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Transcript
00:00She kicked open the doors for virtual women everywhere.
00:06Someone asked me who Laura Croft is.
00:08I'd have to say that she's the infamous female adventurer.
00:12And broke every rule.
00:14For them to have a female character was something very, very different.
00:16And people said we were mad. I mean, there were very heated discussions.
00:20Real-life legends wanted a piece of her.
00:23Bono called us. He wants to have Laura Croft on the Pop Mark tour.
00:27And she became every boy's fantasy.
00:30My mom is very worried. I haven't had a date in a long, long time.
00:34Laura Croft is very, very real to me.
00:37My friends say she's too real.
00:39Her beauty caused a backlash.
00:42She's unproportioned. That's not natural.
00:45You know, physics doesn't work like that.
00:47While her adventures inspired millions.
00:50Laura is a fantasy.
00:51She is what everybody wants to be, boy or girl.
00:54She represents an Indiana Jones-type character
00:57where you can go out and find something,
00:59hunt it down, take care of the baddies,
01:01and then prevail over evil.
01:04This is the story of a sexy, kick-ass character
01:08who became a virtual goddess.
01:10Prepare yourself for Laura Croft.
01:14Don't you think you've seen enough?
01:37In 1988, the world of video games is pretty limited.
01:41For the most part, there were very rigid genres.
01:45There was fighting genres.
01:46There was role-playing games, sports games, and driving games.
01:50Confident he could make better games,
01:52Jeremy Smith, a 27-year-old computer salesman,
01:55uses an inheritance to start his own game development company.
02:01His kid brother soon joins the ride.
02:04People would come to Core Design with a concept or a game idea.
02:07So for a good four years, we were developing games,
02:10some of the old classics, Rick Dangerous and things,
02:12that sort of went out and that we developed,
02:13but not on a Core Design name.
02:16After years of developing,
02:17the brothers decide to come up with some concepts of their own.
02:20They release Thunder Hawk and a few other successful titles.
02:24And by the mid-1990s,
02:26the red-hot Core Design is adopted by gaming giant Eidos Interactive.
02:31And just in time,
02:33because the brothers are preparing to drop a bombshell
02:36on the entire video game industry.
02:39We sort of still have to wake ourselves up and pinch ourselves
02:42that we, you know, very sort of created this character.
02:47This character comes from a brand new concept.
02:51For the most part, the landscape of gaming was more of the same,
02:54meaning it was more of what people have been accustomed to
02:56from the Nintendo Super System and the Sega Genesis.
03:00People keep forgetting,
03:01this is the one that established 3D character-based action-adventure.
03:05This is it.
03:07There were lots of what we'd call first-person character games around,
03:10where, you know, you just, the eyes of the character,
03:12you don't actually see the body of the character.
03:14And we really wanted to move it to the next level.
03:16And where will this new character live?
03:18And we had this idea that we wanted to be a sort of an adventurer
03:21and we'd go to these strange, bizarre places in the world.
03:24So let's do it through a video game.
03:26And this new adventurer, what would he be like?
03:29And we wrote down things like we wanted the character to have an agility, a coyness.
03:34We wanted people to relate to the character.
03:36We wanted them to be vulnerable.
03:37We didn't want the character to be sort of a muscle-bound superhero.
03:41The closed minds began to open.
03:46And when we wrote all it down, it actually was a woman.
03:48The idea of having a woman play the lead character in an action game stirs controversy.
03:53We were very conscious that up until then, 95% of the game playing public,
03:59you know, sort of seven years ago, were male.
04:02And for them to have a female character was something very, very different.
04:05And people said we were mad.
04:07I mean, there was very heated discussions.
04:09Very revolutionary.
04:10And it was extremely risky at the time.
04:12Nobody realized what the impact would be on the game.
04:16A young graphic artist at court is given the lucky assignment of creating this female heroine.
04:22Keep in mind, the person who created Lara Croft was an 18-year-old boy from England.
04:27And like any 18-year-old boy, he has some images of women that, you know, pop up in his
04:33mind.
04:34And those looks are raising eyebrows, questions, and much, much more.
04:40And I get asked the question a lot, you know, proportionally, why does she look like she looks?
04:44It's done for a reason, and that reason being that, you know, proportionally, she's drawn like that
04:48so that actually people notice her features.
04:50And boy, do they notice.
04:52If we made her waist a little bit larger, she just looks like a cylinder.
04:56She looks like, you know, you don't notice anything.
04:58But this babe is more than just a smoking body.
05:03This character being sort of a gymnast, an athlete, that was something that we wrote down in this paper.
05:08We wanted this person to be able to jump large gaps.
05:11We wanted us to have that fluidity and slinkiness, really, and how she moved.
05:19Every hot-bodied virtual female ass-kicker needs a good name.
05:23How about Laura Cruz?
05:27We thought it would be far more attractive for the American people to pay an English character as opposed to
05:32an American character.
05:33So we changed the name to Laura Croft.
05:35We thought Croft was very sort of upper-crush British.
05:42Laura Croft is an heiress who turns her back on high society to explore archaeological finds across the world.
05:48The game, named Tomb Raider, offers a beautiful character set in a world of true 3D thrills.
06:01Suddenly, people could be in that room and they could look around.
06:05Whereas before, it would just be purely a 2D game which moved left and right to the screen.
06:08And it blends action and adventure like never before.
06:10You have these true 3D environments.
06:12You have a character that you can maneuver and control.
06:17It's time to debut the voluptuous heroine.
06:20We went to the Consumer Electronics Show and we displayed it and the buzz was amazing.
06:27Literally, the game took off.
06:29And it was just throngs of people in front of it.
06:33Tomb Raider is released on PC, Sega Saturn, and PlayStation in late 1996.
06:42Lara Croft sets out on her first adventure to find the Scion, a treasured artifact from Atlantis.
06:48The game creates its own category.
06:52It wasn't just fighting.
06:54It wasn't just role-playing game.
06:55It was all those together and formed a new genre, action-adventure.
07:00Cora was successful in being able to not only position the camera behind Lara Croft that she runs,
07:05to give these beautiful, panoramic, cinematic views.
07:10And those panoramic views of 15 massive 3D levels,
07:14as well as the smashing gameplay, propel sales.
07:19Lara's natural assets aren't overlooked either.
07:22When you go to see films, you don't see trusty old grandmas in the lead roles.
07:27You see beautiful people.
07:30In this case, Lara Croft's a female,
07:33so why not make her literally, figuratively bigger than life?
07:38But it's her ass-kicking mentality that really turns gamers on.
07:46She just takes no crap, for lack of a better word, from males.
07:55She's in there to win it.
07:56She basically enters every situation to come out on top.
07:59So make some room, boys, because Lara Croft has arrived.
08:04I remember going to the local store and seeing people walking out of the game
08:08and curing to buy the game, and I was just standing there thinking,
08:10this is so bizarre.
08:13Tomb Raider sells more than 1 million copies in less than 4 months.
08:18She was kind of a bigger-than-life force.
08:20She really drove with the boat, actually.
08:21So we just kind of hopped on and went along for the ride.
08:24But every good character needs a good nemesis.
08:27There was a site that was strictly set up to essentially exploit Lara.
08:42By January 1997, Lara Croft, the tough and sexy heroine of the Tomb Raider video game,
08:48has battled her way through controversy to find a spot at the top of the sales charts worldwide.
08:54It was even more of a phenomenon in the European continent.
08:58I mean, it crossed the European continent.
09:00In fact, Tomb Raider is a bigger deal in Europe than it is in the U.S.
09:03We knew at some point in development we'd got something special and different because there was so much interest into
09:09the game.
09:09But, you know, we were incredibly naive.
09:12Lara is an unexpected breakthrough.
09:15We were way undersupplied at the time.
09:17It took us forever to get back into stock.
09:19We just didn't know what the consumer was going to demand on this.
09:23The buxom babe is leading a revolution.
09:25The environments were so real.
09:29They're all so exotic.
09:31Lara Croft's been called Indiana Jane, the female equivalent of James Bond, and she very much is that.
09:36Tomb Raider goes on to sell more than 4 million copies,
09:40and its star appears on more than 40 magazine covers worldwide.
09:44Fans and her creators aren't crazy about her.
09:47People ask questions about her like she's real.
09:50They want to know where she is, where does she take vacations, where does she go away,
09:53what does she do in her spare time.
09:54My mom is very worried.
09:56I haven't had a date in a long, long time.
09:59Lara Croft is very, very real to me.
10:01My friends say she's too real.
10:04Since Lara's busy exploring the depths of the world and stuck inside her virtual environments,
10:09each year a lovely lass is chosen to represent her at special events.
10:14We have a little entourage that she travels with.
10:18It includes two makeup artists, a handler, if you will, and two bodyguards,
10:23because she really is swarmed up the show, and now people look forward to it.
10:27But some of the real-life Laras cause real-life problems.
10:31Rona, she just started saying that she was Lara Croft.
10:35And Lara wouldn't do that.
10:36Lara wouldn't open an EB store in Darby, England.
10:40And it's like, well, yes, she is.
10:44You're Lara Croft.
10:45We're paying you.
10:46Get your ass up there and open up that store.
10:49So, but she still was the best.
10:52Noah McAndrews was a fantastic model,
10:55until we found out one day when a playboy showed up on my desk with her on the cover,
11:02which was at first exciting, but then when you went and saw the pictorial,
11:06that's something Lara Croft would never do.
11:09Or would she?
11:10There was a site that was strictly set up to essentially exploit Lara and to show her naked.
11:16That was not how we wanted our image portrayed, really our corporate icon portrayed.
11:22And so we went after them with a vengeance, and we shut it down.
11:27Core Design is given a tough assignment by parent company Eidos.
11:31Deliver the next Lara game in time for Christmas 1997.
11:35Almost everybody expected a second game, which was strange to us,
11:39because we never even thought about doing one.
11:40What Eidos did was go back to Core and say,
11:44look, we've had the success, we've got to figure out a way that we can get this game year in
11:47and year out.
11:48We actually developed it over about a nine-month period, which was madness in hindsight.
11:52This time, Lara is teamed with a powerful partner.
11:56Well, right after Tomb Raider 1, we then signed in our exclusive agreement with Sony.
12:00And, you know, Lara became sort of an icon that was very much associated with Sony and with the PlayStation
12:051.
12:07For the core design team, making another Tomb Raider gives them a chance to take care of some unfinished business.
12:13There was so much that sort of ended up written on that sheet of paper that was there through the
12:18development
12:18that we didn't make it into this game.
12:21For the first time, the mystery behind Lara's missing locks in Game 1 is revealed.
12:27We had the ponytail in through all the development of the original game,
12:30and we just couldn't get it to work properly.
12:32It just would come through a body, go through a backpack.
12:35Miraculously, we went from having this long, lovely ponytail to sort of having a bob.
12:41Tomb Raider 2 is ready for the 1997 Christmas rush.
12:46They wanted her to have more purposeful sort of missions to be fighting against something.
12:52In the new game, Lara races from Tibet to Venice to keep the Dagger of Xi'an,
12:57an ancient icon possessing great powers, from falling into the wrong hands.
13:01Her motivation was the challenge.
13:04Very, very, I liked to Indiana Jones, it wasn't financial, it was none of that.
13:08You know, we always said she was very financially well off from her background, from her breeding.
13:12So her challenge and her motivation was really the buzz of the experience.
13:17Along the way, she must battle sharks, eels, killer dobermans, warrior monks, and crazed cult members.
13:28And Lara is the only character that could sort of save the world.
13:32With the new game comes a new wardrobe.
13:36We'd said, look, she's been to all these exotic locations in the world,
13:39and suddenly she's going to go into the ice and she can't have her little shorts, bless her, she's going
13:43to freeze.
13:44So we looked at, you know, the bomber jacket and different things that we could dress in,
13:48but that were still in character.
13:50Laura's modes of transportation.
13:54Lara, the boat, driving around Venice was so great for us to do.
13:58And technological advances refined the beauty's features.
14:02So, Lara physically, you know, she went from having sort of,
14:07I can't remember the exact number, but 180 sort of polygons,
14:10things that make her up, to maybe 200.
14:13So suddenly she became a little bit smoother.
14:15The extra polygons enhance Lara in more ways than one.
14:20Eidos releases her measurements as 38, 24, 34.
14:25This causes an uproar.
14:27Zee!
14:28She's unproportioned. That's not natural.
14:31You know, physics, it doesn't work like that.
14:33We never intended to be sexist.
14:34I hope we never came across as sexist.
14:36This was a character that we created and loved.
14:38I mean, we love Lara.
14:39And fans love Lara's new look and the new game.
14:43With smoother gameplay and more complex puzzles,
14:46Tomb Raider 2 sells more than 2 million copies,
14:49only weeks after its release on PC and PlayStation in November 1998.
14:54It's that horrible word, and it's that must-have.
14:57It was a must-have game.
14:58People that had PlayStation, and it became their lives.
15:01These people, I know people that took weeks off work
15:04and sat in a room, in a dark room, and played Tomb Raider.
15:07Other video game companies now have their own babe-like characters.
15:11Lara seems to have proven that girl power is dollar power,
15:14and that she is the reigning queen of video games.
15:18There are Lara Croft books,
15:19and plans are announced for a live-action movie featuring Lara's character.
15:24And the animated actress is invited on tour
15:27with one of the world's most popular bands.
15:30It's U2 on the phone. It's like, wow, you know.
15:34I thought it was a joke when I got an email from Adrian Smith at Core saying,
15:38Bono called us. He wants to have Lara Croft from the Pop Mark tour.
15:42You know, Paul, it's the tour with the huge video screens.
15:45They want to have Lara Croft on there.
15:47It's just like, you know, Christ, these are huge, huge, huge megastars,
15:50and they'd like to use Lara. It's such an honor, really.
15:54Lara's Invincible.
15:58In November 1998, Tomb Raider 3 Adventures of Lara Croft is released.
16:03Tomb Raider 3 had a lot of suggestions from gameplay that we took from the gamers
16:08and the folks from Core, you know, digested them
16:11and picked the ones that made sense and actually put them in there.
16:14Lara's new quest has her searching for an ancient meteor
16:17that possesses life-giving powers set in five dazzling new locations,
16:22like India, Antarctica, and England.
16:26Her look, she was further developed.
16:28She had more outfits.
16:30She became a little bit slinkier in a movement.
16:33We sort of reanimated, we reinvented it almost.
16:36We sort of re-looked at all of the moves that she'd had
16:39and changed them all.
16:40Let's meet the new, more limber.
16:43Lara, we introduced elements that we'd never had before crawling.
16:47We sort of went a lot more on the climbing element of it
16:49and the monkey swing element of it.
16:53New vehicles.
16:56And even more evil enemies.
16:59Initial sales are promising,
17:01but for the first time, reviews are less than glowing.
17:05You know, for me, as a consumer and player of the game,
17:08as well as obviously being responsible for it,
17:10I think the third was probably our weakest.
17:13Your perception is bad.
17:15I don't know about that.
17:16Lara's fans were disappointed,
17:18but nothing could prepare them for what would come next.
17:22Don't you think you've seen enough?
17:34By January 1999,
17:38the Lara Croft video game franchise is a goldmine.
17:41Lara Croft launched Eidos literally in 96,
17:47and we rode on the back of Lara
17:50to where in 1999,
17:53we were literally the fastest growing stock on the NASDAQ,
17:57the fastest growing company,
17:59mid-sized company in the world.
18:00Our stock went from something like 9 to 109
18:04in less than a year.
18:05Lara is a fantasy.
18:07She is what everybody wants to be, boy or girl.
18:12She represents, in a way,
18:14an Indiana Jones-type character
18:16where you can go out and find something,
18:18hunt it down,
18:20take care of the baddies,
18:21and then prevail over evil.
18:29Eidos' stock is soaring
18:30thanks to strong Christmas 1998 sales
18:34of Tomb Raider III.
18:35Soon after, however,
18:37sales of the new game begin to slow.
18:40We created very large environments,
18:43and we didn't guide them through enough.
18:45I think in hindsight,
18:46when we look back now,
18:47we gave them a key and we said,
18:48ha, go and find where you use this key.
18:50We didn't tell them,
18:51and they'd have that key for hours
18:52and they couldn't find where to use it,
18:53and it almost became frustrating.
18:55So when Tomb Raider III came out,
18:57how are you going to be able to continue
18:59those rates of sale with other games?
19:03So we purchased companies
19:04or we put other games in development,
19:07but nothing had the same impact as Tomb Raider.
19:11So you go back to core and say,
19:12well, we need Tomb Raider IV now.
19:14Tomb Raider The Last Revelation
19:16is released for Christmas 1999,
19:18but Laura's fans are more than frustrated
19:20by the fourth game.
19:22I don't think anybody was happy with the game
19:25at the end of the day.
19:26We felt our results could have been better.
19:28We were asking way too much of the team,
19:30expecting them to be able to put these types of games
19:32out year on year on year.
19:33We said, look, we've been everywhere.
19:35We've been into London,
19:36we've been into sewers.
19:37We said, let's get back to Tomb Raider.
19:39Let's go back to Egypt.
19:40Let's go back to where we started.
19:42But for Laura,
19:44going back to her roots
19:45will be her last adventure.
19:47She finally meets her match
19:48in an Egyptian tomb.
19:50So we came up with the idea
19:51of killing her off.
19:53Quickly, girl,
19:55before it collapses around you.
20:01We also thought we'd get a holiday
20:02if she wasn't around.
20:06We always thought
20:07that the consumers would never believe
20:08for one moment we're going to kill Laura off.
20:10But it gave us a clean slate.
20:12Although sales for the shocking sequel
20:14don't reach earlier records,
20:16Laura's fans do show up
20:18to bid her a final farewell.
20:22Everybody can say,
20:23well, it wasn't that great a game,
20:24but then you look at Tomb Raider 4
20:25and it still sold
20:27multiple millions of units.
20:28So it couldn't have been that bad.
20:29You know,
20:30the end of The Last Revelation
20:31was an important sort of milestone for us
20:33because that meant that
20:34the next generation games
20:35were being developed
20:36and being worked on.
20:37For years,
20:38the debate has raged
20:39over which actress
20:40will play Laura
20:41in the long-anticipated feature film.
20:44And the winner is...
20:46What was the most gratifying part for me
20:48is seeing Angelina Jolie
20:50portray those exact same qualities.
20:52You know,
20:52Angelina herself is like that
20:54from what I've heard,
20:56but she certainly portrayed Laura Croft
20:58in that way.
20:58She was kind of a
20:59take-no-prisoners gal,
21:01and that's Laura Croft.
21:03In a pleasant surprise for fans,
21:05Laura rises from the dead
21:07in December of 2000
21:08for the release of her next game,
21:10Tomb Raider Chronicles.
21:11We had sort of no intention
21:14of doing the fifth game,
21:15but it sort of meshed in
21:16with the development process,
21:17and we sort of had two teams,
21:19one team that were very focused
21:20on the next generation
21:22at that point.
21:23We had this idea.
21:24There were a few loose ends
21:25we wanted to tidy up.
21:27To the study, gentlemen,
21:28where we may pontificate
21:30over the day's disheartening events.
21:32And we did it as a flashback.
21:33We thought,
21:34let's go and do that whole sort of,
21:36you know,
21:36flashback thing with young Laura.
21:38This place gives me the creeps.
21:40There were holes in the Laura history
21:43which would never be filled,
21:44so you saw Laura as a 16-year-old
21:46where she met this character,
21:47Von Croy,
21:48who was her sort of,
21:49her mentor.
21:50You must stay close
21:52and follow my instruction.
21:54That plays a fairly big part
21:56in the next generation.
21:59Dead or alive,
22:01the games keep coming.
22:03A new Laura Croft game
22:04is announced for November 2002.
22:09It's going to be called
22:10the Angel of Darkness.
22:11It is Laura in a whole new light,
22:13in a whole new world.
22:14A little darker,
22:15a little edgier,
22:15a little grittier.
22:16She's not your brother's Laura.
22:19She's going to be a new Laura
22:21with a new look
22:22and she's in a lot of trouble
22:25and you've got to help
22:26get her out of it.
22:28Something happens
22:29in the beginning of this game
22:31which suddenly the world
22:32is out to get Laura
22:33which is totally alien to her
22:34and that means that
22:35the situation that she's in,
22:37what she has to do
22:37is very, very different.
22:39People are going to get
22:39a much more in-depth look
22:41at her personality
22:41and actually be able to
22:42experience her feelings,
22:44her fears,
22:45her likes,
22:45her dislikes.
22:46She'll be vulnerable
22:47for the first time.
22:48And for the first time,
22:50players will feel
22:51a special connection with Laura
22:52unlike any before.
22:54The Laura that you play
22:56will be potentially different
22:58than the Laura that I play.
22:59Not physically in looks
23:00but maybe in outfit
23:01but more so in ability.
23:03I might be able to run
23:04a little bit faster than you
23:05so I can get through that door
23:06that you can never get to
23:07because it closes before
23:08you get there
23:08but you might be inclined
23:09better than me
23:10so you can shimmy around
23:11that corner and drop
23:11into that room
23:12that I can't get into.
23:14So the pony-tailed heroine
23:16lives on.
23:17At least in some sort
23:18of alternate universe
23:19and in the hearts
23:21of fans worldwide.
23:23What does Laura represent?
23:24I think somebody
23:25that really knows her mind.
23:27She really has a zest
23:28for life.
23:29Laura Croft
23:30was not only a video icon,
23:32she was the digital diva
23:34and still is
23:35for all of computer technology.
23:36Even today,
23:37we've seen lots
23:38of the games come and go.
23:39They're always going to be
23:40the next sort of
23:41Laura Croft replacement
23:42and still today
23:43she reigns supreme.
23:46She is the industry icon
23:48for the next generation
23:49of hardware.
23:50Just now.
23:52Laura Croft is kind of
23:53a role model
23:54for women out there
23:55who find themselves
23:57sometimes in a male world
23:59where they can say,
24:00you know what?
24:01I'm my own woman.
24:02I don't need men.
24:03I make my own rules.
24:09Miss Croft.
24:12Give a girl a break.
24:13I make my own rules.
24:43I make my own rules.
24:46I make my own rules.
24:46I make my own rules.
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