BrotherRool said:
I've never been a big Lara Croft fan, so I was wondering if you could explain which direction it should have gone in in updating/giving Lara 's/a character?
I'm not sure, but it would definitely have involved shooting dinosaurs.
*cough*
Okay, maybe not.
More seriously, I'd have played up the supernatural/horror aspects. If you want to make a young and inexperienced Lara afraid of something then make her afraid of undead spirits, or monsters, not sweaty dudes with guns. Play it slow at first, with an emphasis on atmosphere, exploration, puzzle solving. In fact if I was doing the reboot I'd likely have few or no human enemies - the prevalence of them in the later games of the series was arguably when it started to lose direction.
So... quick pitch: Lara gets shipwrecked on an uncharted (no pun intended) island. She's salvaged a shortwave radio and manages to communicate with someone on the other side of the island. It's not clear who they are but they say they can help her - if she can get to them, because they can't come to her. It sets up a nice mystery for later on, and in the meantime she's got people to talk to, to show character development (and provide exposition.)
The beach where she's landed is surrounded on all sides by unscalable cliffs. The people on the radio tell her that the island is riddled with ancient catacombs built god knows when by god knows who. If she wants to get up the cliffs, and across the island she will have to enter those catacombs, and they are huge - the entire island being the centre of some long forgotten death cult. Essentially she's shipwrecked on R'yleh. Not literally of course, but in the general feel of it.
Etc etc. Just my idea.
Edit: all of which is a long way of saying I have nothing in theory against the character arc that's apparently being plotted out, but I do not like the tone in which it's being done, as it's all too gritty and real for Tomb Raider.
And this is just that again, if every gain has these fantasy badass tanks, why not have someone who actually struggles and has setbacks? And if Lara Croft was a women in a sea of macho-thugs why not capitalise on that and show that the weakness can be more interesting than Alpha Male strength?
It's very true that the needs of gameplay have almost always led to the jarring disconnect between the character you see in the cutscenes and the character you play in the game. As Ross Scott of Freeman's Mind said, realistically the only way Gordon could survive the story of Half Life is if he was a paranoid homicidal sociopath, because normal people don't adapt that quickly to gunning down dozens of people.
There's nothing inherently wrong with playing with an audience's perceptions of a well known character, but only if there's a good pay off at the end. I'd cite Casino Royale as a good example in that they played with the expectations of Bond fans throughout the film, but then delivered an absolutely knockout ending that kept true to the character without diminishing the changes that were made to bring him up to date.
I just don't think CD have the skill to pull something like that off, and the relentless emphasis being placed on Lara's vulnerability in everything we see and everything they say does not reassure me one bit.