Shadow of the Tomb Raider and the Human Impact of Archaeology
Concept art courtesy of Eidos Montreal
This past E3 I got a chance to play a demo of Shadow of the Tomb Raider, the third installment in the series reboot since its initial debut back in 2013. In this latest sequel, the game travels to the legendary city of Paititi, blending aspects of both Mayan and Incan cultures as the backdrop to Lara Croft’s adventures in Peru. With input from academics and historians, the developers have blurred the line between the factual and the fictitious, skirting the edge of plausibility to make a game that feels real, but without the added weight and time needed to faithfully create a more authentic experience. It raises the question if cultural appropriation can occur within a fantasy scenario. If so, does accuracy do more harm than good?
The tutorial section of Shadow of the Tomb Raider that I played began with a hefty disclaimer featuring wording I hadn’t seen on a pre-demo screen before, declaring that the content of the game was created with the consultation and input of historians. The demo ended with a montage sequence that I found very interesting, one that culminates with a scene in which Lara, who has traveled to Peru in search of a Mayan relic, is confronted for her tomb raiding for what appears to be the first time. The brief confrontation demands that Lara reconsider her pursuit of the paramilitary organization Trinity and reflect on her role and the impact her actions have had in the ensuing conflict. As it unfolded, I was fascinated—in the many years that Tomb Raider has existed, and in all the games it has inspired, I’ve never seen their inherent brazenness challenged. Perhaps with this game Eidos Montreal and Crystal Dynamics might try to dismantle the white savior trope so epidemic in the one-person power fantasies of videogames.
After the demo, I was able to talk about this with Shadow of the Tomb Raider narrative director Jason Dozois, who went into more detail about the historical consultations that went into preparing for the game and Lara’s personal journey. He told me that as she enters this next phase of her career, Lara has been humbled, despite her initial arrogance going into the conflict she creates in Peru. “We’re having her confront the fact that if you don’t come prepared, if you don’t know what you’re doing, it can have disastrous consequences for not only yourself. She’s put the world in danger for her lack of understanding or respect for what she’s getting involved with,” Dozois said. “What we wanted her to learn through this story is realizing there’s a human cost to these things. Early archaeology was all about possessing and going in and taking it, let’s bring it to a museum. Now archaeology today is about preserving history and celebrating and finding it and protecting it, so things are staying with the people now. So this is kind of the journey she’s on here, to realize that archaeology is not bad, archaeology is good, but it can be used—tomb raiding can be possessive, it can be oppressing people, and tomb raiding can also be about protecting it, and conserving the history of that, and that’s kind of the arc we have her on.”
In the course of retrieving a Mayan dagger, Lara ends up in Peru. Dozois and his team explored this logistical technicality with the help of historians. The goal was to create a scenario that was realistic but not so committed to fact that it stood in the way of what the game wanted to do.
“We wanted it to be fact-based, but still fiction,” he said. “So we wanted it to feel as real as possible, but the myths we’re using, they’re a mash up of different things because we have compressed time to tell the story, we want to tell an emotional story, it’s not like, ‘let’s go into the time machine and see what it was like in the past’, this is a ‘what if’ situation, so we consulted them on the plausibility of people coming from Mexico all the way down to Peru—would that be plausible? Well there’s no evidence that’s ever happened, but it was plausible. Then it’s a ‘what if’ question, ‘What if a group came down? What if they had this powerful artifact? How would they set up a city to protect it? How would they do that? How would those—what would the districts be, how would you feed these people?’ So that was all historically inspired, so the layout of Paititi, the architecture, and all the different districts, that was the biggest influence, for us to create a place that felt real.”
In the game, Lara attempts to keep the dagger out of the hands of Trinity, triggering the Mayan apocalypse. The irony, of course, is that whatever her intentions, she only makes things worse. In the scene I’d witnessed during the demo, her companion Jonah finally confronts her for the effect her meddling has had, telling her that it’s not always about her. It is key to Lara’s arc during Shadow of the Tomb Raider. Dozois continues, “When you saw the scene on the rooftop there, Jonah wonderfully says, ‘Not all of it is about you, you don’t know that you caused all of this.’ There’s a lot of uncertainty with her…because she’s been so reactive for so long, just trying to get to the next step. To me it’s the difference between tactics and strategy; in strategy you have a goal and you know what you’re doing, [whereas] she’s super tactical and she’s so competent that she can be a danger. A hero can be a danger. She needs to learn the human impact.”
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