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The evolutionary history of Lara in Tomb Raider: from triangles and mosaics, to roundness and fullness, the aesthetic fatigue of the original mosaic and polygon public and the beautiful fantasies brought by the movie, the decline and rebirth, the loss and rise we players have witnessed

author:Qijiu Game said
The evolutionary history of Lara in Tomb Raider: from triangles and mosaics, to roundness and fullness, the aesthetic fatigue of the original mosaic and polygon public and the beautiful fantasies brought by the movie, the decline and rebirth, the loss and rise we players have witnessed
Yesterday, the game "Sacred Sword Legend 3 Remake" finally arrived. With an excited mood, I took a photo in the qq group, which suddenly caused the group of friends to come out and blast up. Some amway game career transfer routes, some urge the author to hurry up to play, and then discuss and exchange ideas together, but more focused on a topic that the author did not expect... However, it is precisely because of seeing these discussions of the group of friends that I suddenly recalled that the other one gradually evolved from a mosaic to a real "flesh and blood" female character in the game - Lara Croft.
The evolutionary history of Lara in Tomb Raider: from triangles and mosaics, to roundness and fullness, the aesthetic fatigue of the original mosaic and polygon public and the beautiful fantasies brought by the movie, the decline and rebirth, the loss and rise we players have witnessed

The original game had to carry the pot

I still remember the first time I met this brave explorer on ps1, she gave me a lot of "wow". Standing in a crowded arcade room, watching adults clutching gamepads, causing Laura to flicker on the tv screen and fly over the wall, this left an indelible impression on the writer who was fashionable and young. A long braid, a blue vest and sexy brown hot pants, I believe this is in the hearts of many players of the same age as this author, Laura was also a very inherent image design at the beginning. Of course, the most profound part of the memory is probably Laura's angular and extremely hot "devil figure".

The evolutionary history of Lara in Tomb Raider: from triangles and mosaics, to roundness and fullness, the aesthetic fatigue of the original mosaic and polygon public and the beautiful fantasies brought by the movie, the decline and rebirth, the loss and rise we players have witnessed

This cosplay I give 10 out of 10

In 1996, with the game production team core design to bring the original "Tomb Raider" to the market, since then the most toss-up female explorer image in the history of the game has begun to gradually penetrate the hearts of the people. According to core design's vision at the time, Laura should have a fiery devil figure and an angelic beauty. However, limited by the level of hardware at that time, although Laura in the game was dressed sexily, her appearance was really completely incompatible with the word sexy.

A square face and a pair of "triangular weapons" that look like they can poke people to death have become well-known game memes that are still occasionally used by players as hot topics.

The evolutionary history of Lara in Tomb Raider: from triangles and mosaics, to roundness and fullness, the aesthetic fatigue of the original mosaic and polygon public and the beautiful fantasies brought by the movie, the decline and rebirth, the loss and rise we players have witnessed

SS version of Tomb Raider

However, it should be noted that Laura's debut is considered by many players to be on Sony's ps1, but it is not. At the time, the Tomb Raider ss version (Sega Saturn) was released a month earlier than the PS1 version of the game. According to core design's personnel, the studio signed an exclusive agreement with Sega at the time, allowing them to release the SS version of the game a month before the release of the PS version of Tomb Raider.

The evolutionary history of Lara in Tomb Raider: from triangles and mosaics, to roundness and fullness, the aesthetic fatigue of the original mosaic and polygon public and the beautiful fantasies brought by the movie, the decline and rebirth, the loss and rise we players have witnessed

Tomb Raider 1

From the current point of view, whether it is a 3D game on ss or ps1, I am afraid that it can only be described by polygons, mosaics and lotus roots. However, this was a very visual impact for players who were accustomed to 2D flat games at that time, and in that era, many 3D games such as Tomb Raider and Heavenly Curse began to emerge on the platform of PS1, which also heralded that the game's graphics were about to enter a new era.

Unlike Super Mario 64, which was released in the same year, Tomb Raider had a more solid sense of substitution and immersion, which dwarfed many of the games of the same type at the time. The big hit of the original game made core design quickly understand what this meant.

The evolutionary history of Lara in Tomb Raider: from triangles and mosaics, to roundness and fullness, the aesthetic fatigue of the original mosaic and polygon public and the beautiful fantasies brought by the movie, the decline and rebirth, the loss and rise we players have witnessed

Vehicles in Tomb Raider 2

I remember reading an earlier article that mentioned that core design expected the game to sell fifteen thousand copies on ss, and then fifteen thousand copies on ps, and they only expected to sell about five thousand copies on pcs. The number of the first orders greatly exceeded their expectations, reaching 300,000 copies. The following year (1997), Laura began her second expedition. Compared to the original game works, Tomb Raider 2 has made great improvements, such as the most intuitive visual effects, as well as a richer variety of map and vehicle designs.

The evolutionary history of Lara in Tomb Raider: from triangles and mosaics, to roundness and fullness, the aesthetic fatigue of the original mosaic and polygon public and the beautiful fantasies brought by the movie, the decline and rebirth, the loss and rise we players have witnessed

Tomb Raider 3

However, anything new after experiencing the initial surprise, there is always a time to calm down. The same applies to games from the Tomb Raider series. After experiencing the fire of the first and second generation games, the IP of Tomb Raider has been in the process of being squeezed. The new works in the game series are launched every year, which has some of the taste of "New Year goods" that we now call .

The evolutionary history of Lara in Tomb Raider: from triangles and mosaics, to roundness and fullness, the aesthetic fatigue of the original mosaic and polygon public and the beautiful fantasies brought by the movie, the decline and rebirth, the loss and rise we players have witnessed

Tomb Raider: The Final Revelation

For example, in 1998, "Tomb Raider: Unfinished Business" and the orthodox sequel to the series "Tomb Raider 3" were launched, in 1999, "Tomb Raider 2: Golden Mask" and "Tomb Raider: The Last Revelation" were launched, and in 2000, four game works were launched in one go: "Tomb Raider 3: Lost Artifacts", "Tomb Raider: Chronicles" and "Tomb Raider: Starring Laura Crawford".

Although the above game works are still very buying from the perspective of sales, the consequences of uncontrolled development have gradually begun to surface. Developers with short game development cycles and core designs are also experiencing long-term intense work and intense pressure. On the other hand, the market and players, in the face of the Ubiquitous Laura game works, also have a certain aesthetic fatigue.

The evolutionary history of Lara in Tomb Raider: from triangles and mosaics, to roundness and fullness, the aesthetic fatigue of the original mosaic and polygon public and the beautiful fantasies brought by the movie, the decline and rebirth, the loss and rise we players have witnessed

Angelina jolie

Legend has it that the creators of Tomb Raider had the idea of "ending" Laura, hoping to end Laura's adventures and use new game characters to continue composing the story of the series in Tomb Raider: Chronicles. But it is clear that this idea has not been realized.

Thankfully, this not only didn't happen, but it didn't last long. Because in 2001, on the bigger screen, Laura, played by Angelina Jolie, not only alleviated the aesthetic fatigue of players, but also pushed the series to the peak again. The film's premiere grossed $48.2 million, as evidenced by this.

The evolutionary history of Lara in Tomb Raider: from triangles and mosaics, to roundness and fullness, the aesthetic fatigue of the original mosaic and polygon public and the beautiful fantasies brought by the movie, the decline and rebirth, the loss and rise we players have witnessed

Laura's image is deeply rooted in people's hearts

With her iconic braided braids, vest and hot and sexy hot pants, this actress with a truly devilish figure and angelic face has allowed many players to see laura as the game character should look in real life and rekindle interest in the Tomb Raider game series. Of course, this naturally includes the author.

It can be said that Laura, played by Angelina Jolie at that time, satisfied all the author's fantasies about this game character, sexy, cold, healthy, decisive, these temperaments emanating from the characters, and the perfect integration with the game characters who had played before, and finally turned into a living picture, displayed in front of the author's eyes. By this point, I think many players, like this writer, exclaimed, "This is the Laura I want to see!" ”

The evolutionary history of Lara in Tomb Raider: from triangles and mosaics, to roundness and fullness, the aesthetic fatigue of the original mosaic and polygon public and the beautiful fantasies brought by the movie, the decline and rebirth, the loss and rise we players have witnessed

Tomb Raider: Dark Angel

However, no matter how brilliant Lara's performance on the movie screen is, it is difficult to save the fate of this series OF IP to decay. In 2003, with the release of Tomb Raider: Dark Angels, the reputation of the series finally fell to the bottom, with rough stickers and serious bugs, which disappointed fans who had been supporting the series. Studio Core and publisher Eidos have suffered unprecedented blows and setbacks, which has forced Eidos to re-examine the IP that once brought him and Core brilliant.

The evolutionary history of Lara in Tomb Raider: from triangles and mosaics, to roundness and fullness, the aesthetic fatigue of the original mosaic and polygon public and the beautiful fantasies brought by the movie, the decline and rebirth, the loss and rise we players have witnessed

Tomb Raider: Legends

This may be an outcome that all fans did not expect, and after seeing Tomb Raider: Dark Angel hand over that terrible sales report card, Eidos made a decision that surprised everyone. They announced that the next game in the series would be produced by American developer Crystal Dynamics, which caused panic and anger among many players at the time. But after the release of Tomb Raider: Legends in 2006, Crystal Dynamics proved with its work that it was a successful series reboot.

The evolutionary history of Lara in Tomb Raider: from triangles and mosaics, to roundness and fullness, the aesthetic fatigue of the original mosaic and polygon public and the beautiful fantasies brought by the movie, the decline and rebirth, the loss and rise we players have witnessed

Qte is cleverly used in the game, and the game's puzzle solving level is also very high, and the character design uses more polygons than in the previous games, which makes Laura look more realistic and realistic. The high level of game production has made Tomb Raider regain its reputation among players, and we seem to have seen the series recreate the scenery of the original 1996 game, but no one could have expected that this was just the beginning.

The evolutionary history of Lara in Tomb Raider: from triangles and mosaics, to roundness and fullness, the aesthetic fatigue of the original mosaic and polygon public and the beautiful fantasies brought by the movie, the decline and rebirth, the loss and rise we players have witnessed

The nascent Tomb Raider

Just after eidos was acquired by Square Enix, the Tomb Raider series once again ushered in a major turn. When the head of Total Dynamics first posted about Tomb Raider on se, he advised all players: "Forget everything you know about Tomb Raider, in this game we will explore a story that has never been presented before, and we will tell the origin of Laura." ”

The evolutionary history of Lara in Tomb Raider: from triangles and mosaics, to roundness and fullness, the aesthetic fatigue of the original mosaic and polygon public and the beautiful fantasies brought by the movie, the decline and rebirth, the loss and rise we players have witnessed

The image of Laura in the game is very pitiful

Admittedly, this is another reboot of the Tomb Raider series and another rebirth for Laura. In the "Tomb Raider" released in 2013, Laura faded the shell that players are familiar with, not as cold and arrogant as before, but more real. She is a survivor, a young girl, and a rookie with no adventure experience. She has to face the cruel living environment and tries to survive, but it is precisely because of this adventure that Lara has forged a strong personality that is different from others.

The evolutionary history of Lara in Tomb Raider: from triangles and mosaics, to roundness and fullness, the aesthetic fatigue of the original mosaic and polygon public and the beautiful fantasies brought by the movie, the decline and rebirth, the loss and rise we players have witnessed

Generations of Laura

From the beginning of the series to the present, the Tomb Raider series has accompanied players for more than twenty years. From core design to cryptocurrency dynamics, from eidos to square enix, players have witnessed not only the changes in this series, but also the epitome of the technological development process of the entire game industry. With the innovation of gameplay, the upgrading of graphics and sound effects, we witnessed a "angular" Lara, and truly became a "flesh and blood" battle angel.

The evolutionary history of Lara in Tomb Raider: from triangles and mosaics, to roundness and fullness, the aesthetic fatigue of the original mosaic and polygon public and the beautiful fantasies brought by the movie, the decline and rebirth, the loss and rise we players have witnessed

At the same time, I have witnessed the growth of Laura, the game character, in the new trilogy we see a more complete Lara, in the passage of time she has become more three-dimensional, more distinct, her life, her experience, all to the players to explain, whether from the game, movie or novel and comics, after fading all the symbols, she has been a living "person" in the player's heart. And all this is witnessed by our players...

The article is long, thanks for reading. Here is the game of Qiqi Jiu said, I am the silent wind, a love to write more fun of the otaku uncle, look forward to your attention and messages.

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