USATODAY
06/15/2001 - Updated 08:51 AM ET

Lara Croft's greatest leap

By Andy Seiler and Mike Snider, USA TODAY

Lara Croft is sexy. She's exotic. She's lethal. And until now, she has been trapped in the world of video games. But today at theaters nationwide, the buxom babe busts onto the big screen with Lara Croft: Tomb Raider. The adventure spans exotic locales from Cambodia to Iceland and involves, of course, raiding tombs, as well as thwarting a sinister secret society and, oh yes, saving the world.


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Though this is not the first time Hollywood has paired up with a popular video game series, it's the most buzzed-about union of the movie and gaming industries, which last year raked in more than $7 billion and $6.5 billion, respectively.

Unlike other game-to-screen vehicles, Tomb Raider looks like it has the makings of a massive opening weekend. Earlier attempts include such follies as Super Mario Bros., Double Dragon, Street Fighter and Wing Commander; but 1995's Mortal Kombat, the video game industry's first crossover success, grossed $70 million, enough to spawn a sequel and an animated TV series.

Most agree that Tomb Raider is a whole new creature, with its big budget (rumored to be $100 million), big-league director (Simon West of The General's Daughter, Con Air) and a fiery, sexy heroine embodied by Oscar winner Angelina Jolie.

"What Tomb Raider has that previous films from this genre have lacked is sex appeal," says Paul Dergarabedian of the Exhibitor Relations box office tracking firm. "The very thing that has made the video game so hugely popular is what will contribute to the movie's success. The Lara Croft character, as personified by Angelina Jolie, appeals to men for her sex appeal and attitude, and to women for the same reasons that the empowered female characters in Charlie's Angels and Crouching Tiger, Hidden Dragon brought women to theaters. This is what should enable Tomb Raider to transcend its video game roots and appeal to a wide audience necessary for box office success."

There are perils and pitfalls for a game character attempting the leap to cinema, say Tomb Raider producers Lawrence Gordon and Lloyd Levin. But Gordon insists, "It can be done. But you've got to understand: It's hard to make a good movie in any case."

One thing's certain: Gordon and Levin thank the day they found a muse in Jolie.

"We cast the right person," Gordon says. "That was the major, major thing we did right. Lately, I've been asking myself, 'Who the hell would have played this part if we hadn't gotten Angelina?' I don't know who we would have used."

Dean Takahashi, who covers the video game industry and technology for Red Herring magazine, agrees. "Casting is half the battle," he says. "Angelina Jolie is a reasonably good actress and will play the part well. So the film is going to be a big hit. It's more like, how can they mess it up?"

Part of what spurs such enthusiasm is the tremendous popularity of the source game.

Since the first Tomb Raider game was released for PCs in 1996, Eidos has sold 9 million games in the USA, accounting for more than $300 million. Worldwide sales have hit about $700 million.

"The game is one of those few things that comes along and captures people," says John Davison, editor in chief of The Official U.S. PlayStation Magazine. "Lara Croft is a very strong character, and the beauty of the franchise is that she has a certain presence that really works."

Groundbreaking game

Tomb Raider blazed new video game territory by bridging the gap between "puzzle-solving adventure games like (1993's) Myst and first-person shooters," such as Doom, says Steve Koenig, a senior analyst for research firm NPD Intelect, which tracks the PC/video game and toy market.

"It clearly has a cultlike following that has developed on this whole Lara Croft character," he says. "She has somewhat become larger than life."

When you play the video game, you see Lara — a shapely woman (another twist, as most game protagonists were male) in a bright aquamarine T-shirt and tiny khaki shorts. This third-person perspective allows gamers to see Lara and the environment she faces.

"Tomb Raider is fun. It has humor. You can shoot and blow up things. It requires patience and, of course, it has a sexy heroine ... a female version of Indiana Jones," says David Aaron Bailey of Harrisonburg, Va., who has a Web site devoted to the games. "She isn't a sidekick to a male like Jane in the Tarzan novels."

Says fan Jola Daniels, 33, of Wichita: "It is a hard game, but Lara moves like a real person. ... She is not just a view of the front of a gun. Lara can attract any kind of person. The story lines in the games have all different types of themes."

Even Jolie, whose physical regimen and capacity for doing her own stunts made headlines during the film shoot, says she is better at playing Lara Croft in the movies than she was at playing the game.

"I was never good at it, so I used to get really frustrated and want to throw it against the wall," Jolie says. "It's complicated if you fall off the thing, and it takes you forever to get around the wall to climb back up." (A cheat sheet enabled her to briefly triumph, then husband Billy Bob Thornton's kids wanted their turn.)

Tomb Raider director West immediately realized Lara Croft's appeal — and her potential for attracting audiences to a feature film.

"She happens to be cleverer and tougher and more skilled than all the men," he says. "The game was popular because it wasn't just a shoot'em-up thing. Women could project themselves onto the character and say, 'That's me,' and the guys got to look at a gorgeous, sexy girl in the middle of the action."

But gamers are so taken with Lara that the announcement of a live-action movie version sent many into despair because no mortal could do Lara justice.

With the landing of Jolie, Hollywood may have come as close as possible. Her rebel attitude — brandishing multiple tattoos, displaying a fiery attitude, making waves after kissing her brother smack on the lips after she won her Oscar, marrying actor/filmmaker Thornton (20 years her senior) — provides the proper edge needed for acceptance.

"Some don't care for Jolie, because they say she's not ladylike enough," says fan Daniels, who moderated a lively discussion about the choice on an unofficial Tomb Raider Web site (www.tombaiderchronicles.com). She adds that she has come around to the choice. Like Jolie, she says, "Lara is a little wild."

Producer Gordon, however, says gamers "gave us a rousing vote of approval."

"If they hadn't," he says, "that would have been our first mistake — and maybe fatal mistake, by the way."

The video game as art

Casting was only part of the battle, of course. Gordon thinks he discovered the secret to making a game work on-screen: Treat it "with the same reverence" as you would a well-received, best-selling novel.

"If we went in a totally different direction from the source material, we'd be murdered," he says. "So in our film, we played it straight. This is not a tongue-in-cheek film. Angelina doesn't play it campy. The action is not silly. It's not so intense. It's a PG-13 film. We have intense action, but it's not X- or R-rated action. We didn't want G, and we didn't want PG."

The filmmakers did their best to please more traditional gamers while giving the story a bit more attitude.

Says West: "I tried to apply what was good about the game but not try to have a game on the screen. Even if you've never heard of Lara Croft, it's still a strong film."

The basic biographical details behind Lara's character remain, but a battalion of writers embellished what was already there.

Her mother died in childbirth; her father, when she was a youngster. But Lara followed in her father's footsteps — much like Jolie did with her actor dad, Jon Voight, who plays her father on-screen in flashbacks and a time-traveling scene — and became a globe-trotting archaeologist.

She made the radical change from her pampered lifestyle when, at age 21, she endured two weeks alone in the Himalayas as the lone survivor of a plane crash. Already an extreme-sports expert, she developed into a wily specialist at recovering long-lost artifacts. Handy with pistols, Uzis and grenade launchers, Lara also has a quick wit.

Jolie as Lara is more hip and menacing, dressed in shades of black and gray, leaving video-game Lara's cartoonish aquamarine top and khaki shorts in the dresser.

Jolie sneers and laughs in the face of danger, an expansion of Lara's character. And in one of the final scenes, Jolie shows some devilish grit and gets blood on her hands, literally, with an almost savage move that video game Lara probably wouldn't execute.

The strategy to build on the game's foundation could satisfy the millions of video gamers who've helped make Lara an icon of the wired generation. But it will also need to lure those who've never seen her on smaller screens.

"There are not enough gamers out there to give us the gross we need," Gordon says. "Listen, we have to entertain everyone, and we have to make an exciting action-adventure movie. It's got to compete in a very big summer with very successful movies. The competition is mind-boggling."

Interest is high, say box office experts who track such things.

"I've never played Tomb Raider, but I'm dying to see the movie!" says Gitesh Pandya, editor of boxofficeguru.com. "I'm sure tons of moviegoers who have never played the game will see this film because it is, after all, a big-budget summer action movie that looks cool. Tomb Raider should perform (at the box office) less like a video game adaptation and more like comic book adaptations such as X-Men and Batman."

Hard-core gamers worried

But some die-hard fans worry that moviegoers will get a sanitized version of Lara. Video game industry veteran Mike Wilson hopes that the filmmakers don't "blow what could have been a classic action movie" by muting the violence.

Wilson, who joined id Software when it was creating Quake, the successor to 1993's 3-D action game Doom, understands that filmmakers feel pressure to tone down violence after shootings at Columbine and other high schools. Such tragedies have "certainly moved Doom the movie from the front burner to the back on more than one occasion," says Wilson, now CEO of GodGames, which publishes games such as Max Payne and Rune.

Doom: The Movie?

Yes, Tomb Raider represents just the beginning of what could be a renaissance for movies based on video games. Doom has been in the planning stages for six years, and while it is no longer in active development, id Software CEO Todd Hollenshead says, "We're working ... to finally get it made."

Others have had more luck in their path to the big screen. (See sidebar, 3E) Final Fantasy: The Spirits Within, based on Square Soft's Final Fantasy series of games, opens July 11. If both Tomb Raider and Final Fantasy do well, even more games could see action.

"Heads start to turn and ears start to turn up when they hear that 3 million people bought (the acclaimed 1998 PC game) Half-Life and are totally into it," says Doug Lombardi of Valve Software. "When people in the movie industry start to hear numbers like that, they obviously start to say, 'Hmmm, maybe this is something that would work as a movie.' " (Lombardi says actor Chris O'Donnell already wants to play Half-Life's heroic scientist, Gordon Freeman, if it heads to Hollywood.)

Golden age of game films?

This coming wave of games could fare better than past efforts because game creators now are focusing beyond the eye candy and developing better stories.

"Honestly, most developers/publishers don't put a strong focus on characters like they should," says Scott Miller, CEO of 3D Realms Entertainment, which created Duke Nukem and produced Max Payne, both movie prospects at Miramax's Dimension Films.

He points out that many games simply do not translate to the big screen. "Super Mario Bros. was a clear example of that. Really, Mario doesn't have much of a character, so there was nothing for a movie to be based on."

The approach that 3D Realms and Finnish game creator Remedy Entertainment took for Max Payne was different from the very start of the game. Miller says, "Everything was tailored for Max to hit the big time."

Payne is a cop working undercover within an organized crime family, but his family is murdered, he gets framed for his boss' murder, and he's wanted by the police and the Mob.

"It's this premise that Miramax loved," Miller says, "and Max Payne is the first game to be signed to a movie deal before the game is even released and proven itself to be a hit."

Games also have become more ingrained in the culture and therefore seem more accessible to movie executives. "Some of the people who are trying to do this now are a little more hip to what the games are all about," says Scott Faye of Hollywood-based Collision Entertainment, which has helped connect gamemakers and studios. His company is involved with producing several games-to-movies, including Max Payne, which Faye hopes will become "a Dirty Harry-type franchise."

But the franchise-in-the-making at the moment is Tomb Raider. Ironically, in Tomb Raider: The Last Revelation, released in late 1999, the game ends with Lara presumed dead, though she's expected to resurface in 2002 in a "next generation" game, says Eidos spokesman Bryan Davies.

In the meantime, this film will spawn books, posters, clothing, lunchboxes and other assorted merchandise, not to mention TV adds for tie-ins with Pepsi, Taco Bell, Ericsson and Land Rover.

The hype could land Lara millions of new fans and conquer the video-game-movie hex.

For some gamemakers, that will be a somber moment. "Turning a highly evolved game heroine like Lara into a movie character — that's de-evolution," says Jeff Brown of game publisher Electronic Arts. "Movies and television are a step backward; the games we make, the interactivity and intensity of the experience, are years beyond."

Oh, by the way, his company's game The Sims is being considered for a TV show.

Contributing: Kelly Carter