When
videogames first came out, they were geared towards young men and not girls. By
the 1990’s, women were beginning to show interests to videogames, but there was
something they wanted that these games were all missing: a female heroine. In
the late 80s and early 90s, both Nintendo and Sega wanted to have nothing to do
with changing their formula, knowing that if they were to push their games on
women, their current players (boys and young men) would fall out of their
market. Sony, who addressed all youth groups, broke the formula and created a
game that featured a woman as the lead protagonist. This game had a sort of Indiana Jones feel to it, but also
having enough originality to stand on its own. It was called Tomb Raider, and the main character was
none other than Lara Croft.
Helen W.Kennedy has studied characters in media and computer games for a time now. She
has even published some volumes of her game studies titled The International Journal of Computer Game Research. In one of her
chapters, she focuses on Lara Croft, posing the question: Is Lara a feminist
icon or just a “Cyberbimbo”? There is no doubt that Tomb Raider
marked a significant departure from the typical role of women within popular
computer games, but over the years, she has been labeled as “eye candy” for
male fans of the series. It can be said, though, that her success was both
because of her adventurous ways within the game and the use of her female body.
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| Typical female heroine? |
The
obvious connection between Tomb Raider and film narrative conventions
and the way in which the game deploys themes and tropes from other popular
cultural forms means that a feminist critique at the level of the politics of
representation is somewhat inevitable. One such possible feminist approach
might be to welcome the appearance of active female heroines within
traditionally male or masculine genres. Lara Croft is by no means the first
gun-toting action heroine and the iconography of her representation conforms to
conventions deployed from Annie Get Your Gun onwards, but also has
forerunners in comic book heroines such as Tank Girl. If, for example,
we were to compare her to the representations within the female buddy-movie Thelma
and Louise we can find many key commonalities. Tomb Raider also
reworks a male-dominated genre and features a female central character: Lara
totes a gun as she navigates a hostile landscape fraught with danger. Consider
also the ending of Thelma and Louise – they die within the story yet the
white screen and the snapshots of them during the credits offer other possible,
more positive, endings; with Lara this process becomes even more elaborated as
she is resolutely immortal – with each death there is the possibility to replay
the level over and over until it comes out right. The popular media and feminist
response to Thelma & Louise was also similarly polarized around the
issue of their representation – did the fact that they wielded guns guarantee
or undermine the films status as feminist? The juxtaposition of physical
prowess and sexuality continues to produce a great deal of ambivalence amongst
feminist and non-feminist commentators.
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| Angelina Jolie as Lara Croft in 1997's Tomb Raider |
There
is another feminist film studies approach that is much less inclined to
celebrate the presence of masculinized female bodies. Psychoanalytically
informed approaches which have developed from the insights offered by Laura
Mulvey's landmark essay (1975) on the function of women within film narrative
have a very different take on the tropes of this type of image. Two key
insights, which appear relevant to Lara, are Mulvey's argument that the female
body operates as an eroticized object of the male gaze and the fetishistic and
scopophilic pleasures that this provides for the male viewer. The second
argument was that "active" or "strong" female characters
signify a potential threat to the masculine order. This is a more complex
argument, dependent as it is on a pyschoanalytic reading of unconscious
processes. Within this narrative the female body is a castrated body and as
such it represents the threat of castration itself. This threat, it is argued,
is disavowed or rendered safe by the phallicization of the female body. It
could be argued that Lara's femininity, and thus her castratedness, are
disavowed through the heavy layering of fetishistic signifiers such as her glasses,
her guns, the holster/garter belts, her long swinging hair.
In
the end, it is impossible to securely locate Lara within existing feminist
frameworks, nor is it entirely possible to just dismiss her significance
entirely. Kennedy demonstrates the range of potential subversive readings, but
there exists no real "extra-textual" evidence to back this up – hence
the focus on the text itself, which is on its own inadequacy to explore the
range of pleasures available from playing as Lara – we can only conjecture. The
girl gaming community, which communicates via the internet, has its own highly
critical discourse about the imagery and content within computer games. They
not only complain about the degree of sexist portrayals of women but also
bemoan the stupidity of many female games characters and lack of strong female
leaders in role playing games.


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