Croft published books and other written works based on her exploits as a mercenary, big-game hunter, and master thief. During the second era, Lara's story was changed to be the daughter of archaeologist Lord Richard Croft, the Earl of Abbingdon, and someone who was quickly identified as a highly talented individual while attending the Abbingdon Girls School. While searching for shelter, Lara and her mother took refuge in an ancient Nepalese temple, where Lara witnesses her mother vanish after tampering with an ancient sword.
Her father later disappears in search of his wife. The third era deviates from the original plot considerably. When Lara was young she traveled with her parents on many of their archaeological expeditions which helped to shape the woman she was becoming. It was on one of these expeditions that her mother vanished and was presumed dead and when her father presumably took his own life a few years later, she was then left in the care of Conrad Roth.
Even though she inherited a vast fortune, giving her the means to attend Cambridge with ease, Lara chose to study at University College London. Though this was a much tougher choice, it helped her become more grounded and level-headed than she might otherwise have been. It was because of Sam's free spirit and a wild streak that Lara was able to experience much more of London than just the universities and museums that she loved so much.
After traveling the world, both Lara and Sam end up on an expedition to the Dragon's Triangle off the Japanese coast in search of the lost civilization of Yamatai. It is on this expedition that Lara is stranded on a remote island full of natural, human and supernatural dangers, which enables her to develop from a vulnerable girl to a survivor. And after experiencing the supernatural powers of the ancient world, she comes to realize her father was right about his theories and her hunger for adventure awakens. The action-adventure games feature the protagonist travelling the world in search of rare objects and mystical artefacts.
Tomb Raider III focuses on meteorite fragments that endow humans with supernatural powers. Eidos rebooted the series with Tomb Raider: Legend , which focuses on Lara Croft's search for Excalibur and her mother, altering the character's backstory as part of the redesign. Tomb Raider: Anniversary , a remake of the first game in the series, carried over design elements from Legend. The story centres on Croft's search for information about her mother's disappearance.
Producer Lloyd Levin stated that the film makers tried to capture the essence of the video game elements rather than duplicate them. Acknowledging the character's "huge fan base" and recognisable appearance, director Simon West sought an actress with acting ability as well as physical attributes similar to Croft.
She had not been a fan of the character, but considered the role as a "big responsibility", citing anxiety about fans' high expectations. Jolie braided her hair and used minimal padding to increase her bust a cup size to 36D for the role. Jolie trained rigorously for the action scenes required for the role, occasionally sustaining injuries. Jolie also encountered difficulties when working the guns, bungee jumping, and maneuvering with the braid. Lin intended to reboot the film series with a young Croft in an origin story.
On 28 April , it was announced that Alicia Vikander would be playing Lara in the next film adaptation. Beginning in , the character regularly appeared in comics by Top Cow Productions. Lara Croft first appeared in a crossover in Sara Pezzini 's Witchblade , and later starred in her own comic book series in The web series is a collection of ten short animated films that features re-imagined versions of Croft by well-known animators, comic book artists, and writers, including Jim Lee , Warren Ellis , and Peter Chung.
Core Design , a subsidiary of Eidos, [d] created Lara Croft as the lead protagonist of its video game Tomb Raider , which began development in Core Design co-founder Jeremy Smith characterised the design as derivative of Indiana Jones , and asked for more originality. Gard was keen to animate the character realistically, an aspect he felt the industry at the time had disregarded. Gard, however, has stated that the notion "came out of a silly remark made in an interview". Core Design improved and modified the character with each instalment. The developers expanded the character's set of moves threefold to allow more interaction with the environment, like swinging on ropes and kicking open doors.
Feeling the series lacked innovation, Core Design decided to kill the character and depicted Croft trapped by a cave-in during the final scenes of the game. The development team felt it could not alter the character and instead opted to place her in a situation different from previous games. Excess content, missed production deadlines, and Eidos's desire to time the game's launch to coincide with the release of the Tomb Raider film resulted in a poorly designed game; Croft was brought back to life without explanation and the character controls lacked precision.
Angel of Darkness was received poorly, prompting Eidos—fearing financial troubles [e] from another unsuccessful game—to give development duties for future titles to Crystal Dynamics , another Eidos subsidiary. Chip Blundell, Eidos's vice-president of brand management, commented that the designers understood that fans saw the character and brand as their own, rather than Eidos's. Crystal Dynamics focused on believability rather than realism to re-develop the character, posing decisions around the question, "What could Lara do?
The animations were also updated so the character could better interact with environmental objects. More attention was paid to the character's lip synching and facial expressions to allow for dynamic emotional responses to in-game events. Her shirt was changed to a V-neck crop top, her body was given more muscle tone, and her hair braid was switched to a pony tail.
The developers used the death to evoke guilt in Croft afterward and illustrate that shooting a person should be a difficult choice. Tomb Raider: Underworld continued the plot line established in Legend.
The dirt accumulation and water cleansing mechanic from Legend was altered to be a real-time mechanic that can involve the entire game environment. The hair was created as a real-time cloth simulation to further add realism to its shape and movement. The developers kept Croft's hair tied back because they felt a real person would not want it flying around while performing dangerous manoeuvres. The developers tried to redefine Lara Croft's actions by questioning what they felt the character was capable of. The game uses the same technology featured in the studio's past Tomb Raider games.
In late , Square Enix announced a franchise reboot titled Tomb Raider ; the new Lara Croft would be a darker, grittier reimagining of the character. Staff opted to first work on the character's biography rather than cosmetic aspects. Crystal Dynamics sought to avoid the embellished physique of past renditions and pushed for realistic proportions. In redesigning the character's appearance, the designers began with simple concepts and added features that it felt made Lara Croft iconic: a ponytail, "M-shaped" lips, and the spatial relationship between her eyes, mouth, and nose.
The company also changed the character's wardrobe, focusing on what it believed was more functional and practical. In designing the outfits, staff aimed to create a look that was "relevant" and "youthful", but not too "trendy" or "hip". To gauge the redesign, Crystal Dynamics conducted eye tracking studies on subjects who viewed the new version and previous ones. Similar to Underworld , the new Tomb Raider features motion capture-based animation. In an effort to present realism and emotion in the character, Crystal Dynamics captured face and voice performances to accompany the body performances.
The company plans to revamp Croft's in-game combat abilities. Crystal Dynamics aims to make the "combat fresh to the franchise, competitive amongst [similar games], and relevant to the story. The studio reasoned that such a system would cause players to be more invested in the action by fostering a "raw, brutal, and desperate" style. Global brand director Karl Stewart stated that such desperation relates to the updated character's inexperience with violence. He further commented that Lara Croft is thrust into a situation where she is forced to kill, which will be a traumatic and defining moment for her.
However, interaction with the press, especially those in Europe, resulted in less clothing depicted in promotional images.
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He stated that Eidos primarily focused on game development and viewed such promotion outside video games as exposure for the character. Lara Croft has appeared on the cover of multiple video game magazines. Music groups have dedicated songs to the character, culminating in the release of the album A Tribute to Lara Croft. The school approached Eidos about use of the character. Eidos allowed the one-time licence due to Core Design's inclusion of Gordonstoun in Croft's fictional biography without the school's permission.
The foundation felt that the character personified the benefits of a healthy body, and that young teenagers could relate to Croft. Lara Croft's likeness has been a model for merchandise. The first action figures were produced by Toy Biz , based on the video game version of the character.
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The quantity prompted Eidos to quickly produce autographed cards to meet demand. The line included wallets, watches, bathrobes, and Zippo lighters. The exhibit featured selected artwork of the character submitted by artists and fans. Eidos hired several models to portray Lara Croft at publicity events, promotions, trade shows, and photo shoots. Cook was followed by British actress Rhona Mitra from to Eidos then updated the Croft costume to match its video game depiction.
Lara Weller followed McAndrew from to Subsequent models were Lucy Clarkson from to and Jill de Jong , who wore a new costume based on Lara Croft's new appearance in Angel of Darkness from to Karima Adebibe became the model from to , and wore a costume based on the updated version of Croft in Legend.
To prepare for the role, Adebibe trained in areas the character was expected to excel in like combat, motorcycling, elocution, and conduct. Lara Croft's debut is often cited as a catalyst for more female leads in video games. In , Radleigh Homes placed a blue plaque for Croft at the site of Core Design's former offices, now a block of flats. Movies and IGN credit Jolie's role in the first Tomb Raider film with significantly raising her profile and propelling her to international super-stardom, respectively. Lara Croft's introduction was widely regarded as an innovation in the video game market,     with Rob Smith of PlayStation: The Official Magazine describing her as a video game icon of that generation of games.
Crystal Dynamics' rendition of Croft in Legend garnered wide, though not universal, praise; many publications described the portrayal as a successful reboot. Game Informer named Lara Croft the number six top video game hero of , citing the character's successful reprise in popularity. He praised Eidos's decision to switch developers and Crystal Dynamics' contributions, especially the character's new gameplay manoeuvres and updated appearance.
Burton added that Croft is perceived differently around the world. French demographics focus on her sex appeal, while German and British audiences are drawn to her aggressiveness and aloofness, respectively. Lara Croft holds a Guinness World Record as the "most recognized female video game character",   and received a star on the Walk of Game in San Francisco. Lara Croft has become a sex symbol for video games, despite Toby Gard's intentions for her to be sexy "only because of her power".
Male players have performed in-game actions to make Lara Croft repeatedly say phrases and view closer camera angles of her bust, while pornography featuring the character has been distributed via the internet. Despite Core Design's denial of such a code, the rumour persisted, fuelled by manipulated nude images. Reaction from groups have been mixed. The journal Leonardo noted some feminists ' negative reaction to her design; though males were identifying with their feminine side through Croft, she reinforced unrealistic ideals about the female body.
Author Mark Cohen attributed Lara Croft's eroticism among male fans to the character's appearance and a male protective instinct. German psychologist Oscar Holzberg described the protective behaviour as the result of the opportunity to act as a hero in virtual worlds and a fear of powerful, emancipated women. Cohen affirmed that despite blatant male appeal, Croft garnered a serious female audience.
Smith believed that Croft does not alienate prospective female players, representing an emancipated heroine and not simply an attractive character.
Griffith described Lara Croft as a flawed female influence. He stated that though the character is a step in the right direction, too many women view her as a "crudely realised male fantasy figure". Ismini Roby of WomenGamers. She stated that the over-sexualized appearance was overlooked because the character was a "breath of fresh air". However, Roby felt that though Lara Croft's proportions have become more realistic, the character's personality was diluted by the developer's actions to appeal to a male audience.
Media related to Lara Croft at Wikimedia Commons. From Wikipedia, the free encyclopedia. For the American model, see Laura Croft.
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Lara Croft's classic appearance, as seen in Tomb Raider: Anniversary. Heidi Moneymaker Camilla Luddington — See also: List of Tomb Raider media. Angelina Jolie left portrayed Lara Croft in the and films. Alicia Vikander right played the character in the reboot. We wanted to make a girl that felt familiar, but still has a special quality about her. Something about the way her eyes look and the expression on her face makes you want to care for her. That was our number one goal. We wanted to have empathy for Lara, and at the same time show the inner strength that made clear she was going to become a hero.
Jill de Jong. Karima Adebibe.
Nymphomaniac: Volume 1/Volume 2 review | GamesRadar+
Alison Carroll. Many models have portrayed Lara Croft for promotional appearances, earning the character a Guinness World Record for the "most official real life stand-ins" . Fast-forward eight years through the evolution of next-gen hardware, multimillion-dollar budgets, and massive acceptance of games in pop culture. Still, Lara Croft continues to personify an ongoing culture clash over gender, sexuality, empowerment, and objectification.
Eidos subsequently acquired CentreGold in April Behind The Voice Actors. Archived from the original on 24 September Retrieved 11 September Retrieved 20 April Archived from the original on 29 September Retrieved 18 March Archived from the original on 11 November Retrieved 19 July Archived from the original on 11 August His name?
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Gainsbourg admits that she initially found the script hard to understand in her interview - a problem that first-time viewers might have with portions of the sometimes quite obtuse finished film. Martin, meanwhile, rather surprisingly reveals that she and Gainsbourg rarely talked about Joe in spite of the fact that they were playing the same character.
Skarsgard is typically engaging when talking about his Nymphomaniac journey, discussing how much he and Von Trier like to humiliate each other and calling one of their previous collaborations — Breaking the Waves — the Raiders of the Lost Ark of melodramas. Unfortunately - unlike recent public appearances - Shia's head is bag-free for the duration, but the Transformers star does admit that to win the role he had to send pictures of his own 'little LaBeouf' to the director. A powerful film that demanded a DVD release with a few more extras, Nymphomaniac is brave, thought-provoking filmmaking from a genuine auteur.