Showing posts with label Article. Show all posts
Showing posts with label Article. Show all posts

11 April 2015

I'm not a cosplayer. I have cosplayed in the past, once as Lara Croft and once as Mr Scratch from Alan Wake's American Nightmare. Though I wouldn't really call myself a cosplayer. I refrained from posting photographs online, and some may not even class the latter as cosplay as it was for a Halloween competition. My preferred place in the communities is behind the keyboard; from here I can promote fan projects, write about my opinions regarding the development of the series and revisit old titles. Being behind the keyboard has one huge benefit, I'm an active hidden fan. At any time I can express my feelings and opinions on a matter and write about them on the site, and it's a contribution to a discussion, just like any site or fan project in the community. I'm also not someone you would see in front of the camera, I rarely post photos of myself on the pages and I'm an anonymous face in the crowd at gaming conventions. I just write and though it's often judged (as much as anything online is), I have the ability to influence how I'm perceived slightly, by the words I use. And I'm not a cosplayer but I stand by them.

One thing I've learnt pretty quickly from trying to portray Lara and Scratch is that, cosplay is hard. There's the budget, searching for supplies, buying material, creating your own props, using reference material. Even just finding reliable and high quality reference material can be a challenge! On top of that you're creating a costume tailored to your body shape, researching possible make-up, trying on the costume, making alterations, checking convention restrictions regarding weapons, making further alterations, travelling to photoshoots/events with your costume needing that one final thing which you will do that evening. I know someone who once drove to a convention with the paint still drying on their outfit. That's all before the photography even begins.

The latest Croft Couture featuring the talented Tara Cash.

Cosplaying and sharing your photographs online requires a level of certain level of bravery. More so than making an mean spirited comment in an attempt to discredit a fan's work or their physical appearance. The latter is made even more insane when it's not just a random troll; when people join in because it's somehow now deemed acceptable. It's not.

Last year Crystal Dynamics announced that Rise of the Tomb Raider would be coming exclusively to XBOX, Holiday 2015. The decision is controversial and one which many fans have publicly spoken out against. And while I'm all for passionate posts about the series,  it also hasn't gone unnoticed that these passionate posts tends to be negative and targeted at cosplayers who get spotlighted on the official Tomb Raider channels, especially Facebook.

It's crazy to see the level of treatment towards fans who put themselves out there, sharing with others their passion, just because they portrayed the latest incarnation of the protagonist. Of course everyone has the right to describe their feelings regarding the direction of the series, no one is denying anyone that. But once those opinions turn into personal attacks, it's a different matter. And while the Facebook page is an open forum to discuss the future of the series and give those affected by the business decision a voice, it's not a place for the harsh criticism towards other fans in the community.

The Tomb Raider cosplay meetup at PAX East. Photo from XBOX's Facebook page.

The disheartening thing about recent events is that it's clearly a community issue rather than cosplay issue. A little while ago, XBOX uploaded a series of photographs from the recent official Tomb Raider cosplay gathering at PAX East onto their Facebook page. From searching through the comments a few hours after, almost all of them were supportive, and those which weren't were confronted by numerous members defending those fans. This just isn't the case on the Tomb Raider page. That's crazy!

I've met quite a few cosplayers, both online and in person. I hear about their passion for their hobby, and their excitement when they just finished crafting a detailed and stunningly accurate item for their outfit. I also see what happens after they get attacked online. I have friends who have left the cosplay community altogether because of the feedback they receive. These aren't the comments that can be brushed off easily, it's not fixed by the suggestion that cosplayers should have thicker skin. These are fellow fans who enjoy the series just every bit as much as you or I. They're fans who want to express their passion through a project inspired by Lara's adventures, which they want to post online and share with others for no cost.

It shouldn't be down to Crystal to delete comments such as "Error 80085: BOOBS not found" or "Wtf is up with that snout?" Neither should it be down to cosplayers to grow a thicker skin because of the messages they receive when someone wanted to do a nice thing and share their photos. I'm also completely aware that the audience for this site doesn't include fans who write those types of messages, but there is something that you could do. A new Croft Couture is posted every few weeks, if you own a Facebook account just write a cool message of support, let those attacks become an annoying background noise. It doesn't have to be super long, even an emoticon would do, but in that situation every message of support makes a difference.



12 January 2015

When the Endurance was torn apart in a heavy storm, and the crew forced onto a nearby island, the horrors had only just begun. The island inhabitants are inhuman, with no desire for resolution and stripped of morals. They learnt to survive by scavenging off new wrecks; creating tools and shelters from pieces of old ships. They attack those they viewed as weaker and feared those who were stronger; a hierarchy established by violence.

It's clearly dark game, and to help kindle feelings of fear and desperation, it needed a solid soundtrack which reinforced those emotions.

Jason Graves is a BAFTA award winning composer also known for his work on the Dead Space series. With Tomb Raider, he took it to the next level and worked with McConnell Studios, a design, sculpture and architecture company, to create something incredible; The Instrument.


The Instrument is a combination of art and practicality, and was used in creating the Tomb Raider soundtrack. In fact, the first 15 minutes of the game is accompanied with music solely made from it, setting the mood perfectly. The combination of materials (steel, glass and fibreglass) however allows for a variety of interesting sounds which can be heard throughout the game.

Today we're going to be taking a closer look at some of the finer details of The Instrument, from the drum's frame to the welding. It's a hauntingly beautiful design.




This is a close up of the hook suspending the three glass domes over the centre. The thin piece of metal is channelled through the centre of each.



Above the centre hangs four chimes of various lengths. The indentations on each were made by forge and power hammer. Created by Ben Galati, the uneven surface was formed by request of Jason Graves. Both the off key sound and design were intended to symbolise the island's imperfection and rough nature.



These bamboo inspired wires, not only acts as a great background to The Instrument, but produces a rattling sound when touched; perfect for creating an unsettling noise. There are over 80 stalks which are fixed to the base, which consists of layered sheet metal, acting as a resonating chamber to amplify the sound.



A closer look at the bamboo inspired wires surrounding the instrument.



The Vessel is made from patinaed stainless steel and is capable of producing a variety of sounds both sharp and deep.



One of the things I particularly like about The Instrument is the base for the centre piece, often referred to as the Tree Trunk for its shape. This section not only looks beautiful with its gorgeous peach tones but certainly gives the impression that it's alive. The Tree Trunk is lit internally, which makes the texture of it more captivating. 



There are three glass domes in the piece, with each being a different size and producing a different sound. The purpose of the glass is to contrast the much sharper sounds created from the instrument. However the sound which is produced are dependent on the tool used on it.



This horsehair bow is designed to resemble Lara's in the game, but it is also a practical tool used to create specific sounds. More often than not, it's used on the Vessel in the centre. When it's not needed, it's placed on a special hook on the left of the Instrument.



And finally, above is a photograph of the connection, which fixes the pole holding the glass domes, to the supporting structure. A simple but really elegant join!



The Instrument was created in collaboration between Jason Graves and McConnell Studios. All photographs can be found on the company's website and Facebook page as well as on the Tomb Raider Blog. To learn more about how this piece was used to create the score for Tomb Raider, make sure to check out The Final Hours of Tomb Raider: Sounds of Survival.

24 November 2014

Gaming has a strong ability to unite people, whether it's through a shared passion for a character,  a series or a game. Over the past 19 years, the Tomb Raider franchise has connected people from across the globe and has helped fans express their creativeness.

I want to tell you about a fan film which I am so excited about. While every fan film has a unique touch, this one especially caught my eye when it was first announced.

The film is called Hunted and is written by Kate Sykes and directed by Josh Pate. It stars Sara Croft, Anne Roig and Carla Lemley.


Kate Sykes, The Writer.
                  The Inspirations     


The story is written by a close friend of mine, Kate Sykes. If you don't know her, then where have you been!
She's a cosplayer, a talented writer, an actress, a photographer, and she's also a genuinely lovely person.

Over the past few years she has written guest posts for the Official Tomb Raider Blog as well as Guns and Grapple. She has been spotlighted for her cosplay skills by Crystal Dynamics in Croft Couture and has been a featured cosplayer for a month at Lara Croft Cosplay. She has written her own mini Christmas Tomb Raider fan film and she is currently participating in Meagan Marie's cosplay charity store which supports Room to Read. These are just a handful of projects she's done, I recommend checking out her Facebook page for amazing ventures.

Copyright Kate Sykes

For Hunted, Kate is in charge of creating an interesting and engaging storyline as well as giving the characters a voice. Over the past few months she has worked closely with the cast to discuss the plot. "It's tremendously exciting!" Kate describes "I've wanted to make a Tomb Raider fan film ever since I decided I wanted to make films for a career, which was when I was about 14, so to be able to do this project all these years later with some of my personal inspirations is very special."

In the series, Lara travels in search of mythological truths and fascinating treasure but for each adventure there's a personal aspect to it. For Kate, the driving force behind her involvement in the project is a similar reason. In 2007, she met Anne Roig who plays Lara in the upcoming fan film and the two quickly became friends. Kate has complete faith that Anne will deliver a great performance. "She is incredibly talented and has already shown that she's an excellent Lara Croft through her cosplay." Around the same time, Kate also met Sara, the owner of Lara Croft Cosplay. After learning that both Anne and Sara were planning to meet for a photoshoot and a possible fanfilm, Kate jumped at the idea of writing for them. As talks of the fanfilm became more serious, Carla also joined the cast to portray Himiko. "To have Sara and Carla Lemley - who are also veterans in Tomb Raider cosplay - involved as well is a dream come true for me."

Copyright Kate Sykes


The latest Tomb Raider has certainly grabbed the attention of the gaming community. The sleek, new reboot took Lara to the brink of insanity to show the strength and determination of humanity and the treasures of pursuit. Kate is among the title's fans; "It's a beautiful, emotional and brutal story that shows a broken young Lara who finds her inner fighter in order for her and those she loves to survive. It's something that's never been seen before in Tomb Raider." Kate wanted to focus on Lara's and Sam's relationship, a variation of Rhianna Prachett's story, which also includes her own personal touch to script.


Sara Croft, Sam Nishimura
                  The Filming     

For those involved or interested in cosplay in the community, Sara's name will be very familiar to you. She's the creator of the community's largest cosplayer website, Lara Croft Cosplay. Through it she has launched several exciting projects including recently a care package programme for those fans interested in creating their own Tomb Raider costumes but are experiencing financial difficulties. In recent months, she has been spotlighted  in Croft Couture and arranged a cosplay charity auction which raised over $1000.

Sara's Tomb Raider (2013) Photoshoot
She's a woman of many talents, with skills in photography, video editing, crafting and sewing. While you may see photographs of her scaling trees or plunging into cold water as Lara Croft, for the upcoming fan film she will be embodying Lara's friend Sam Nishimura.

Like Kate, Sara fell in love with Lara's latest adventure "When I got to play the game, I really liked the character development. She's just a young girl whose been backed into a corner by fate and either she fights or she dies." Sara is best known for her dedication to the cosplay community; a hobby that isn't just about looking like a character but capturing them. What intrigued Sara was Lara's complete determination throughout her adventure and her unwillingness to give up. "If it was me, I think I would have given up when I washed up on that beach, but you watch her develop into a fighter, and if a normal girl can do that, so can we."

Earlier this year, Sara, Carla, Josh and Anne met to record scenes from film. While in great company, the weather seemed anything but. "We needed to shoot a few scenes in the snow and even though you bring coats and try to mentally prepare yourself for the cold, it's never enough. Although I was able to handle it better because I layered shirts and pants on underneath my costume. I had to do a couple takes barefoot in the snow as well" Some fans have suggested that Lara could have acquired a jacket from one of the scavengers in the game, Anne more than anyone probably wishes that was the case now. "I felt worse thinking about Anne in two tank tops and ripped up pants and Josh in the Mathias costume in 29 Fahrenheit weather!"

Sara and Anne as Sam and Lara. Photo by EAT Photography.
Sara's enthusiasm for the project certainly shows through. When I asked about why she wanted to create a fanfilm, her answer solely focused on the people involved on the film;  "honestly just for a chance to work with Carla, Anne and Josh in person. They are wonderful people that I love dearly and it's like we were all split from the same egg. The amount of things we have in common is overwhelming so it made the whole process easy and really fun."  She also spoke about her admiration for her friend's acting skills especially during a fight scene between Anne and Josh "without speaking a word, Josh had thrown his staff at Anne and she instinctively blocked it (not to give up too much) but the improvisation carried on throughout the scene and it was perfect! We still remenise about that scene!"


Anne Roig, Lara Croft
                  The Challenges     

Anne's journey into the world of cosplay started at the young age of 14, encouraged by Lara Croft's adventures, and viewing her as a source of inspiration throughout school. Since then her love for the series has driven a number of cosplay projects. She has been interviewed for Croft Couture on the Tomb Raider blog as well as been a spotlighted cosplayer on Lara Croft Cosplay and Complex. She has modelled for Hibernacula, been featured in the book Gorgeous & Gory, and has starred in the sci fi series, Venus Rises. With her Hunted cast members, she is currently taking part in Meagan's cosplay charity store.

While I know many incredibly cosplayers in the Tomb Raider community, Anne was one of those fans whose work I admired but I had never talked to her personally before. Everyone I interviewed for this article spoke fondly of her, it wasn't until I approached her about the project that the reason became incredibly clear. Anne is probably one of the sweetest and most accommodating people I have met. Her enthusiasm and complete adoration for the fan film and her cast members shone through immediately.

Anne's Tomb Raider (2013) Photoshoot
Her passion for the games is obvious from the outset; despite being introduced to the series in the early Core Design days, she thinks there's something special about Lara's latest incarnation who she describes as her "absolute favorite. There’s a certain rawness, or vulnerability I guess you could say, to Lara that no one has ever seen!"

Anne refers to the fan film as an "exciting challenge" stating that "we are not a professional team, just a bunch of crazy hardcore Tomb Raider fans with a passion to bring Lara to life!" Her description of the group seems somewhat fitting, especially after hearing of some of the tribulations that they faced while filming. "I believe nothing could have prepared us for the crazy journey that soon took place as everyone was getting ready to meet." Even before filming even begun, a broken down car and impossibly cold conditions hindered the group travelling. After Sara's car broke down on the highway just 40 miles into their journey, Anne and her fiancé Josh drove down to New Hampshire to collect the team. Despite a hectic and expensive day, they continued preparation for the fan film. "we had to juggle finishing up miscellaneous props and costume pieces, taking care of my son (who, might I add, is in his terrible two's!), and get filming equipment ready."

Behind the Scenes photograph with Anne and Josh.
The following day was filled with further troubles. "It seemed like fate was completely against us" Anne describes, as the freezing conditions made it impossibly to safely film the scene. Despite feeling frustrated with the sudden turn of bad luck, the group still managed to make the most of the day by arranging a photoshoot. Getting up early the following day allowed for the cast to make up for some lost time. " Thanks to Sara and her ridiculously awesome ability to organize everything with her lists, seriously… I’m super impressed! We made it on location, and even though it was still dangerous for us to film, we did it anyway! We took all of our props and gear, (which collectively weighed a couple hundred pounds, at least!) and hiked roughly 15 minutes in through the frozen tundra of a forest to get to the perfect location." By the time that filming was finished, a blizzard had began to roll in, travelling through fresh snow and frozen lakes with the equipment, proved to be an additional challenge. Despite talking about the challenges of filming, Anne remains completely optimistic as she retell her experiences "we all stuck together as a team and got through it alive! And for that, I’m extremely proud of us! "


Carla Lemley, Himiko
                  The Surprises     

 If you've been following the Official Tomb Raider Blog or any Lara Croft cosplay groups, Carla's incredible reboot photoshoot has probably graced your computer screens a few times. She has a real talent for cosplay and can accurately embody the characters she is portraying. Her recent Lara cosplay, dedicated to the first incarnation of Lara, has received praise from numerous gaming websites and has been described as a perfect tribute to Core's protagonist. While we've seen her as Lara, she is exploring new ground in the upcoming fanfilm and will be playing the antagonist, Himiko.

Carla's Tomb Raider (2013) Photoshoot

The project is a collaboration between fans spread over thousand of miles. For Kate, video calls were set up from the UK to the States. For Carla, this first meant a series of transfer flights across America. Talking to her in the middle of production, Carla is enthusiastic about the fanfilm; "This project is very exciting we have a great crew with lots of ideas and ways of crafting that will make this film certainly memorable!" It's certainly a film to keep an eye on!

In its concept, the fan film, simply titled A Tomb Raider Fan Film by Kate Sykes, starred Anne Roig and Sara Croft. As the script and project developed, the idea grew into something more complex and in the months that followed, the group released a series of surprise announcements, among which was Carla's involvement with the project. Prior to the film, Carla had been working for a number of years as an admin with Sara and Anne at Tomb Raider Cosplay, but until the fanfilm, the group had never met before in person. In preparation for the fan film, Carla drew inspiration from the latest game, "I took into account the traits, mythology and aspect and transferred that into my part in the film "

Upon arrival, Sara had a special surprise lined up. Months prior to the meeting, Carla had purchased several custom items online to be used in an upcoming cosplay, the items never arrived. Before the group began filming, Carla was presented with a series of surprise handmade gifts sent all around the world by Lara Croft cosplayers to replace the items she should have been sent. Click HERE to watch the unboxing video.

Himiko's Promotional Poster. The outfit was made by Kate's mother (Sarah-Jane Underhill), and cost around £200 to construct. The costume was then shipped to America to be used in the film's final scene.

Speaking to Carla, it quickly became clear her passion for the project and for her hobby "My most memorable and favorite moment of the project has been the behind the scenes crafting with Sara and Anne,we sat down for the evening and just painted and detailed some amazing props Sara made and we all put our personal touch to them."


Josh Pate, Mathias
                  The Directing     

In the upcoming fan film, Mathias returns to our screens, played by Josh Pate. In-game, the antagonist is often manipulative with a determination to kill Ms Croft for her interference, but in real life Josh and Anne are a couple. As a still life and cosplay photographer (EAT Photography), Josh is someone who is often seen behind the camera rather than in his photographs, but from his photoshoot below he looks comfortable in front of the lens; he does an amazing job at portraying Mathias.

Josh's photoshoot as Mathias.
In addition to starring in the film, Josh had the additional challenge of being the fan film's Director. With his experience as a cosplay photographer, it will be interesting to see how he incorporates his prior experience into recording the film. Sara described her time working with him on set: "Working with Josh Pate was a delightful experience, his passion for his art often became contagious, and was like a surge of energy throughout the crew.  He always had a smile on his face no matter what we faced. We as a whole crew decided that he would be the best person suited to direct. So as the director, it was an enormous responsibility that we threw on his shoulders but he rose to the occasion beautifully. "  

Speaking to Sara about Josh's portrayal of Mathias, she comments: "he did an excellent job portraying, I honestly don't understand how he was able to juggle directing and acting at the same time, especially because we were in extreme weather and temperatures." In addition to the fanfilm Josh also portrayed Mathias for a special photoshoot which took place earlier this year. He joins his castmembers in Meagan's charity campagin, supporting Room to Read, where you can purchase his Tomb Raider prints.

Josh's photoshoot as Mathias.

Throughout the filming, Josh was an invaluable member of the team, as he also photographed the experience "he was incredibly quick and on point, he was great at directing all of us and we captured some phenomenal pics. That's the kind of decisiveness you need in your crew chief. we are a lucky bunch to have him."


Have a Facebook account? Make sure to "like" the Hunted page for regular updates on the team's progress. You can also follow Hunted on YouTube, where you can see special behind the scenes videos from the filming. Stay tuned for more information!

Thank you to the team for the interviews and for their amazing support with the article. A special thank you to Sara for last minute help and exclusive behind the scenes screenshots.

20 November 2014

In anticipation for the upcoming Lara Croft and the Temple of Osiris, I returned to it's predecessor and one of my favourite titles, Guardian of Light. Admittedly, while I love the game, and the idea of a co-op Tomb Raider title, I hadn't actually played it with someone else before. For me it was always about the single player experience, how Lara fought her way through the various tombs and how Totec showed up at the last moment to share in the glory of defeat.

Yet this time it was different. I had a buddy!

Lara Croft and the Guardian of Light is a co-op game created by Crystal Dynamics in 2010. It's a stand alone, spin off title, which allowed the developers to explore the Tomb Raider IP in new ways. In the game, Lara is after an artifact called the Mirror of Smoke but is ambushed upon its discovery by Vasco, the local warlord, who unknowingly releases Xolotl from his prison inside the relic. While the enemy escapes, Totec, the guardian, is awakened. Gamers can play through the title either on single play mode or with a friend in co-op.  The title is available on PC, XBOX 360, PS3, iOS and Android.


The guy I was playing with has been a friend for a number of years, he's pretty damn awesome, a gamer and is really difficult to buy a Christmas present for. He also allowed me to play as Lara so, you know, brownie points. 

The game is one of my favourites due to its non-stop action, and the sense of continual achievement due to the game's fast paced level design. The AAA Tomb Raider titles tend to include bigger,  more complex puzzles, which sometimes spans over the entire map, whereas Guardian of Light has more compact challenges which you can solve fairly quickly with a certain mind set. Which is by no means a criticism! Once you're running away from Chompy or dodging at the last minute to avoid a rolling spike ball, you want to keep that level of adrenaline going. 

There were several moments which stood out for me a little more in co-op, compared to the single player experience. Moments like coming up with tactics to lure the lava dinosaur in a certain direction, as one of us jumps on the pressure plate, delivering a deadly blow to the enemy just felt a lot more immersive. Running away from Chompy was another favourite and took quite a bit of trial and error to get right; every now and then, one of us would slip up and roll into a fallen pillar instead of jumping over it. By the end of the path, we knew we had mere seconds left to trap the creature and that was exciting!


Midway through a level I wanted to try to get an achievement called Leap of Faith which meant that Totec would have to leap over a cavern while Lara used her grapple to catch him in mid-flight. My partner was somewhat... reluctant at first. In fact I don't think that achievement was gotten there but later after jumping over a gap that the isometric camera implied was smaller. Of course he had a perfect reason to doubt my honesty, at every opportunity I would drop a bomb near him and run quickly in the opposite direction hoping he wouldn't notice. He always would. 

My only criticism from the co-op experience was that, as the game progressed, we died more. We died a lot. The level design drifted away from the puzzles and into horde mode. Rather than working together, it became a situation which we were at separate sides of the screen facing our own onslaught of enemies and facing the situation alone. One of us would die, and the three seconds delay to return to the game felt longer as we were forced to watch the other being overcome by the large group of enemies intended for two players. Although that is such a small criticism and doesn't really take away from the overall experience or enjoyment. There are gamers who live for those moments, I guess we're the type of people who prefer to die by the other's hand in a wave of sudden and inevitable betrayal. 

As an overall co-op experience, the game is fantastic and is one of the best buddy games out there. Yes, I may be slightly biased given my love for the series already but playing with someone close to me and seeing them enjoy it and enjoying the game myself, was pretty amazing.

Bring on Temple of Osiris! 

20 June 2014

First of all, I just want to mention, if you haven't played Tomb Raider (2013) this article has major spoilers for the storyline. It also has slight spoilers for the first issue of Gail Simone's comic series. Just everywhere. Spoilers. Watch out!

Days before E3, rumours began to circulate that we may hear news regarding the next instalment in the Tomb Raider series. The speculation was fuelled primarily with hope, but in the final moments a domain name was purchased which made Lara's presence at the show a very real possibility.

During the Microsoft E3 Conference, Crystal Dynamics announced the sequel, Rise of the Tomb Raider.

Back in 2011, I wrote an article for Guns and Grapple which looked more closely at the trailer released during E3 that year. The article focused on some of the clues Crystal provided to hint towards the game's storyline and how they might plan to reinvent the protagonist. This trailer on the other hand is different; we see Lara as an experienced explorer and one affected by the death and events which occurred at Yamatai.

First of all, I just want to mention that there are a number of interpretations online about the new trailer. A popular theory is that Lara is suffering from PTSD. There's a fantastic article by Ashelia about going through therapy and praising the mature direction of the upcoming title. If you haven't already, I highly recommend checking out the piece. With a different interpretation, Leigh Alexander also wrote an article which was later retweeted by the game's writer, Rhianna Pratchett who defended the trailer. It's interesting stuff!

My interpretation is quite different from both of them and focuses on the possibility that Lara may be returning to her Core Design's biography.



"When you're ready, open your eyes."

The scene begins in the middle of a therapy session accompanied with the soothing sounds of  "The Car Chase" by James Horner. Lara is avoiding eye contact with her adviser, shielded by a hood which covers her eyes. At first we cannot see our protagonist, and she's not instantly recognisable; her clothes and the way she slouches in the chair suggests that she is an ordinary young woman who is reluctant to progress through the sessions. The therapist continues to talk and is the only one to do so until the final few moments.

Despite the fascination about the hooded figure there is something in the therapist's voice that is equally interesting; you may call the tone slightly patronising or clinical, but there's also a relaxing narrative tone as though he's talking about Lara rather than to her.


The world of Tomb Raider has always welcomed a mythical element from uncovering the history of Atlantis to travelling to Helheim, yet there's always been an element that remained close to reality; it makes the games more compelling. After acquiring the series in 2003, Crystal Dynamics has been exploring that line between fiction and reality with Lara initially sceptical of anything supernatural. In the recent reboot, the developers' continued this idea; after reuniting with her shipmates from the Endurance, the team quickly splits up in order to find Sam. Lara is quickly partnered with Dr James Whitman, an archaeologist of sorts, who believes that myths and legends are closer to reality than many believe. Lara instantly shoots down the hypothesis stating "But this is real Dr. Whitman we're not standing on a myth." As the game progresses, her perspective opens up to more mythical possibilities. 

The meaning and audience for the opening lines are vague. Is he asking Lara to reawaken to the reality of a plain therapist office away from forbidden cities? Or perhaps asking the audience to expand their sense of reality just like our protagonist was forced to? It feels intentional that there's an ambiguity which is aided by the camera shot emerging from darkness with the mention of that imperative.

 "You say the flashbacks have stopped. This is excellent improvement."

Throughout the scene there's an undeniable fascination revolving around Lara. She's both restless and tense, constantly shifting but still subtly reacting to his statements. As the audience, we also know something about the character that is oblivious to others, Lara lied. The therapist comments on her progress stating that the flashbacks have ceased, and suddenly we're pulled back into the waves at the coast of Yamatai and back to the adventure which started it all. We're introduced to a new side of Lara's character which I can't help but feel mirrors her original biography from 1996, her disdain for regulations and procedure. The biography from the Trilogy boxset goes so far to say she finds it "suffocating". He mentions her loss of grip on reality. She shuffles in her chair. He criticises her isolation. She digs her nails into the armrest.

Then there are the lies. Not just about the flashbacks but about the new cuts on her hands from a recent adventure despite her therapist's impression that she refuses to step outside or have a hobby. Or in fact the suggestion to "take some walks" despite her wearing footwear ideal for hiking.

"For many people these traumas become a mental trap, they get stuck like a ship frozen in the ice..."

Personally I absolutely love this line! During the development of Tomb Raider (2013), Crystal Dynamics took inspiration from real life explorers. They focused on the individuals' struggles and bravery to shape their protagonist, one of those individuals was Ernest Shackleton. He was an restless explorer with a love of the sea, a passion which led him to create his own voyage to Antarctica via the South Pole in 1914 entitled the Imperial Trans-Antarctic Expedition, in which he sailed on board the Endurance. The following year the ship became embedded and locked in ice and Shackleton was forced to evacuate. Ten months later the ship disintegrated into the sea, where it still remains. 

In April 1916, the order was given to sail to Elephant Island with the crew fitting on board in just three lifeboats. Once on land, the crew began preparations for a voyage to South Georgia on a small ship named James Caird and relying on the Carpenter (McNish) to keep the raft afloat. The first voyage consisted of a skeleton crew which reached shore two weeks after setting off. The remaining party was rescued three months after.

"A girl your age, should be exploring new horizons."

As a personal note, I would LOVE to see Lara returning to our screens with a dislike for procedure, struggling to contain her annoyance at compulsory therapy and leading a secret life. Everyone thinks she's affected or made fragile by her experiences, in truth they wouldn't understand. They weren't there when Lara solved the mystery of the island, or traversed across ice and fire to save Sam, or defeated a powerful Queen with the ability to summon storms. At the end of the last game she sits on the edge of a rescue ship, watching the waves and the sun slip below the horizon, determined not to return home.

Throughout the session we see glimpses of an adventure. Lara is running through a forest  her trusted icepick in her hand, her face hidden by the hood of her heavy duty coat. Behind her is the roar of an animal which is chasing her at a fast rate just metres behind her. As the camera pans in we see it's a bear. Despite the area sharing a similar likeness to Yamatai, the absence of bears in the game and Lara's new look implies a new adventure. The return of the icepick is interesting, perhaps Lara has formed a connection to the gear, viewing it as a symbol of endurance?

"There's another type of person. Do you know what happens to them...Ms Croft?

 Throughout the session Lara remains quiet, silently reacting to the therapist's comments until the final few moments when prompted for a response. It's at this point we hear Camilla Luddington, the voice actress for Lara Croft, answer "We become who we're meant to be." By her confidence in the answer, her tone, and the use of the third person pronoun "we", it's a pretty safe bet to say that she considers herself to be the latter. After the struggles at Yamatai, she's emerged stronger than she was and more determined. 

This was another section of the trailer which suggested to me that Lara feels restricted by what's expected of her. In the room, she is monitored by the therapist who tells her how she is feeling and what she is doing. It's not yet known if these sessions are optional or mandatory, but his statement "I think we're making progress in these sessions" implies Lara has been attending for a while. 



Another interpretation why of Lara could be attending the sessions could be because of Sam, who either pressured her into attending or refuses to go herself. The recent series of comics explore the events after Yamatai and bridges the gap between both games. The first comic features a sleep deprived Sam who frequently sleep walks and has nightmares and flashbacks about the island, yet refuses to accept help. While Lara is affected by her experiences, she doesn't seem to suffer as a result of what she's endured, instead she tries to strengthen the bond between herself and her former crew members. Her acts in the comic and the therapist's description of her character are contrasting which could mean that she's describing Sam's fears as her own to understand how she could help her friend. It would also explain how she responded the way she did after the therapist mentions her real name, she's not hiding then, the answer was bold and determined.

[Disclaimer: This is a fan interpretation of the trailer and therefore the article should be taken as speculation and not fact. I also use some quotations from the video as headings, although it's not a complete transcript. ]  

9 February 2013

With regard to the concept of multiplayer there are three types of fans. Those who believes that a Tomb Raider journey should only surround itself in mystery and adventure, that an option to play with others would detract from the fundamental pillars of the series. Then there are those who embrace the multiplayer idea; the gaming industry has the ability for great potential and fantastic, life changing games have been created as a result of this great potential and execution, and if Tomb Raider wants to explore and tries to take risks then they should! There’s also the final group of people, those fans who are still undecided, after all Crystal has only just announced that this feature is included in the game.

On 22nd January, Square Enix Europe arranged a community event which gave fans the opportunity to play a couple of rounds of the multiplayer section of the game. The event gave an opportunity to discover and answer some of the community’s pressing concerns...

The main concern from fans is that the multiplayer feature will detract from the solace and solitude that we have come to expect from Lara’s games, but that is not the case. The multiplayer comes with the full game and will be ready to go on March 5th. It also uses the same level designs, textures and features from the full game and therefore doesn’t take up too much disc space either. The presence of multiplayer will not detract from the experience especially as the single player and multiplayer sections are separate. The feeling of solitude is embraced in the single player experience, reflecting echoes of iconic elements of the classic games, just executed in a different way. With the snippets of multiplayer we’ve seen so far, there is more of a focus on action, tactics; it takes the survival aspect of the game but extends it.



Apart from a few levels in Angel of Darkness, Lara has always been the protagonist. Her fiery attitude and stubbornness has won hearts, so of course with the announcement of multiplayer, comes the assumption that Lara would not be the main character or in fact a playable character. And in the community we are quite protective of the archaeologist! In actuality, Lara is a playable character, and you’re not restricted by someone choosing the same character even in a team death match. When I was playing, she was a locked avatar at that point. Whether this was restricted because it was a demo or if she is actually a character you unlock later is still uncertain, but you can actually play Lara in a team of all Laras.

In the previous games we were introduced to the idea that Lara’s friends were more like associates, characters of which aided the protagonist but had no real identity or humanity. Lara had isolated herself into her passion for adventure and everything else she’d approach with a cold heart; her lovable fault. That’s where this game differs greatly from its predecessors; there are some people on the Endurance crew you’re going to love, some you want to punch in the face. While I was playing through the demo, the two “survivor” characters I chose were Sam and Roth. I liked Sam in the single player, the latest version expands more on Sam and Lara’s friendship and her personality. Through these changes I find her to be a likable character, even more so than before. I picked Roth as his personality resembles a friend of mine, ironically he has a similar name too (after admitting that, I really hope Roth doesn’t become the main antagonist), even from the start, when "Day 4" was introduced, his character was memorable. He was awesome but not egocentric, he was a warrior but limited by human fragility, he was faced with improbable odds but was the singular pillar of strength. Trust me, Lara’s not the only character that you’re going to love.



Multiplayer is tailored towards the player's experience, it’s not all about intimidation and the instinct to go in guns blazing; chances are that you’re going to pay if you do. And the tailoring system reinforces the need for survival, linking into the fundamental theme from the single player. While separate, the multiplayer uses the ideas from the single player adventure; survival, endurance and risk, are all key themes which binds the two experiences. Before entering a match, the player is allowed to customise their weapons by upgrading the standard arsenal in the game. The player can choose to approach the battle with a militaristic fashion; pistol, shotgun, machine gun, or they could go with a more survival route and opt for a bow and arrow. You will be able to assign two weapons to your character. I wanted to take risks by entering the middle ground in between the two camps, hide behind a structure and quickly catch someone as they run past me heading for my base. I chose the pistol and machine gun which provided a takedown approach before they realised what I had done. Collecting salvage allows you to purchase upgrades such as the ability to hold bigger rounds, increased accuracy, inflicting more damage etc. I had been through a couple of rounds before playing with this feature, and managed to rack up over 3000 salvage points; plenty for me to indulge in all the shiny and dangerous upgrades and still have some left over.

Multiplayer consists of three different modes; Team Deathmatchatch, Rescue and Cry for help. During the community event, we tried two of these modes, the Team Deathmatch and Rescue in a map entitled “Chasm”. Chasm is a scavenger village constructed from the wreckage of broken ships, surrounded by sand and dirt. It features two base camps, built high, on opposite sides of the level. In between the bases is a treacherous middle ground, the battlefield where it’s pretty likely that you can travel the entire way across without accidentally encountering your enemy face to face. The middle ground is also home to tall wooden structures, obviously a place where warfare is either common or expected as there are many locations where players can hide and use the conventional bow and arrow method.



The Team Deathmatch is a pretty simple challenge with one goal in mind; your team kills the enemy and the winner is announced after three rounds (the third round only really comes into play if there’s a tie). Although in practise this is much trickier than expected and it’s where your survival skills really matter. The Chasm especially has many traps, many locations in which players can be hiding; if you advance across the battlefield you’re taking a huge risk, however a surprise attack on the enemy can sometimes catch them off guard. Awareness of the location, or particular behaviours from your enemies (if you play numerous rounds) is important. For instance, I managed to sneak up and take out my sister a few times before she had noticed that a) someone was there and b) realise it was me. In addition, your choice of weapon and its customisation is also vital; bringing a weapon you find difficult or complex can completely turn the battle against you. This specific weapon, for me, was the bow and arrow , however my brother absolutely loved it and declared that it was the best weapon. 

The second mode we played was “Rescue” which involves the player choosing to be either a survivor or a scavenger. The survivors are trying to obtain five hidden medipacks and bring them back to their base which is indicated by a glowing circle. Meanwhile the scavangers are trying to prevent them from doing so, and killing the opposing team approximately twenty times will achieve victory. There’s also meant to be a 10 minute time limit for each round which I don’t remember being triggered during the event. The role of the scavenger was easier by far as the previous death matches can be considered to be a warm up activity, but the ones who played the survivors were more admired as they had the more difficult job of avoiding all the traps, obtaining hidden items and thinking of escape routes to avoid being ambushed. But the survivors also had a handy technique; if you went down, you weren’t out, you were still able to use your gun to shoot any approaching enemies. If you were in this position, there were three ways out of it; 1) a fellow survivor could heal you, 2) a scavenger could run up and kill you or 3) everyone forgot where you were and you ran out of time and causing you to respawn with tattered pride and the bitter taste of failure. 

While the single player section of the game is highly enjoyable, what I've seen of the multiplayer looks just as exciting, especially as they're exploring with different forms of multiplayer instead of the standard "death match". Can't wait to hear what you all think about it on 5th March!

15 August 2012


Finland is an awesome place. I haven’t been abroad yet, but it’s definitely a place at the top of the list. I’ve mentioned in previous articles, my interest in the music originating from the country with bands like Poets of the Fall, HIM and Nightwish. Yet my fascination transverses more than just one specific factor or industry and the location is stunning. During the winter months in Kemi, located in the North of Finland, an entire castle complete with a church, hotel and cafe is constructed from nearby snow. In Lapland you can watch the Northern Lights. Nearer to the Helsinki area are a number of game studios including Remedy Entertainment, Recoil Games and Rovio.

The country, as a whole, has produced some of the most interesting and innovative games over the past few of years. Max Payne, Alan Wake, Trine, Angry Birds, Death Rally, Legend of Grimrock, Trials Evolution and Rochard are just a handful of franchises created in Finland. There are over 90 game developers, with roughly 50% being older than 2 years old. A third of the companies have less than 10 employees including Almost Human; the creators of the previously mentioned Legend of Grimrock, which has only four developers. 22% of the game companies receive an annual turnover profit of over €1 million and, according to Neogames, the predicted growth of the Finnish video game industry is expected to increase 50% each year.

What does Finland have to do with Tomb Raider? While they haven’t been directly involved in the development of the Tomb Raider titles, it’s their attitude towards gaming which is important. It’s something that’s unique. It’s something that other countries, if they have a growing video game industry presence, they need to recognise. If Britain adopted an attitude similar to Finland’s, things might have turned out differently for Tomb Raider...Core Design might have carried on developing Tomb Raider games.

There has always been an unwavering belief that Angel of Darkness’ release acted as the only reason for the copyright to be moved over to Crystal Dynamics. Core Design tried something new with the franchise; they wanted a darker storyline, a more serious Lara, the ability to interact with the characters; to make the game more open and believable. Core took risks. These risks later provided some problems for the UK-based team; missed deadlines. In the end they were forced to release a game which wasn’t as complete as they had originally hoped which led to negative reviews. Eidos then made the decision that because of the game; Crystal Dynamics were to obtain the copyright and continue the franchise.

Does that sound just a little strange to anyone else? One game caused the developer’s achievements to be dissolved? After all, they created Lara Croft!

The issue is that we’re focusing on immediate factors, focusing on the actions of two companies. While statements in the previous opinion are true, there’s at least one other detail that we’re over looking; the state of the gaming industry in the UK.

In Finland, the company Tekes distributes €610 million of government funds to technology companies. Approximately between $2-7 million every year, gets sent to game developers. This money has helped financed numerous projects and companies, both established and new. It’s support like this that helps developers to expand; to take risks. And Finland’s gaming industry does like to take risks, leading to some of the most remembered and idolised games.  

Below is a video containing a selection of interviews by representatives of video game companies in Finland. Rovio, Remedy and Futuremark talk about the impact of their games on a national and international scale as a consumer product, and the current state of the industry.



In England, the video game industry is very different. The media and government appear to hold an antagonistic view of the gaming industry. The sensationalization and desire of profits from media assets target games portraying them as being a dangerous product. An example is BBC Panorama’s “Addition of Video Games” study which barely touched on actual medical or scientific evidence taking in favour shocking tabloid articles.

However, earlier this year the government announced initial steps into becoming more focused on the expansion of game development. They announced plans on creating tax breaks for video game companies. This follows a similar proposal from 2010. This new budget would create and safe guard 4,661 direct and indirect jobs added on the current total of 9000 jobs in the industry. The tax break is due to save the British gaming industry £188 million.

Although a step in the right direction for the British Gaming Industry, it’s just a little too late for Tomb Raider or Core Design. While the publishers remain in the country under the new name of Square Enix Europe, the original developing studios became defunct the same year Tomb Raider Legend was released, 2006. To understand more about how tax benefits and reliefs for the video game industry might have helped Core and Tomb Raider, we need to look back nine years; to look back at not only the state of the industry as a whole but also the impact of the franchise at the time.

From its release in 1996, Lara Croft is one of the most recognisable names in video gaming with Mario and Sonic. But as well as being an icon for the gaming industry, she was very much a British icon, whether that still is the case is up for debate. She was created during a period where titles didn’t have many lead female roles, and explored new technological advances with the original title being a first person platformer. Eidos pressed Core to have her as an English heroine, tailoring her specifically to become a British video game icon. The most memorable of these was the change from Laura Cruz to Lara Croft as her heritage was altered making the character an English aristocrat. It’s somewhat strange that only a few years later, Eidos would change the developers, moving the IP out of the country.

In an interview with Digital Spy, Ian Livingstone, Creative Director at Eidos stated; "This IP became a franchise with all the revenue-generating possibilities in that, encouraging fans to delve deeper into the world of Lara Croft. So if you can create an IP, you should really hold on to it as it can be really valuable." The article states that Livingstone then goes on to say that the UK should hold onto its IPs in order to take advantage of the new tax breaks. 

What might have happened in 2003, if the government offered a tax break which was similar to what they are offering now? Core Design might have stayed; at the very least it would have been more difficult to make the case saying that Eidos should take the developing rights outside of the UK. According to the Escapist Magazine, the video game industry in the US is one of the most subsidised industries in the world. While Tomb Raider’s parent company can claim changes were made due to the brand needing to be brought into a new direction; to “rejuvenate” the series, the final decision was made with the consideration of money especially that of benefits other countries offered.

What destroyed Core was the fact that they were willing to take risks. I find it ironic that a year on from fighting to get games recognised as an art form, game development is just as restrictive. Independent developers have the biggest opportunity to take risks, yet they are bound to fit into unwritten guidelines to obtain a publisher. The majority of recent games have to fit a norm, to be accepted and to have a target audience from its release. How many games now contain bullet time? A post-apocalyptic setting? Or described as “dark and gritty”?


If we’re really going to create awesome innovative games, we need to take risks. Bullet time was introduced in the video game industry with the original Max Payne game in 2001, Remedy’s first AAA title. Despite The Matrix gaining popularity with the effect in the movie industry, the game’s developers were inspired by Hong Kong action films. They looked at inspirations away from video games to create a popular gameplay mechanic that is still used a decade after its introduction into the medium. Another developer that took risks is the increasingly popular Angry Birds series by Rovio. The first Angry Birds game was the developer’s 52nd title, and their continual persistence now brings in an annual profit of $68 million.

Core Design shouldn’t have been punished by Eidos for taking risks, and the government support should have come earlier. If there was more support by the British government than Eidos might not have moved the IP over to America. For Eidos it looked like a win-win situation, they would get publicity, tax breaks for Tomb Raider’s development; production at a cheaper cost. Angel of Darkness wasn’t a failure; it sold almost twice as much as its predecessor, Tomb Raider Chronicles. I support Crystal Dynamics, just as much as Core Design, but I hate the reasons for the transfer and the delayed response by the government.