We ll Meet Again Don t Know Where Don t Know When Death Animation

Over the course of the last three Tomb Raider games, I have seen Lara Croft impaled on a spike. Watched a tree co-operative jut through her jaw. Seen her writhe in pain as her breadbasket is pierced by a metallic bar. Watched her pelvis get obliterated under the weight of several boulders.

These gruesome decease scenes that play just before y'all get a "game over" accept been part of the Tomb Raider Dna since 1996, when watching her rag-doll trunk crumple into a messy pile after a botched leap was just part of the experience.

But while the franchise has changed a lot in its many sequels and reboots — sometimes for the better, with Lara having more realistic proportions; and sometimes for the worse, with bodily tomb raiding becoming optional content aslope endless murder — these death sequences are one thing that take stayed the same.

And with all the advancements in tech — did you lot know at that place's a existent-time physics simulation dedicated to rendering Lara's ponytail? — these scenes have become so realistic that they've most tipped into beingness creepy torture porn.

At present, I'one thousand not a prude. I'm downwardly for protagonists' fierce death animations that crop up in games like Expressionless Space two, where Isaac tin can exist stabbed in the middle if you balls up a particular minigame. And Resident Evil four, where Leon's head tin can be lopped clean off past a madman with a chainsaw.

And they're horrible, and I'll wince like the infant that I am, merely they totally make sense, and I wouldn't call for them to be toned downwards. These are horror games, later on all, and they come up from a lineage of horror movies where gruesome violence and bloody giblets and organs flopping out all over the place are a genre expectation.

The Tomb Raider games, however, are far more activity adventure and manifestly inspired past the Uncharted games — games that don't feel the need to evidence Nathan Drake's bloody corpse writhing in agony on a rusty spike after you spiral up a spring.

Now, okay, this nearly recent Tomb Raider trilogy did start a bit more than grisly, I'll admit. The beginning game, from 2013, kicks off with Lara hanging upside down from a rope. And when she frees herself, she falls downwardly and gets a bit of rebar through her gut. Yowch. She then almost freezes to death before she finds a campfire, and almost starves to death before she kills a deer.

Merely this has ever felt a flake apartment to me, because this is all just thematic trappings on an otherwise standard shooter. This isn't some survival sim; there'south no hunger meter. In that location are generous checkpoints. And Lara has more ammo than Walmart, and then you're rarely scrounging for bullets.

The theme is writing checks that the design can't cash, creating an incongruous mix between gameplay and narrative. And those grisly decease scenes — followed by an immediate return to the action from simply 10 seconds previous — are the well-nigh jarring reminder of all that Tomb Raider is trying to exist manner more hardcore than it really is.

And it's especially obvious in Ascent of the Tomb Raider and Shadow of the Tomb Raider, where the survival theme is removed completely. Lara is now a merciless killing machine, who leaps out from bushes brandishing a machete and strings enemies up in trees with her bow. She's the apex predator at present, and yet the designers are still finding new ways to suspension and bloody her.

When I tweeted about this issue, and how I'm uneasy almost these death animations sticking effectually, I got a number of interesting counter-arguments. Those grisly deaths, said some tweeters, should make you not want Lara to die. A sort of psychological trick to make you play better.

But, uh, not dying is kind of the whole point of the game. I don't want to dice, because I desire to get to the next part of the game.

And besides, these death animations don't crop up in the gainsay — where Lara has a wellness bar (of sorts), and so you get a number of chances to make mistakes and can hook your way back from the brink of expiry if y'all play better. They simply appear in the platforming sections, where a unmarried incorrect button press tin can be the difference betwixt life and death.

Plus, highly viewed YouTube compilations of Lara's deaths advise that they might actually have the reverse effect for a certain subset gamers, who will actively try to kill Lara to see all of her unique expiry animations. Gotta grab 'em all.

This is a little weird, right?
YouTube

I as well got told that these death animations really sell your failure and tell yous, in no uncertain terms, that yous screwed up and that you need to exist better. But in that location are plenty of ways to accomplish this without resorting to graphic violence.

Expect to the Batman Arkham games, where the game-over screen sees a villain, like The Joker or The Penguin, mock Batman. This should make you lot want to try again and wipe that smug expect off their faces.

Other games show you lot the consequence for messing up. Similar in Majora's Mask, where you get to meet the moon crash into Termina and wipe out the townsfolk. You become to see, plainly, why you lot demand to brush yourself off and proceed playing.

Other games still show friendly characters lamenting to your death, from Metallic Gear Solid characters yelling "Snaaaaake!" over the codec organization, to Elena in Uncharted crying out, "Oh god, no, Nate!" Information technology's a stark reminder that you're letting your pals down if yous don't try again.

Actor expiry is certainly a weird thing for designers to reconcile. In nigh games, information technology's a baroque pause of the fourth wall: a reminder that the actual plough of events will see Lara Croft narrowly avert death at every plow, and that your screw-ups are just a non-canonical, "what-could-have-happened" dream sequence of sorts. They don't make much sense. One game did discover a way to explain it, however.

But there's loads of ways to make failure feel unwelcome, and no ane says you lot need to testify your hero'southward bones shoot out of her shins to do information technology.

Failure doesn't need a cinematic

Of course, the virtually constructive way to handle this is often through gameplay. No one wants to dice in Dark Souls, and every death is a kick in the gut.

But not because you come across your graphic symbol torn to pieces. In fact, deaths in the Souls games are mostly anemic affairs that simply encounter your hero slump downwards in defeat. Information technology'due south considering yous've just lost loads of progress and are close to losing loads of souls. That hurts way more seeing a character's esophagus become friendly with a tree branch.

Now, the affair I haven't mentioned in all of this is that, yes, these grisly death scenes are particularly weird considering Lara Croft is a adult female.

She's every bit equally powerful, resourceful and agile as her male counterparts, but where Nathan Drake and Main Master and Agent 47 and Solid Serpent and Kratos and Link and Gordon Freeman simply get knocked off, Lara Croft needs to be beaten up, bloodied, impaled and garroted for all to run across.

And when these animations are made by a majority-male person development crew, for a majority-male audience, under the shadow of all sorts of nasty tropes that come across women suffer on screen, information technology's understandable why so many people feel uneasy about these scenes.

In that location's as well that awkward quote from Tomb Raider 2013's executive producer Ron Rosenberg, who said, when asked by Kotaku whether it was hard to develop for a female protagonist, "When people play Lara, they don't really projection themselves into the character. They're more like 'I want to protect her.' You lot showtime to root for her in a way that you might non root for a male character."

Yikes.

Ultimately, this is probably merely a case of developers making the wrong telephone call well-nigh which things need to exist part of Tomb Raider DNA and which don't. The devs decided that Lara doesn't need to find medkits anymore, her boobs tin can't be fatigued with a ruler anymore, and she no longer moves similar a tank ... but perhaps these grisly expiry animations should also exist forgotten? Particularly when there are as well then many improve means to get the aforementioned information across.

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Source: https://www.polygon.com/2018/10/11/17961496/tomb-raider-death-animations

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