Lara Croft: Tomb Raider Essays

  • Lara Croft: Tomb Raider

    777 Words  | 2 Pages

    On June 15, 2001, movie theaters around the globe debuted the highly anticipated movie Lara Croft: Tomb Raider which was heavily based off of the Tomb Raider video game series. The movie’s cast consisted of eight to ten characters ranging from different supporting roles. The main attraction throughout the whole movie without a doubt id Angelina Jolie who plays Lara Croft along with other cast members such as Jon Voight, Chris Barrie, Lain Glen, Daniel Craig, and Noah Taylor. These characters combined

  • Lara Croft: Tomb Raider Challenging Gender Dichotomy

    1995 Words  | 4 Pages

    Lara Croft, the idealized woman figure, with a man’s touch. In the movies, Lara Croft: Tomb Raider and the sequel Tomb Raider: Cradle of Life, the main roll of Lara Croft is played by actress Angelina Jolie. She has the typical idealized look for such a role, small waist, large breasts, and overall “fit” demeanor. Angelina Jolie fits all the necessary criteria for the starring role, she is viewed by many people as a sex object, an image of their desire that they can fantasize about, but will never

  • Presentation of Lara Croft in the Film Tomb Raider

    1282 Words  | 3 Pages

    Presentation of Lara Croft in the Film Tomb Raider Women have always had a certain classification in society. You can call it discrimination if you like. This discrimination went on for quite a while and as a result women were not given chances to do a lot of things from jobs to education. But now things have changed, especially in the world of films. Previously you would see a man saving a woman repeatedly from the hands of an evil monster. Yet nowadays, it's the women who are in control

  • Self-Promotion and Celebrity Endorsements of Healthy Lifestyles

    2964 Words  | 6 Pages

    Self-Promotion and Celebrity Endorsements of Healthy Lifestyles In his book Celebrity and Power: Fame in Contemporary Culture, P. David Marshall states "The close scrutiny that is given to celebrities is to accentuate the possibility and potential for individuals to shape themselves unfettered by the constraints of a hierarchical society" (246). Therefore, celebrities are seen as role models for a lifestyle that might never be fully attainable by the average person, but can be imitated. What

  • Lara Croft, the Protagonist in You

    1191 Words  | 3 Pages

    the introduction of Tomb Raider video games to the world in October 1996, Lara Croft has proved to be a laudatory heroine within the world of gaming. The strong, determined, and fierce character provides her audience with the opportunity to immerse itself in an environment of mystery and daring triumph. Although traditionally Lara Croft is portrayed as an unfaltering adventurer, her most recent performance demonstrates the human and vulnerable side to her character. Tomb Raider (2013) reimagines

  • Tomb Disorder Research Paper

    874 Words  | 2 Pages

    The concept for Tomb Raider originated in 1993 at Core Design, a British game development studio.[60] One of the men most involved in its creation was Toby Gard, who was mostly responsible for creating the character of Lara Croft. Gard originally envisioned her as a man: company co-founder Jeremy Heath-Smith was worried the character would be seen as derivative of Indiana Jones, so Gard changed the character's gender. Her design underwent multiple revisions and redrafts during early development.[1][57]

  • The Lara Phenomenon Character Analysis

    1735 Words  | 4 Pages

    that is an increasingly popular subject to talk about is how gender is portrayed in video games for both men and women. In many video games, women are shown as having a passive role, while men hold a more dominant role. In the video game Tomb Raider, Lara Croft is a character this is being talked about because she is the main character and is a female. Previous video games have created the media representation that females are

  • Indiana Jones Hero

    597 Words  | 2 Pages

    Indiana Jones was created by George Lucas12 as the adventure-action hero for the 1981 film Indiana Jones and the Raiders of the Lost Ark, where the character was played by actor Harrison Ford. Perhaps the most “influential cinematic archaeologist,”13 he is a professor of archaeology who is known for his iconic fedora, leather jacket, and bullwhip, along with his sense of humor and his vast knowledge of all things ancient. Within the Indiana Jones franchise, he is a renowned archaeologist and expert

  • Tomb Raider: The Representation Of Females In Gaming

    843 Words  | 2 Pages

    The Representation of Females in Gaming 2015 marks the release of the second game in the reboot Tomb Raider franchise, Rise of the Tomb Raider, staring Lara Croft on another one of her action packed adventures. Thus marking the chance to talk about the representation of females in gaming. Lara Croft is the most famous female protagonist in gaming from the last three generations of console but before her rise to fame, the gaming community had the Metroid series’ to play. Metroid defined gaming

  • Analytical Essay: The Rise Of The Tomb Raider

    1276 Words  | 3 Pages

    Rise of the Tomb Raider unfolds in a valley haunted by echoes of older times. Abandoned Soviet structures dot the landscape, while bygone kingdoms lie dormant beneath the ground. Even the current inhabitants, long sheltered from the outside world, still hunt and gather as their ancestors did. For Lara Croft, a person intent on escaping the past, this is not a comforting place. But in her pursuit of supernatural artifacts, go here she must. So begins the next adventure for the iconic archaeologist

  • Stereotypes Of Women In Video Games Essay

    2551 Words  | 6 Pages

    are getting better at depicting female characters, it is a slow progress. Very few blockbuster titles have female leads; one of the exceptions being Lara Croft's Tomb Raider. Out of 36 games studied by Children Now (2003), only Tomb Raider featured exclusively female choices (The male and female populations, para. 4). Even so the character, Lara Croft, mainly exists to please the male gaze. Her appearance is overtly sexualized and several in-game camera angles act to accentuate her figure. Another

  • Hypersexualizing Female Characters in Video Games Should Be Discouraged

    1867 Words  | 4 Pages

    Gender and Age Groups." Simulation & Gaming. 41.2 (2010): 238-259. Print. Ivory, James D. "Still a Man's Game: Gender Representation in Online Reviews of Video Games." Mass Communication & Society. 9.1 (2006): 103-114. Print. Kennedy, Helen. "Lara Croft: Feminist Icon or Cyberbimbo? On the Limits of Textual Analysis." The International Journal of Computer Game research. (2002). Print. Mulvey, Laura. "Visual Pleasure and Narrative Cinema." Screen 16.3 autumn 1975 pp. 6-18. 1975.Print. Reinhard

  • The Representation of Women in Action Films

    1897 Words  | 4 Pages

    for female’s roles stirred up a lot of excitement in the “Western society” (Starlet, 2007). The demand for strong female characters in action films grew to a new high when Angelina Jolie starred in ‘Tomb Raider’ in 2001 and then in the sequel, ‘Tomb Raider II: The Cradle of Life’ in 2003 as Lara Croft. Her strong female character was not only masculine, but was also portrayed as a sex object. Most often, strong women in these types of films tend to fight without even gaining a mark. At the end of

  • Gender Games

    2191 Words  | 5 Pages

    Millet 25). Key figures and games have strong effects on shaping people’s perspectives on gender roles. Iconic figures such as Lara Croft are used to determine if gender roles exist in videogames. Her identity in pop-culture is viewed as both a sexist dream, and a feminist icon. The role of her character takes human to character interaction to a new level. Before Lara Croft, the common stereotype for females was ether the “Damsel in Distress” or the object of desire for the male hero. Females are

  • Sex Sells Video Games and Insecurity

    1146 Words  | 3 Pages

    Gender and Age Groups." Simulation & Gaming. 41.2 (2010): 238-259. Print. Ivory, James D. "Still a Man's Game: Gender Representation in Online Reviews of Video Games." Mass Communication & Society. 9.1 (2006): 103-114. Print. Kennedy, Helen. "Lara Croft: Feminist Icon or Cyberbimbo? On the Limits of Textual Analysis." The International Journal of Computer Game research.(2002). Print. Mulvey, Laura. "Visual Pleasure and Narrative Cinema." Screen 16.3 Autumn 1975 pp. 6-18. 1975.Print. Reinhard,

  • Female Characters In Chrono Trigger's Video Game

    1690 Words  | 4 Pages

    Even though I found solace in the female video game characters of my childhood as these icons of Amazonian womanhood, with age I have come to realize that many of these female characters often rely on dated stereotypes. So much so, that many of these female characters become walking tropes, displaying only the most basic of female stereotypes: a love for shopping, makeup, and shoes. Anita Sarkesian, a feminist blogger who critiques anti-woman tropes in video games, created the name of this particular

  • Sexualization Of Women In Media Analysis

    2205 Words  | 5 Pages

    Women are generally over sexualized in media. This has been happening for awhile in media such as: movies, television, and advertisement. Video games aren’t the exception. The over sexualization of females in video games, even if it's not very popular, is still a subject that must be discussed. The Youtube video “Ms. Male Character - Tropes vs Women in Video Games” shows the impact that the way companies portray characters can have on society. When someone is playing a video game, they usually don’t

  • Exploiting Stereotypes and Gender Roles in Gaming

    2447 Words  | 5 Pages

    The world of gaming is expanding with endless possibilities of ways to play. Gaming has advanced greatly over the years by expanding over many different platforms. Smartphones, tablets, and next generation consoles are just a few of the many possibilities to play. This expansion has broadened the demographic of players and changed the way we play today. Although the demographic has widened and the games have become more advanced, there seems to be a reoccurring theme in gaming. White males make up

  • Gender Objectification In Video Games

    1300 Words  | 3 Pages

    The media has profound things to say about the physical appearance of a woman. Studies have shown a “link between objectification and sexualization of women in media and an increase in violence against the female gender” (Everbach, 2). Additionally, “sexual objectification has a negative impact on women” (Everbach, 2). Video games are a form of media which sexualizes women. Video games are a male-dominated media (Zorrilla, 1), hence, majority of games are designed to satisfy the male gaze. These

  • Proposal

    765 Words  | 2 Pages

    supportive roles that they play, often playing the role of the sidekick. When their the protagonist they’re reduced to nothing but sex icons to appeal to men. Often scantily dressed and a bust size within the D cup and up range. Characters like Lara Croft of the Tomb Raider Series debutting in 1996 and Bayonetta in her own series called Bayonetta which released in 2010. Yet even though they are far apart in terms of release they both feature a lead female role whom dresses in an obscene manner. Why is this