Wednesday, November 18, 2015

The Rise of Tomb Raider and Transmedia

In a world where numerous technology and animated ventures are possible, the ways of multimedia have inevitably transformed. Multimedia was a term that was used to refer the way a story could be produced to the public through a newspaper and, at the same time, reproduced through a different medium such as a television or radio. This showed the growth of media and how it was capable of crossing various outlets. With time, the vines of linear story-telling outgrew the “multimedia” sphere and spread to what is now known as transmedia. Transmedia is described as a story that “unfolds across multiple media platforms, with each new text making a distinctive and valuable contribution to the whole” (Jenkins, 97). Using transmedia, plot developers are now given more creative and economic opportunity. 
The Evolution of Lara Croft
 One media franchise that has utilized transmedia story telling is the Lara Croft Tomb Raider franchise. Today she remains a dominant female character in the gaming world. She is depicted as an intelligent, beautiful, highly-skilled, and athletic archaeologist that engages in dangerous missions. Starring in Tomb Raider in 1996 and created by Core Design, 21 year old Lara experienced a plane crash in the Himalayas and was forced to learn how to survive. Since the 1996 release, at least ten more interactive games have been created. A renewal of the video games was employed, and Tomb Raider (2013) debuted a new Lara Croft, shipwrecked on Yamatai Island and forced to become a survivor.  Most recently, Rise of the Tomb Raider (which was released about a week ago) is the second adaptation of the renewal of the video game series.
 Because of the popularity that Lara demanded in the gaming world, more of her adventures were chronicled in comics. The older comics, published by Top Cow Productions, ran from 1999 to 2005. As Jenkins stated, “A good transmedia franchise works to attract multiple constituencies by pitching the content somewhat differently in different media” (Jenkins, 98). Now viewers were not only limited to game play on a screen, but could follow Lara on paper and in books. The Man of Bronze is the “third exciting book in bold new series of Lara Croft novels tying directly into the popular video games” (Tomb Raider Chronicles). In addition, Dark Horse comics became the new publishers of Lara’s comics, and chronicled her time coping with survivor’s guilt after Yamatai between Tomb Raider and Rise of the Tomb Raider. While using another media platform to connect the video games, the developers of the comics and books added new dimensions to Lara’s world, “further expanding the range of potential meanings and intertextual connections within the franchise” (Jenkins, 115). This gave fans a chance to participate and still keep up with their favorite heroine while waiting for the next release of a Tomb Raider game.
Tomb Raider Comic

 Due to the phenomenon of the franchise, it wasn’t surprising when it became the plan to move Lara Croft to the big screen. With Angelina Jolie stepping into Lara’s combat boots, Lara Croft: Tomb Raider (2001) pulled in a little over $131 million (Numbers.com) in the domestic box office. Whereas, Lara Croft: Tomb Raider: The Cradle of Life raked in less than half the debut film, with $65.6 million in the domestic box office (Numbers.com). Jenkins explains that the reason for the failure of sequels is due to “franchise products [being] governed too much by economic logic and not enough artistic vision” (Jenkins, 107) At this point, it was all about getting Lara out on every platform possible while promoting the franchise- making the economic gain outshine actual theatrical perception.
 The branching out of Tomb Raider didn’t stop there. Tomb Raider games became available on Nintendo and hand held devices such as Nokia N-GAGE and Pocket PC in 2002. By spreading the story of Lara onto devices that were easier to access, creators of the game are hoping that “you would play the game and that would motivate you to watch the films with this new piece of knowledge which would shift your perception of what has happened in the previous films” (Jenkins, 127). Because the games were made available on handheld devices between the release of the movie franchise, this was a strategic plan to draw more attention to the franchise and Lara Croft: Tomb Raider: Cradle of Life. Now, in the wake of the renewal of the video games, apps such as Lara Croft Go and Lara Croft and the Guardian of Light are available for iPhones at $4.99. Rather than in multimedia, where the story of Lara could have been told in one game or in a book, she now has all of her life’s adventures chronicled through novels, comics, movies, games and apps- further showing the complexity and power of transmedia story telling.
Angelina Jolie as Lara Croft in Lara Croft:Tomb Raider

Transmedia story telling also gave the Tomb Raider franchise legs on social media. Staying true to 21st century fashion, @tombraider is the official account that keeps fans updated on news regarding game play and Lara Croft. The very creation of this Twitter page allows for a bridge of communication between franchise and fan base. This engages participation among fans and spectators, to Tweet and voice their opinions or concerns about anything pertaining to the franchise. Even in game play, the success of the franchise relies on the interactivity between the gamer and Lara.  When playing the game “the very effectiveness of the experience depends on you becoming Lara Croft… Every choice she makes, whether to shoot, to leap, to run, to change weapons, is your choice” (Transmedia Journalism). During the game and developmental stages of new media for Tomb Raider, the public is now given more opportunities for participation.
The new Lara Croft in Tomb Raider (2013)

The use of various platforms in transmedia benefit the story of Lara Croft by expanding the story telling world. “With transmedia we no longer tell just one story. We tell many stories that put the flesh on the bones of a storyworld” (Transmedia Journalism). While the increase of platforms increases the number of stories being told, some die-hard fans of a franchise may be more well-informed than others when watching films or following the franchise’s series. “New Hollywood demands…that we do research before we arrive at the theater” (Jenkins, 106). Also, using more modern things such as apps, Twitter, and new video games with modern plots, the Tomb Raider franchise has made Lara Croft available to a completely new generation. In this way, the various dimensions of transmedia prove to be the ultimate titan in story-telling.

Bibliography:
"Box Office History for Lara Croft Movies." Lara Croft Franchise Box Office History. N.p., n.d. Web. 18 Nov. 2015.
Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006. Print.
Moloney, Kevin. "Agency, Game, and Transmedia Story." Transmedia Journalism. N.p., 14 Sept. 2011. Web. 17 Nov. 2016.
"Multimedia, Crossmedia, Transmedia... What's in a Name?" Transmedia Journalism. N.p., 21 Apr. 2014. Web. 18 Nov. 2015.
"Tomb Raider Chronicles." Tomb Raider Chronicles. N.p., n.d. Web. 18 Nov. 2015.

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