Carolyn Petit - Rise of the Tomb Raider Review

 
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TRIGGER WARNING:
This video contains feminism. If you are a small-minded bigot or misogynist, proceed with caution.



This was posted on the feministfrequency channel. It was reviewed by another feminist, Carolyn Petit, rather than Anita.

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2013’s Tomb Raider reboot gave us a new, and at least superficially more human, Lara Croft. Gone were the cartoonish features and Barbie doll proportions of the legendary adventurer. The new Lara Croft looked like a real person. The story half-heartedly tried to make her act like one, too, showing her feel guilty about killing a deer early on, but Lara’s internal conflict was quickly swept aside as she became a walking arsenal, slaughtering enemies by the dozens with bows, pistols, shotguns and other weapons.

The first teaser trailer for the sequel, Rise of the Tomb Raider, showed a seemingly troubled Lara in a therapist’s office, so I hoped that this game might be that rare blockbuster action adventure that at least takes violence somewhat seriously. I hoped it might acknowledge that even if you were in a situation where you absolutely had to kill hundreds of really, really bad people to survive, doing so would probably leave you a little traumatized. But Rise of the Tomb Raider doesn’t do that. I won’t spoil exactly how the therapist actually figures into the story, but I will say that it’s not in a way that suggests Lara might actually benefit from therapy after everything she’s been through.



In fact, there’s a remarkable dissonance between Lara’s attitudes in the story and the experience of playing the game. When she’s asked about it, Lara asserts that she did not enjoy all the killing she did in the first game, she did it because she had no choice. But she also doesn’t seem troubled about it. And of course, a ton of games put their protagonists in similarly absurd kill-or-be-killed situations that provide an excuse for lots of gunplay. Naughty Dog’s Uncharted games, for instance.

But the seriousness with which Lara is portrayed makes Tomb Raider different. Lara is not a happy-go-lucky Nathan Drake type. Drake shoots his way through his adventures with a wink and a smile and he has a wisecrack for every occasion. We’re meant to see Lara as a survivor, a person with deep, real emotions who doesn’t relish violence but does what needs to be done. But meanwhile, the game revels in violence. It celebrates your marksmanship every time you shoot someone in the head. Blasts from your shotgun can send enemies flying. It all feels powerful and satisfying. Playing as Lara, you don’t feel like someone desperately fighting just to survive. You feel like someone who is very, very good at killing people and doesn’t hesitate to do it.

The game just doesn’t want to acknowledge that Lara clearly enjoys it, and the disconnect between the narrative’s portrayal of Lara as someone who feels things deeply and doesn’t enjoy violence at all and the gameplay’s attempts to make violence as fun and explosive as possible is really jarring. Despite what she says, Lara does have a choice and she chooses to put herself in this position. The game expects us to believe that she views her actions as some sort of grim necessity, all the while wanting us to have a blast, as it continually introduces new tools and new skills that give us exciting new ways to kill people.



The people you’re killing in this game are an ancient, violent sect called Trinity with designs on controlling humanity. The story is predictable and derivative. Lara’s late father was obsessed with a source of eternal life associated with an ancient prophet, sort of like how Indiana Jones’ father was obsessed with the Holy Grail. Lara becomes obsessed with finding this divine source of immortality, too. It’s all very familiar, standard adventure story stuff.

Trinity has big evil helicopters and lots of mercenary dudes. (No mercenary ladies, though, sadly.) Like Lara, Trinity will stop at nothing to find the divine source, but Lara’s obsessive quest for it is good because she’s a good person and Trinity’s obsessive quest for it is bad because they’re bad people. I really wanted a villain at some point to say to Lara, “We’re not so different, you and I,” because in this case, it’s absolutely true.

The game encourages us to hate Trinity by showing them killing innocent people, which in turn makes us feel good about killing them, but the game never encourages us to consider the morality of what Lara is doing by choosing to be here and kill all these people herself. And that’s too bad. The new Tomb Raider games clearly want to humanize Lara, and exploring the emotional and psychological cost of what she’s putting herself through would have made her seem more human.

Still, there are some improvements in the way Lara is presented in Rise of the Tomb Raider. By default, she now wears clothing that’s much more appropriate for the harsh elements that she finds herself in than she did in the previous game. And while Tomb Raider seemed to take an almost sadistic pleasure in making Lara suffer and putting that suffering on display with grisly death animations and excruciating injuries she sustains, Rise of the Tomb Raider doesn’t delight in torturing Lara or impaling her on things.



Rise of the Tomb Raider is exactly what you expect it to be. It’s competent and thoroughly unsurprising. There are plenty of environmental puzzles, and plenty of sequences in which everything is collapsing all around you as you run, jump, or climb for your life. Lara is crafty and resourceful, able to whip up Molotov cocktails, shrapnel bombs and other deadly devices from junk she finds lying around. Enemies are smart enough to try to flank you and flush you out when you’re hiding, and you can try to be sneaky or just go in guns blazing. Oh, and the camera really doesn’t deal well with close combat in tight spots.

The world of Rise of the Tomb Raider is beautiful, and I enjoyed those moments in which I felt like I was just exploring and discovering the world for the sheer beauty and enjoyment of it. I love the experience of coming around corners or climbing up ledges to behold some breathtaking new landscape. But that beautiful world is constantly reduced to being just a source of stuff to collect. There’s just soooo much stuff to collect in this game. You switch to Survival Instincts, look for the things that glow, and grab them; suddenly the world isn’t this majestic, wondrous place anymore. Rather, it’s a place full of little golden things you can snag for your own personal gain. The world exists just for you to plunder.

There are moments in Rise of the Tomb Raider when you’re solving a puzzle involving some ancient contraption, or studying ancient murals, or traversing the environment, or taking in the view. And in these moments, I admired Lara’s skill and resolve. I’d like to go on more adventures with her. I just think she has a few issues she needs to deal with first.

^
HEY LOOK

THERE'S A FUCKING TRANSCRIPT

YOU DON'T HAVE TO WATCH THE VIDEO AND GIVE HER "AD REVENUE"

EVEN THOUGH SHE NEVER PUTS ADS ON ANY OF HER VIDEOS


 
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The game just doesn’t want to acknowledge that Lara clearly enjoys it, and the disconnect between the narrative’s portrayal of Lara as someone who feels things deeply and doesn’t enjoy violence at all and the gameplay’s attempts to make violence as fun and explosive as possible is really jarring.

This is the one bit I don't really like. It's a bad point because Lara is clearly not designed to be a facsimile for the player. It reminds me of what Lemon kept saying about Halo--"gameplay is not canon." Just because you, the player, enjoy killing, doesn't necessarily mean that Lara does. You are not her; she is not you. You're playing a video game.

And how exactly are you supposed to implement hesitation towards killing in gameplay, anyway? Would Lara start shuddering during combat, and start refusing to pull the trigger when your "apprehension gauge" is too high? That doesn't sound very fun. It's just an unimportant and, frankly, uninteresting detail.

Other than that, no real issues with the review.
Last Edit: November 09, 2015, 10:42:41 AM by Verbatim


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Oh, hey.
I remember her on Gamespot, she really needs to just stop. Like come on.


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I remember her on Gamespot, she really needs to just stop. Like come on.
I Googled her and for a few seconds I thought she was a guy with long hair.


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holy lol i just saw a picture of her


 
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I remember her on Gamespot, she really needs to just stop. Like come on.
Why?


 
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her and for a few seconds I thought she was a guy with long hair.
holy lol i just saw a picture of her
She's trans.


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And how exactly are you supposed to implement hesitation towards killing in gameplay, anyway? Would Lara start shuddering during combat, and start refusing to pull the trigger when your "apprehension gauge" is too high? That doesn't sound very fun. It's just an unimportant and, frankly, uninteresting detail.

Well for one, the game seems to thoroughly support over-the-top violence by giving you points and rewards for seemingly stylish or unique methods of killing. If the running narrative was that she's traumatized by all the killing, then they should have made a stealth game rather than an action-adventure game. Older Tomb Raider games required you to only kill animals to gather materials, except for an occasional human enemy. But here they just throw scores of heavily armored bad guys at her, give her a huge arsenal a la Far Cry.

Look at Mirror's Edge, where killing people is very difficult and interrupts the flow of gameplay; that kind of action makes sense with Lara Croft.


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Oh, hey.
I remember her on Gamespot, she really needs to just stop. Like come on.
Why?

She used to base reviews on things that were personal to HER, and had nothing to do with the game itself. She always pushed her agenda and used it as a way to put down games because they didn't meet her ideals. Which is being a reviewer who isn't reviewing for content, but reviewing it based on whether or not it coincides with what she wants.


 
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She used to base reviews on things that were personal to HER, and had nothing to do with the game itself. She always pushed her agenda and used it as a way to put down games because they didn't meet her ideals. Which is being a reviewer who isn't reviewing for content, but reviewing it based on whether or not it coincides with what she wants.
I don't really see the difference. I guess the implication you're making is that she approaches her reviews with a feminist perspective in mind, which is bad, because... reasons.

I think she can cover and critique whatever aspects of the game she wants, actually.


 
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Well for one, the game seems to thoroughly support over-the-top violence by giving you points and rewards for seemingly stylish or unique methods of killing. If the running narrative was that she's traumatized by all the killing, then they should have made a stealth game rather than an action-adventure game. Older Tomb Raider games required you to only kill animals to gather materials, except for an occasional human enemy. But here they just throw scores of heavily armored bad guys at her, give her a huge arsenal a la Far Cry.

Look at Mirror's Edge, where killing people is very difficult and interrupts the flow of gameplay; that kind of action makes sense with Lara Croft.
Fair enough.


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Oh, hey.
She used to base reviews on things that were personal to HER, and had nothing to do with the game itself. She always pushed her agenda and used it as a way to put down games because they didn't meet her ideals. Which is being a reviewer who isn't reviewing for content, but reviewing it based on whether or not it coincides with what she wants.
I don't really see the difference. I guess the implication you're making is that she approaches her reviews with a feminist perspective in mind, which is bad, because... reasons.

I think she can cover and critique whatever aspects of the game she wants, actually.

Verb it's like giving a game a poor review because it didn't talk to the crowd of people who like hentai.

It has no place


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She used to base reviews on things that were personal to HER, and had nothing to do with the game itself. She always pushed her agenda and used it as a way to put down games because they didn't meet her ideals. Which is being a reviewer who isn't reviewing for content, but reviewing it based on whether or not it coincides with what she wants.
I don't really see the difference. I guess the implication you're making is that she approaches her reviews with a feminist perspective in mind, which is bad, because... reasons.

I think she can cover and critique whatever aspects of the game she wants, actually.

Verb it's like giving a game a poor review because it didn't talk to the crowd of people who like hentai.

It has no place

I just want to point out that's not at all what she does in this review.


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Oh, hey.
She used to base reviews on things that were personal to HER, and had nothing to do with the game itself. She always pushed her agenda and used it as a way to put down games because they didn't meet her ideals. Which is being a reviewer who isn't reviewing for content, but reviewing it based on whether or not it coincides with what she wants.
I don't really see the difference. I guess the implication you're making is that she approaches her reviews with a feminist perspective in mind, which is bad, because... reasons.

I think she can cover and critique whatever aspects of the game she wants, actually.

Verb it's like giving a game a poor review because it didn't talk to the crowd of people who like hentai.

It has no place

I just want to point out that's not at all what she does in this review.

I understand that, although I haven't watched it. I was commenting on what she's done on the majority of her reviews


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I neither fear, nor despise.


She used to base reviews on things that were personal to HER, and had nothing to do with the game itself. She always pushed her agenda and used it as a way to put down games because they didn't meet her ideals. Which is being a reviewer who isn't reviewing for content, but reviewing it based on whether or not it coincides with what she wants.
I don't really see the difference. I guess the implication you're making is that she approaches her reviews with a feminist perspective in mind, which is bad, because... reasons.

I think she can cover and critique whatever aspects of the game she wants, actually.

Verb it's like giving a game a poor review because it didn't talk to the crowd of people who like hentai.

It has no place

Unfortunately a review can mean just that. It doesnt have to cover everything about the game as a whole.

We see the word "review" and that's what we expect, an analysis of the whole product. And that's really the standard. But by definition "review" doesn't mean what the standard is


 
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She used to base reviews on things that were personal to HER, and had nothing to do with the game itself. She always pushed her agenda and used it as a way to put down games because they didn't meet her ideals. Which is being a reviewer who isn't reviewing for content, but reviewing it based on whether or not it coincides with what she wants.
I don't really see the difference. I guess the implication you're making is that she approaches her reviews with a feminist perspective in mind, which is bad, because... reasons.

I think she can cover and critique whatever aspects of the game she wants, actually.

Verb it's like giving a game a poor review because it didn't talk to the crowd of people who like hentai.

It has no place

Unfortunately a review can mean just that. It doesnt have to cover everything about the game as a whole.

We see the word "review" and that's what we expect, an analysis of the whole product. And that's really the standard. But by definition "review" doesn't mean what the standard is
lol and you were arguing the exact opposite the other day


 
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I neither fear, nor despise.
lol and you were arguing the exact opposite the other day

lol and you are still here



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lol and you were arguing the exact opposite the other day

lol and you are still here
no i'm not


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And how exactly are you supposed to implement hesitation towards killing in gameplay, anyway? Would Lara start shuddering during combat, and start refusing to pull the trigger when your "apprehension gauge" is too high? That doesn't sound very fun. It's just an unimportant and, frankly, uninteresting detail.
A lot of games have mechanics that alter difficulty as time/carnage piles up. Risk of Rain, GTA, Don't Starve...none of which suffer from it.
There are a lot of creative ways to give player decisions weight and make them have choices and consequences, I don't see how it'd be any different here.


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And how exactly are you supposed to implement hesitation towards killing in gameplay, anyway? Would Lara start shuddering during combat, and start refusing to pull the trigger when your "apprehension gauge" is too high? That doesn't sound very fun. It's just an unimportant and, frankly, uninteresting detail.
A lot of games have mechanics that alter difficulty as time/carnage piles up. Risk of Rain, GTA, Don't Starve...none of which suffer from it.
There are a lot of creative ways to give player decisions weight and make them have choices and consequences, I don't see how it'd be any different here.
Yes, but Lara as a character isn't a madman that enjoys killing. However, with direct imput from developers, nobody can make you as the player not kill people.

She only killed in the first game because it was to survive. Now she's actively seeking out dangerous places, and the only way you could really actively show that she hates killing and hesitates to do so is during cutscenes or through frustrating gameplay mechanics that nobody would actually like if they were implemented.


Gameplay isn't canon.