http://gamestudies.org/1402/articles/maccallumstewart
by Esther MacCallum-Stewart
This paper examines the 2013 iteration of Tomb Raider in the light of previous scholarship, arguing that
critics have often used Laras sexualised appearance to unfairly dismiss the players who see her as an icon or those that have simply enjoyed playing with and through her for nearly 20 years
In From Barbie to Mortal Combat, edited by Cassell and Jenkins (2000), recognised as one of the first feminist texts about gaming, Lara is a frequently mentioned example. The responses of the authors towards her demonstrate an alarming bias, which seems to have gone unnoticed. Lara is bad; a negative role model played primarily by boys... whose physical appearance outweighs any productive representations or her appropriation by female gamers. The complexities of playing and understanding Lara are largely ignored, despite
specific examples within the text where female gamers express their affection for her... These comments are placed in the text despite contradictory examples of a female player who loves the game (interviews with Theresa Duncan and Monica Gesue, in Cassell and Jenkins, 2000, 190), a female player who uses Tomb Raider as an example of a the best game in order to browbeat a group of male players, (Jenkins, 2000, 329), and the continuing acknowledgement throughout of Laras commercial success (attributed, without corroboration, almost entirely in terms of her erotic appeal to young male players) (Cassell and Jenkins, 2000, 30)
Lara is constructed as a problem; even female players who identify with her are seen as somehow traitorous or too young to appreciate her negative positioning; upholding a barbarised representation of falsified femininity. The writers in From Barbie to Mortal Kombat laid the foundations for important feminist debates in gaming, but they also construct Lara as standing in opposition to it
There is a second point, close to this one. I have an abiding affection for Lara, both as a subject of critical debate and a gaming icon. Lara is an irrefutable part of my gaming life and has been since her inception... and
when I play her, I revel in her strength and abilities, her wisecracks and her cheesy lines, as well as appreciating that she is not particularly realistic. In this respect, she is much the same as every other gaming character I have ever adopted. I frequently see through her (as Aarseth suggests I do), in order to get on with the serious business of playing Tomb Raider itself, and sometimes simply revel in her disproportionate and often amusing behaviour
Examining early accounts of playing Lara, as well as those recounted by existing gamers, reveals that despite her appearance, Lara was seen in a much more positive light by players themselves. Players revelled in her difference, including her femininity and sometimes, but not always, her sexuality. Their writing shows an appreciation of the tensions she exhibits, but it also celebrates her as a proactive member of the gaming canon
As one of the only consistent female characters in gaming history, Lara was, and remains, a popular and iconic figure. These accounts also suggest that affection for her is an enduring element of Tomb Raiders play experience. As Becky Chambers argues,
Lara often appeared to them at a key point in their gaming lives; no game had given me such a visceral sense of adventure and danger. And no story I had seen -- movies, books, or otherwise -- had ever told me that a woman was allowed to be cast in such a role (Chambers, 2013). Denying the part that Lara has played in the experience of female gamers by resisting her appeal is therefore a contrary and troubling moment in gaming academia...
...This paper is not an apologist for Laras body. Lara is to-be-looked-at, and early versions of her avatar were specifically designed to appeal to young male audiences. Her new avatar has pert breasts and wears a tight t-shirt. She is still a sexualised character; albeit with a slightly broader sexual appeal. However, it seems hugely counterproductive to continue with this critique. Lara is, after all, one of many central protagonists in the AAA domain who are created in an idealised form. Despite her early incarnation on paper as a Hispanic Laura Cruz, she is white and of average height. After various re-imaginings where she had become disproportionately formed, Laras 2013 body is slender but athletic. She has a dusting of freckles and smears of dirt, but she is still attractive in a very normative manner. Her face is symmetrical and she does not have any cellulite. She is fit and muscular without overstepping current ideals of athletic womanhood. Yet it seems horribly unfair, not to mention counterproductive, to on-going analysis of gaming bodies, sexuality and gendered representation, to still hold this physicality against her
The critics who have examined her seem unable to look past this physicality, and despite Aarseths famous statement that Laras appearance is immaterial, it seems that critical work has not only failed to move beyond this, but has deliberately obfuscated the accounts and testimony of fans who have grown up and appreciated her
Gaming history itself has worked against Lara. In the 1990s, gaming did indeed comprise a majority corpus of male players. By extension, this means that all games were predominantly played by males, so using this detail in order to reject Laras use by them is somewhat disingenuous. However, to portray all of these men as heteronormative, misogynist neanderthals, slobbering for the next shot of a breast, is incredibly offensive, not to mention sexist and disrespectful. It is unfair and almost certainly incorrect to claim that all of them lacked sufficient liberation to see Lara as anything other than a cyber bimbo, or that they all intentionally appropriated her gender when playing. For many, being able to play as a woman was as refreshing as it was for the many invisible members of Laras female audience.
Furthermore, the prevalence of male players at this point in gaming history does not mean that female players were not present or that they rejected Lara. The authors of From Barbie to Mortal Kombat find these women -- women who say it is a pleasure to play Lara and that she is a real heroine -- and then they reject them. Players like Hannah Rutherford of the Yogscast (see below) grew up with Lara. She was not only a relative constant in their gaming lives, but, as critics are at pains to point out, she was a female protagonist in a male world. Being able to look beyond Laras superficial gratuity, and see her as a relatively under-represented element of gaming culture was an essential part of recognising her role in gaming culture and development
Laras new avatar presents her as a more average figure, making her somewhat more emancipated than the
the irritatingly servile nature of wasp-waisted Elizabeth in Bioshock Infinite. It also, rather surprisingly, throws into sharp contrast some of the more offensive stereotypes in the recent game -- the bearlike Jonah and Alec Wiess, the drippy, lovelorn male geek whose physical representation is so archetypal that the same body actor plays an identical character called Marc in Telltale Games The Walking Dead (2012)