the new one as a deserving replacement.
To me, Lara was barely ever a character - she was just another Bond (who I never liked), defined by superficial traits and being little more than a cipher for action. So the reboot humanised her, and I loved that. Classic Lara really didn't have a place in the current gaming climate (she absolutely did when it first came out), so she needed to change. And change she did.
...which is - just like Bond - something she's always done. Hell, look at the recent Legend trilogy from TR:L to Underworld; I enjoyed that trilogy, but it represented a colossal identity crisis. Compare the gameplay from Legend to Underworld, along with the art design, script, and so on.
What about the original to Angel Of Darkness as a 'character'? Are all these versions the "actual" Lara? If so, why? Because she's ballsy and carries two pistols? If that's all that defines her, then that's surely a rather pitiful reflection on what she was and began as (this isn't a criticism of you for liking an icon, btw, it's a criticism of the original incarnation and a bygone era).
I played through the reboot about five times, and I never got the impression she was weak, insecure, or downtrodden. There are lots of 'I can do this!' lines, sure, but it is a new origin of the character's development, and essentially NLP'ing yourself to survive an extreme situation is something people actually do - they just don't have an audience watching, and don't have a mulligan when they fall off a cliff.
At one point Lara's pretty much rushing a group of cultists with a newly acquired assault rifle with a grenade launcher, shouting them down amidst explosions... That doesn't seem very passive or snivelly, it seems assertive, aggressive, and just a bit crazy (which is perfect for a character who historically keeps placing themselves in life threatening and/or isolated situations).
I've not got very far in Rise yet, as another game's distracted me. But it seems they're going for a rather PTSD version of Lara, and that's - to me - a superb way to reframe an icon. Just as Casino Royale and Qauntum Of Solace did for Bond (ditto Nolan/Bale with the cinematic Batman).
Granted, on the gameplay front I do want more of the original TR; less combat and more emphasis on environmental exploration and lonesome puzzling. Of the hour or so of Rise I played so far, they seem to have reintroduced more of that, which bodes well.
That's a good point, and nu-TR even ends - er, kinda but not really a spoiler? - with her resolving to seek out various mysteries around the world. Which couldn't be more in keeping with classic Lara.Happyninja42 said:2. A desire to explore ancient ruins. (You say she lost her lust for advanture, but remember, the whole reason they were out there was Lara was trying to discover some lost ruins or whatever. You don't fund and lead an expedition like that without a "lust for adventure"
(I agree with almost every other word of your post, as well, re humanising what was once a rather bland creation who suited their era just fine, yet needed to evolve)