The Power of Lara Croft: Feminist Figure or Sex Object?

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The Power of Lara Croft: Feminist Figure or Sex Object? “Lara is everything that is bad about representations of women in culture, and everything good…” (182). This is ultimately the response that Maja Mikula gives in her essay Gender and Videogames: the Political Valency of Lara Croft to the question pertaining Lara Croft being either a feminist icon or sexist fantasy in the video game Lara Croft: Tomb Raider. An answer similar to what her creator, Toby Gard, held in his interview with The Face magazine: “Neither and a bit of both.” For the feminists, Lara has potential to project a positive image and a role model aura; yet she is limited to being a sex symbol. It is a question that is often reduced to trying to decide whether she is a positive role model for young girls or just a perfect and artificial embodiment of a male sexual fantasy for the boys. Lara Croft was first introduced in the 1996 videogame Tomb Raider as nothing more than a female portrayal of Indiana Jones. She does things men like (exploring, shooting, fighting) and looks the way men like (big breasts, small waist, long dark hair). She is a product from the videogame creator Toby Gard, who states that he designed her to be intelligent, tough, and self-reliant with an incredible figure; “the perfect and untouchable fantasy girl” (181). “She is a sole survivor of a plane crash, who used her wilderness skills to stay alive for two weeks” (181), she becomes a trained rock climber, expert shooter, motorcyclist, and archaeologist. These qualities are what give feminists reason to praise her as a role model. However, why do independence, cleverness and strength have to come with an unreal, molded, and perfect body to the eyes of men? Media is sending a message that a girl’s power lies in her body. Solemnly the idea of men literally controlling Lara Croft’s body, “perfect fantasy girl”, gets those

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