Lara Croft Lara Croft, the series' central protagonist, as she appears in the reboot. Despite multiple revisions to her clothing and general physique, her face and hair have remained generally consistent. She has brown eyes and brown hair worn in a braid or ponytail. The character's classic outfit consists of a turquoise singlet, light brown shorts, calf-high boots, and tall white socks.
Recurring accessories include fingerless gloves, a backpack, a utility belt with holsters on either side, and twin pistols.
Later games have multiple new outfits for her. In other media, Croft was voiced by Minnie Driver in the animated series and portrayed by Angelina Jolie and Alicia Vikander in feature films.
Multiple models and body doubles have also portrayed Croft in promotional material up until the reboot in Eight different real-life models have also portrayed her at promotional events. In the original and Legends continuities, she is on a plane that crashes in the Himalayas: The circumstances of her survival were originally part of the game, but were cut due to time constraints.
In the reboot continuity, Lara's mother vanished at an early age, and her father became obsessed with finding the secrets of immortality, eventually resulting in an apparent suicide. Lara distanced herself from her father's memory, believing like many others that his obsession had caused him to go mad. After studying at university, Lara gets an opportunity to work on an archaeology program, in the search for the mythic kingdom of Yamatai.
The voyage to find the kingdom results in a shipwreck on an island, which is later discovered to be Yamatai, however the island is also home to savage bandits, who were victims of previous wrecks. Lara's attempts to find a way off the island lead her to discover that the island itself is stopping them from leaving, which she discovered is linked to the still living soul of the Sun Queen, Himiko. Lara must find a way to banish the spirit of the sun queen in order to get home. However, she must survive long enough to do it.
The aftermath of the events of the game causes Lara to see that her father was right, and that she had needlessly distanced herself from him. She decides to finish his work, and uncover the mysteries of the world. Gameplay[ edit ] A gameplay screenshot from Tomb Raider: Anniversary, showing Lara jumping for a ledge below a door switch.
While many mechanics within the Tomb Raider series have undergone changes, platforming and puzzle solving linked to this are recurring, standard elements within the series. The gameplay of Tomb Raider is primarily based around an action-adventure framework, with Lara navigating environments and solving mechanical and environmental puzzles, in addition to fighting enemies and avoiding traps.
These puzzles, primarily set within ancient tombs and temples, can extend across multiple rooms and areas within a level. Lara could also swim through water, a rarity in games at the time that has continued through the series. The camera automatically adjusts depending on Lara's action, but defaults to a third-person perspective in most instances. This basic formula remained unchanged through the first series of games.
Angel of Darkness also added stealth elements. One of the key elements present was how buttons for different actions cleanly transitioned into different actions, along with these moves being incorporated into combat to create effects such as stunning or knocking down enemies. Quick-time events were also added into certain segments within each level, and many of the puzzles were based around sophisticated in-game physics. Using this set-up, they created a greater variety of moves and greater interaction with the environment, along with expanding and improving combat.
Gameplay altered from progression through linear levels to navigating an open world, with hunting for supplies and upgrading equipment and weapons becoming a key part of gameplay. The combat was redesigned to be similar to the Uncharted series: Gard originally envisioned her as a man: Her design underwent multiple revisions and redrafts during early development. After the first game's success, Gard was no longer given full creative control, and it was stated by development staff that he was both saddened and disappointed by the use of Lara Croft's sex appeal in marketing.
Gard left Core Design in to found his own gaming company Confounding Factor , and was replaced by Stuart Atkinson. This did not work, and while a fifth game was created, the team stated that they were not fully invested in its development. Production of the next game was given to Crystal Dynamics , a studio that had made its name with the Legacy of Kain series.
He added that "For a UK company, moving the development of its prized asset from Derby to California was a big decision to make but, as it turned out, absolutely the right one to make. He created the original theme music after having discussions with Gard about the character of Lara Croft.
Having decided to use Classical English music as an inspiration, he decided to create something simple for the theme song. Its simplicity made rearrangements and orchestrations easy.
For his work on the first three Tomb Raider games, he was given fairly minimal briefs, and for Tomb Raider III he was working on the game as a freelancer as he had left the company. He composed the opening theme for The Last Revelation, saying that the opening melody came to him out of the blue, and added Egyptian motifs to fit in with the game's setting. Chronicles was originally going to have a sizeable original opening theme, but due to time constraints the majority of it ended up being discarded, much to Connelly's later regret.
Only the opening segment survived. Scored using a full orchestra as opposed to the synthesised instruments of previous titles, it was performed by the London Symphony Orchestra. Alongside composing a large amount of music for the game, he created micro-scores for small segments within gameplay. Along with his orchestral style, he created a special instrument to create discordant sounds within the music, and musical elements from around the globe to represent the inhabitants of the game's island location.
Temple of Osiris was the first title in the Lara Croft subseries to have an original score, using Egyptian and Middle Eastern musical elements while creating a new main theme that could be used in future Lara Croft games. The engine was designed by Paul Douglas, who also handled the game's artificial intelligence AI and the three-dimensional 3D graphics.
The choice of a 3D game was influenced by the team's opinion that the game type was under-represented when compared to first-person shooters such as Doom. Its 3D style meant multiple elements were difficult to implement, including the AI and camera control.
Another noted aspect was the multi-layered levels, as compared to equivalent 3D action-adventure games of the time which were limited to a flat-floor system. Lara's movements were hand-animated and coordinated rather than created using motion capture.
The reason for this was that the team wanted uniformity in her movement, which was not possible with motion capture technology of the time. The first five games make use of full-motion video cutscenes.
For the first three games, they were primarily used as transitional periods depicting Lara moving from one level to another or one location to another. Due to the deadlines imposed, the team were forced to cut corners, meaning that the game reached store shelves in a poor condition. List of Tomb Raider media Both the character of Lara Croft and the concepts behind the Tomb Raider franchise have evolved thematically and in popularity since the first game's release in It went on to sell over 7 million units worldwide.
Since the release of Legend, the series has picked up in sales and popularity. The Sands of Time. Carrol also credited the series for bringing video gaming out into the cultural mainstream. As part of the latter honours, Guinness World Records editor Gaz Deaves said that the character "epitomises all that's great about video gaming".
He also cited other writers' statements that her popularity stemmed from player empathy with her ability to survive tough situations, alongside contrasting against weaker female characters such as Princess Peach. Later, apparently more "realistic" redesigns lessened these criticisms to a degree.