A psycho-killer with puppy dog eyes: why the new Lara Croft doesn't work

What Crystal Dynamics have attempted with the Tomb Raider is about as convincing a character study of a reluctant hero as painting a frowny face on the front of a tank.

So here it is. The new Tomb Raider. Critically it has been a huge success and why not, the game looks good, the game plays well, it’s polished, it has a start, middle and end. The graphics are nice, the controls work, nothing to complain about surely.

If you like cover shooters.

Because that’s what it is now. It’s a cover shooter.

People were worried over the course of the game's development about the direction that the character of Lara Croft would go in. Would we see vulnerability exposed and exploited? Would we see her develop from gaming cheesecake into some sort of feminist icon?

No. We would see Lara Croft change, very much so, but the change that has come is not so much to her image and character in the superficial sense, rather it is the more direct and practical change that occurs when a game adopts a different genre.

Lara Croft is now Marcus Fenix.

This change occurs quite early in the game. A grubby-looking Russian drags Lara out of a shed and, if unchecked, throttles her. You can stop him, via a Quick Time Event, and after a struggle Lara shoots him in the face and looks a little sad for a moment. Not as sad as him, of course, but he’s a rapey Russian cultist which puts him somewhere on the scale of evil between Vlad The Impaler and the scary green wiggly monsters on old Toilet Duck adverts.

From that moment on Lara is a relentless, unstoppable, killing machine. Whether she’s strangling people with a bow, hacking them down with a climbing axe, clubbing in their skulls with rocks, or just straight up shooting them, she takes to the life of the killer with gusto. So far so fun, but it’s not so much the killing that seems jarring, but it’s the inability of the enemy to kill her.

Now let’s be clear, this is not a criticism of the game's difficulty. Rather it is a criticism of the approach the game has taken. When you’ve got a big muscle-bound freak of a main character wearing as much armour as a Presidential limo the You-Shoot-Me-I-Shoot-You ebb and flow of a cover shooter feels natural. A slender young woman - who seems to develop debilitating injuries faster than the entire Arsenal first eleven when the plot demands it - suddenly having the ability to walk off a shotgun blast doesn’t fit so well.

But this is the new shape of Tomb Raider. Lara approaches the island and its challenges with all the subtlety of a shark in a phone box. There are nods to the legacy of the original games, but these take the form of tightly-scripted sequences like a ride through some rapids or running across a collapsing bridge, or perfunctory games of "spot the ledge and press A". The puzzles, the platforms and the actual raiding of tombs? That’s relegated to the status of optional side quests.

Whether Lara’s reboot paints her as a believable female hero or a role model for women is not something I feel compelled to comment too much upon. But it does seem that the developers want to have their cheesecake and eat it too. This is not 1996. The idea of a woman as the protagonist of a violent action game is no longer causing monocles to pop out in alarm and moustaches to curl and uncurl in agitation among gamers. We've seen several other female video game heroes now (granted, usually in games where you've an option for main character gender) and seeing Lara playing the "I'm just a little girl lost in the big scary world but I'll rise to the challenge" card ever five seconds really doesn't gel with a character who can wipe out a room full of heavily-armed cultists with just a little axe.

The female Commander Shepard could punch a guy out for having a nervous breakdown. Did she have to whimper next to a campfire about it afterwards? No, she’d go and have sex with an alien. Within the first half hour of Mirror's Edge, also written by Tomb Raider's lead writer Rhianna Pratchett, the main character Faith has kicked a bunch of policemen off a skyscraper. A female character in Skyrim will have probably killed about a dozen assorted animals and bandits and will be clothed in their skins and eating their sweetrolls while Lara is still dealing with the emotional fallout of shooting Bambi's mother. If they do make a follow-up to this game I hope they give Lara her brass ovaries back. Her lack of self-awareness towards her own lethality and fortitude is almost comical at times.

Having a character who doesn’t seem cut out for the life of a super commando, and who then proceeds to not act like a super commando, would be something comparatively rare. What Crystal Dynamics have attempted with the new Tomb Raider is about as convincing a character study of a reluctant hero as painting a frowny face on the front of a tank would be.

It would be dishonest to say that Tomb Raider is bad, it isn’t, and it would be an unfair appeal to tradition to complain that it is unlike the original Tomb Raider games, because change can be good. Developers don’t have to make every game a carbon copy of the one that preceded it. But change, good change, requires creativity.

What Tomb Raider has is a crushing over-reliance upon a combat system and a tone of action that is completely at odds with the heroine at its heart.

The cover shooter is not an inherently bad concept and indeed some games have introduced elements of it to great effect. There is a gritty, desperate quality to a good cover shooter; your character hunkered down, trading bullets, rounds whipping this way and that. GTA4’s cover system, coupled to the lethality of the combat and the almost tangible feel of the game world adds a whole extra level of verisimilitude. Gears of War is the game that really popularised the trope and it implements it with elegance uncharacteristic of a game that also introduced the world to the idea of a chainsaw bayonet.

However what games developers seem to have not realised is that just because a feature works well in one game that does not mean that it needs to become ubiquitous. Game series like Max Payne, which originally relied on a dynamic, bullet-dodging lead character, are reduced by cover systems into staid, tedious hops from one waist high block to the next. The Rainbow Six series started out demanding skill and precision, you had to drop the bad guys quickly or they’d kill you, your teammates, any hostages they might be holding on to and maybe a puppy. In the most recent iterations you can hide behind a wall, stick a brew on, maybe stick your gun round the corner and shoot off a few rounds, if you’re bothered to, nobody minds either way really.

When you take a game like Tomb Raider and you make it a cover-based shooter comparable to a Gears of War or Max Payne 3, you’re not necessarily making a bad game, but you are limiting what that game can be, not to mention exhibiting a chronic lack of creativity.

Creativity is not a dirty word, even in the brutal world of the gaming industry. Indeed creativity seems to be something that gamers want more of not less. The crushing failure for EA of Medal of Honour: Warfighter and Dead Space 3, both near perfect examples of games dumbed down to an almost protoplasmic level, are clear signs that the lowest common denominator is a lot higher for gamers than people might think. Call of Duty is often derided for many reasons, but whether it’s changing the setting or bringing in Nazi Zombie co-op bonus games you can see that they are at least trying.

People will look back on the original Tomb Raider games because they were something different and largely something done well, perhaps not to all tastes, but notable. The remake will doubtless trigger a few sequels and maybe it will go in new and more interesting directions from this rudimentary start, but if Crystal Dynamics don’t dig deep and bring something genuinely creative to the series then it is hard to imagine it ever having the sort of impact the original games did.

The new Lara Croft.

Phil Hartup is a freelance journalist with an interest in video gaming and culture

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In Kid Gloves, Knausgaardian style provides a route through a writer's grief

Adam Mars-Jones has created a clever, stoical and cool account of caring for a dying father.

In bookish circles, it’s pretty commonplace these days to remark on the way in which the spirit of the Norwegian writer Karl Ove Knausgaard hangs over our literary culture – noxious gas or enlivening blast of ­oxygen, depending on your point of view. Nor would I be the first critic to point out the similarities between his prolixity and that of the British novelist Adam Mars-Jones. Reviewing Knausgaard’s My Struggle in the New Yorker, James Wood likened its style – “hundreds of pages of autopsied minutiae” – to that of Mars-Jones’s novels Pilcrow and Cedilla, the first two volumes in a thus far unfinished project in “micro-realism”. But originality be damned: I’m going to say it anyway. As I read Mars-Jones’s new memoir, Kid Gloves: a Voyage Round My Father, it was Knausgaard I thought of repeatedly. Mostly, this was because I simply couldn’t believe I was so fascinated by a book that was at times so very boring.

Mars-Jones is by far the more elegant writer of the two. He is also feline where Knausgaard is only wide-eyed. Nevertheless, they clamber (slowly and with many pauses to consider the view) over comparable territory. What, after all, is Knausgaard’s account of the effect of milk on a bowl of ­cereal compared to Mars-Jones’s disquisition on the subject of orange juice? The Norwegian’s reverie is the longer of the two but it is Mars-Jones who is the more triumphantly banal. “Shopping on a Monday I saw a wide variety of types of orange juice on display in a supermarket and bought large quantities,” he writes early on. I love that “Monday” – it’s so precise. But it also prompts the question: which supermarket, exactly, was he in? Was it the same “large branch of Sainsbury’s” where, three paragraphs later, we find him picking up a carton of buttermilk?

You will think that I am taking the piss. I’m not – or not entirely. For all its pedantic weirdness, Mars-Jones’s memoir, clotted and rich and true, does its job rather well. As the subtitle suggests, at its heart is his tricky relationship with Sir William Mars-Jones, the high court judge who died in 1999. A clever man but also a difficult one (having made a bit of a leap in terms of education and social class, he clung rather ardently to certain comforting reflexes), he is brought to life vividly by his son, who often simply replays their most frustrating conversations. In doing so, Mars-Jones, Jr also tells us something of himself. He comes over as a bit silly and fastidious but also as clever, stoical, kindly and, above all, ever cool in the face of provocation. In this light, his Pooterish digressions are just another symptom of his unnervingly temperate personality, his clinical even-handedness.

His memoir is oddly artless, the stories tumbling out, one after another, like washing pulled from a machine. An account of his father’s better-known cases (he prosecuted in the Moors murders trial) shades into a detour on soup-making; an analysis of Sir William’s retirement – he gravitated, his son writes, towards the state of “inanition” – takes us, almost slyly, to an explanation of why Mars-Jones tenderly associates Badedas with shingles (a friend who had yet to discover he had Aids, of which shingles can be a symptom, bathed in it).

The reader waits, and waits, for the big scene, for the moment when Mars-Jones tells his father, a regular kind of homophobe, that he is gay. But in a strange way (it does arrive eventually) this is beside the point. From the outset, we know that it was Adam, not his brothers, who looked after his widowed father in his last days, sharing his flat in Gray’s Inn Square; so we know already that an accommodation has been reached, however horrifying Pater’s reaction was at the time. (Mars-Jones, Sr suggested that his son could not possibly be gay because, as a boy, he played with himself during a film starring Jacqueline Bisset; more cruelly, he delegated his clerk to research the possibilities of testosterone treatment for his son.) In any case, there is a universality here: for which of us, gay or not, hasn’t trembled on hearing our mother say, down the line from home, the dread phrase “Dad would like a word”?

After his father’s death, Mars-Jones attempts to continue to live in his parents’ home, insisting that the inn will have to evict him if it wants him gone. When it does turf him out, he writes a piece for the Times in which he denounces its members – in ­effect, his parents’ friends and neighbours. Is this just the response of a more than usually broke freelance writer? Or is it that of a man in deep grief?

Perhaps it’s both. Mars-Jones tells us quite a bit about his parlous finances but relatively little of his feelings of abandonment. He was closer to his mother. It is more than 15 years since his father died. And yet, here it is, his book. Those Knausgaardian impulses of his – perhaps they’re just displacement for his loss, word-fill for a void so unfathomably big that it still takes him by surprise, even now. 

Kid Gloves: a Voyage Round My Father is available now from Particular Books (£16.99)

Rachel Cooke trained as a reporter on The Sunday Times. She is now a writer at The Observer. In the 2006 British Press Awards, she was named Interviewer of the Year.

This article first appeared in the 27 August 2015 issue of the New Statesman, Isis and the new barbarism