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How about a name for this feisty lady?
Choosing a name for the soon-to-be cyber heroine was a
huge responsibility. The name has to appeal to the
public. A few names were produced one of which was
Laura Cruz. This was then changed to Lara Cruz as the
American fans couldn't pronounce Laura! "They couldn't
get their head around it. Its the way they pronounce
the 'aur'. It gives you a headache" says Jeremy. "I
didn't like the fact that she was named Cruz because it
didn't fit in with making her English" said Gard. Gard
and Smith sat down and went through a phonebook to find
the perfect surname for Lara. I think we all know which
surname appealed to them... Croft became the surname of
the heroine. It was quite similar to Cruz and had an
English quality to it.
"She
was made to be as quintessentially British as possible.
Its generally held that unless you have an American hero
you won't be able to sell a game in America. I thought
that by deliberately reversing as many rules as
possible, a female, strong but not tarty. A British not
American lead character. and American not British
villains, we'd make something that was unusual and
fresh" said Gard.
The look of a heroin
The
design process for Lara Croft was a very slow one.
Several months of designing and re-designing still
hadn't produced the Lara that we know today. "I wanted
a character who was really spunky, a lot of attitude and
very cool in their own right. I'm the type of person
who can't live with characters or designs for very long
if I don't feel confident with them. So she did change
a few times. She went through three distinct designs
before I settled on the last one. She went through a
period of wearing slightly more military-looking
clothes, but she looked too Nazi-like. For a while she
looked like Neneh Cherry with baggy trousers and crop
tops, but before long she found her hot pants and
leotard and away we went".
An
initial look for Lara was a very 'manga' style design.
"If you look at the very early models of Lara she has a
very big head. Her head is massively out of proportion
to the rest of her body. Toby did this. He accentuated
all her features. So the initial look was much more
of a
manga look. We toned that down because people's tastes
change. Toby would have pushed that manga look all the
way, but luckily the Playstation and our technology at
the time couldn't do it."
Once
Toby sketched Lara in her now trademark outfit he knew
he'd found his star. "The very first drawing of her
wearing the famous costume, that was it, I elaborated
from there. There was really no sexuality in the game
apart from the fact that she was quite well built, well
put together. I think that all characters need to be
visually appealing, whatever it is it has to be
something that people will want to look at and find
interesting."
As
time went on Toby started to refine the look of the
Manga Lara into the character we know today. Due to
restrictions with technology at the time, Lara was not
able to sport her ponytail in the game, instead her hair
was cut short and tied at the back. This was fixed in
the second game of the series "Tomb Raider 2 : The
Dagger of Xian".
The perfect packaging...
So
the game was made, nearly 3 years after the first
proposal for the Tomb Raider series Gard and the rest of
the Core Design team had taken bold steps and risked a
lot. Composed music, designed levels, designed
characters and a lot more. Now for the final task of
making the game: The packaging and promotional work.
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