Tomb Raider: How long does it take to become an axe murderer?

swing_away

Most videogames are power fantasies. Tomb Raider is no exception. Lara Croft has always been an action heroine, and this latest Tomb Raider is an origin story to get her to that point. However, the template this time is a horror movie instead of an action movie. It’s a bit like Far Cry 3, but without being embarrassingly bad. Far Cry 3 clumsily resembles something by Eli Roth, something about how foreigners are bad, and learning to stab them with a machete is as much a rite of passage as getting a tribal tattoo on your forearm.

So what sets Tomb Raider apart? For starters, it knows better than to mistake Eli Roth for a good horror director.

After the jump, from zero to axe murderer in one game

Horror is often about the transformative power of violence. In Alexander Aja’s The Hills Have Eyes remake, the main character starts out uncomfortable around guns. He can barely manage a screwdriver. He’s therefore dismissed by his father-in-law as a limp-wristed liberal pansy (i.e. Democrat). His character arc peaks later in the movie with the way he efficiently flips an axe around to the pointy side before hefting it into someone’s skull. It’s a quick adroit flick of the handle and Aja knows it’s an important enough gesture to show it clearly. But before that happens, a lot of people will die horribly. That’s how horror works. You can’t make a transformative power of violence omelet without splattering some skulls.

This arc is often applied to women, but since movies prefer to show women running around helplessly imperiled, the arc is often compressed (one of the female characters in Hills Have Eyes gets a convenient axe moment that might as well be a postscript). Women run from the slasher for 85 minutes, struggle with the slasher for four minutes, and then triumphantly stab the slasher in the eye in the final minute. Call it last-minute transformative power of violence.

The model for Tomb Raider, a game that would not work as well with a dude front and center, is The Descent, Neil Marshall’s horror movie putatively about six women who descend into a cave. Literally. What it’s actually about is how one of the women goes from being incapacitated by grief to using direct violence against someone who’s betrayed her. That is her arc. A woman empowered by violence, horror, darkness, gore, and blind cannibal batpeople. It all leads to a very specific swing of a climbing axe into a very specific leg after certain information emerges. The blind cannibal batpeople are just catalysts, really.

If you know The Descent pretty well, you’ll spot in Tomb Raider two direct riffs on distinctive shots from that movie. Crystal Dynamics knows their subject matter and they have no qualms about letting you know they know you know. And if that’s not enough, there are things here far gorier and far grimmer than you’ve seen in a Tomb Raider game. This is not your mother’s Tomb Raider. This is a world inspired by horror movies, featuring a survivor often drenched in blood, as if she’d just come out of one of Dragon Age’s tactical battles, but different from any Dragon Age character because she doesn’t seem very comfortable about it. This is in marked contrast to the previous Tomb Raiders, a product of the same clean serial pulp that birthed Indiana Jones. And Nathan Drake, by the way, who has a much harder time narratively justifying the killing of 300 people and would look a lot less dashing if he got blood all over him, so let’s not do that.

I’ve seen some complaints that Lara Croft’s transition in this Tomb Raider is too abrupt, that she commences mowing down enemies in shooter gunplay gameplay without ceremony, that the narrative doesn’t support the gameplay, that Crystal Dynamics jumps too quickly to the swinging of axes. I disagree. It happens exactly as quickly as it should, and more importantly, in exactly the manner that it needs to happen in a videogame.

In the early stages of the game when Lara has to gather food, there’s a cutscene in which she anguishes over killing a deer. A short time later, when she has to escape from the island’s fanatical inhabitants, there’s a cutscene in which she anguishes over having to kill a man during a struggle with a gun. After that sequence, while climbing a ladder, she has a brief exchange with another character about having had to kill people (traversal is always a good time to verbalize your feelings). These are pretty much the only cutscenes about Lara getting acclimated to the fact that she’s in a shooter that will eventually have a set of grim fatality animations and a bodycount comparable to anything with the word Uncharted in the title. If there had been more cutscenes, it would have belabored the point. No one wants a main character whining about having to kill people trying to kill her. Crystal Dynamics knows this. They didn’t record sound bites of Lara’s moral struggle to play during the shooting. They know we got the point. We know where this is going from here. Lara doesn’t need to tell us.

Instead, Crystal Dynamics charts Lara’s emerging ruthlessness in the actual game systems. At first, Lara can only dodge and run away if a bad guy charges her. She is not a melee fighter. You can tell by looking at her. She’s a tiny little thing next to the burly henchmen (when she learns the stealth kill, she can barely keep her feet on the ground). But one of the options on the skill tree is a move to blind an enemy with sand and then bean him with a rock. That will come in very handy, because this isn’t the cover shooter it sometimes appears to be.

This rock fatality upgrades skill by skill to Lara using her arrows, her climbing axe, and eventually her firearms. The brutally graphic shotgun-under-the-chin move doesn’t come until very late in the game, and only after a wide range of survival skills have been unlocked, only after she’s been through enough to learn to use her guns as melee weapons, only after she’s steeled herself to be that violent, only after she’s shot enough men — they’re all men, and overly sensitive Arkham City players can rest assured that none of them calls her a bitch — to level up for this particular transformative power of violence. This in-your-face gore is an endgame gameplay system for instant kills when you have a particular weapon equipped. You and Lara have to earn it. It makes enough narrative sense that it doesn’t need cutscenes to explain it. And it’s gratifying enough that I can almost forgive the twee cross-game reference of Lara’s arrow-to-the-knee skill (this is the single stupidest gag since Ezio’s cousin in Assassin’s Creed 2 announced, “It’s a-me! Mario!”).

Furthermore, the battles escalate over time. Lara isn’t “mowing down dozens of enemies”, as I’ve seen it characterized in at least one review. This isn’t Call of Duty. Well, it won’t be for a while. When she finally gets the most powerful weapon, she calls out, “That’s right! Run, you bastards! I’m coming for you all!” It’s the less wisecracky and more grim version of “ho ho ho now i have a machinegun”. More importantly, it’s very nearly the culmination of her character arc to the Lara Croft we know in the later games, firing pistols akimbo at a charging T Rex. Lara has earned it even if Crystal Dynamics didn’t announce it with overly obvious cutscenes.

Click here for the previous Tomb Raider entry
Tomorrow: you are not alone

  • varapetra

    A very interesting take on the brevity of Lara’s arc from cringing violet to badass survior. It also exposes some of the minor hypocrisies of game commentators.

    They demand that games not behave like cinema and not treat the audience like they’ve never played any other fiction than game fiction, and yet bemoan a game that’s bold enough to say “This is how it goes, and you know at least part of this drill, so let’s stick to the salient points and let you play rather than unsubtly harp on a point you’re already aware of.” If a game is going to hew to an archetype, it should at least be willing to cut out some of the fluff in service of the interactive element.

  • BLAM!

    Giving Eli Roth credit for that template is an insult to the memory of Meir Zarchi’s fine cinema.

  • Nightgaunt

    I couldn’t give a crap about any of the previous Tomb Raiders, but this one has intrigued me from the time it was announced, in large part because of the stuff you’re talking about here.

    Correction: When talking about The Hills Have Eyes, you said “skill” instead of “skull.”

  • hardcorebabbler

    I hate to be this guy, but it’s a crucial typo: you CAN’T make a transformative power of violence omelet without splattering some skulls.

    Interesting article. I had written off this game since I’ve never been interested in Tomb Raiders past, and because this isn’t the first game to be touted as a “Tomb Raider reboot”. But now, it pretty much looks like I’ll need to get this.

  • nitpicker

    “hefting it into someone’s skill” -> skull
    “Arkham Asylum” -> Arkham City

  • Joshua Marshall

    I realize I’ll probably be turning over my gamer card, but what is the arrow in the knee referencing?

  • Mercanis

    In the land of Skyrim, there patrol many guards. As you meet these guards, many of them will share with you the same story: how they used to be an adventurer like you, but their career ended when they took an arrow in the knee.

    This story became a joke on the internet, the absurdity that so many characters would experience the same life-changing event. Such is the sad story of cut-and-pasted NPCs in an open world game.

  • Mercanis

    Add Tomb Raider to the long list of games I should play because Tom Chick makes it sound pretty darned smart.

    And Mr. Chick, do you treat organizations as singular or plural entities? It has to be one or the other; you can’t have both!
    “Crystal Dynamics know”
    “Crystal Dynamics knows”

    Corrections:
    “For starters, it knows better than [to] mistake Eli Roth for a good horror director.”
    “she commences mowing down enemies in shooter gunplay gameplay [sic?] without ceremony”
    “she care [sic] barely keep her feet on the ground”

  • Joshua Marshall

    Oh. Duh. Yeah, I’ve heard that lament from a few guards. I didn’t realize it became an Internet sensation.

  • lordkosc

    Where is the next update? :p

  • Allo Allo

    “And Nathan Drake, by the way, who has a much harder time narratively justifying the killing of 300 people”. As is Lara Croft to be honest. She’s still killing people no matter what little narrative justification there is for her off-the-bat weapon proficiency and survival skills. Most people in her situation would kind of die. Nathan Drake exists in a fantasy whereas Lara Croft doesn’t is the only flattering thing I can say.

  • Deadpool

    I feel like this is more talking about what the game WANTED to do than what the game DID.

    At about 85% in someone sacrifices themselves to save Lara from a fairly winnable firefight while Lara ducks and yelps like a little girl at every wizzing bullet.

    I enjoyed the game, but the amount of times I watched Lara fall and heard her voice actor moan and yelp was a bit too much. Maybe a more gradual growth for the character would have been better….

    And I never did get the “Y’know what, I am sick and tired of this shit!” vibe from Lara. She went from capable girl to capable girl with better weapons. As opposed to BADASS girl…