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Lara Croft from the 2013 Tomb Raider Survivor Trilogy with text overlay: The Psychology of Lara Croft

The Psychology of Lara Croft: PTG and the Survivor Trilogy

There are so many games with platforming, physics puzzles, and a balance between RPG and intellectual challenge. Existing at the cross section of therapy and geek culture, video games can often be used in therapy to help people explore the elements of their enjoyable activities while discovering valuable challenges for their won personal growth.

As a licensed counselor and geek therapist, it is common to see games that are fun for a while but fade into obscurity months after release. I often spend time wondering what value each new game has for me and others who download them.  I have explored hundreds of games with clients, bringing new focus to what those games do to us psychologically.

Very few of them have done what the Tomb Raider Survivor Trilogy did.

I am not talking about the original Lara Croft. The one from 1996 with the impossible proportions and the attitude of someone who had never failed at anything. She was iconic, but she was not psychologically interesting. Nothing stuck to her. The developers who made the 2013 reboot actually had a name for that version of the character: Teflon Lara.

What Crystal Dynamics built in 2013 was something different. They built a person who could be broken. And then they built a trilogy about what that costs.

I am currently writing a chapter on Lara Croft for the upcoming Psychology of Heroes anthology from Leyline Publishing, the same publisher behind my book The Gamer’s Journey. The framework I am using for that chapter is Post-Traumatic Growth Theory, developed by psychologists Richard Tedeschi and Lawrence Calhoun. And the more time I spend with this trilogy in that framework, the more convinced I am that it is the most clinically honest portrayal of trauma and identity in gaming history.

Here is what I mean…


What Post-Traumatic Growth Actually Is

Post-Traumatic Growth, or PTG, is not a feel-good reframe of trauma. It is a clinical framework that describes the genuine psychological change that can emerge on the other side of a devastating experience. Tedeschi and Calhoun identified five domains where growth tends to appear: personal strength, new possibilities, relating to others, appreciation of life, and spiritual or existential change.

The critical word in that sentence is can. PTG does not happen automatically. It does not happen quickly. And it does not erase the wound that preceded it. The research is clear: growth and pain coexist. The person who grows is not the same person who existed before the event. Something was lost in the process of becoming someone who could survive it.

That is exactly what the Survivor Trilogy is about.


Yamatai: The Inciting Wound

Tomb Raider (2013) begins with a 21-year-old Lara Croft on her first expedition. She is the one who convinced the crew to sail into the Dragon’s Triangle. She has ambition and intelligence and absolutely no preparation for what is about to happen.

The ship goes down. Lara wakes up captured, bound inside a cocoon, suspended upside down. Despite her turmoil, she escapes by swinging her body into a fire. Her instinct to survive has gotten her through her first challenge, but nothing will be easy about the road ahead. In freeing herself, she falls and impales herself on a rebar spike. The game gives you the button prompt to pull it out.

This is deliberate. The game is not just showing you her pain. It is making you participate in her survival. You are not watching a hero. You are pulling rebar out of her side and choosing which direction to limp.

This is what distinguishes the Survivor Trilogy from most gaming protagonists: the vulnerability is not a prologue that gets resolved. It is the point. Lara Croft never stops being breakable. She just gets better at surviving the breaking.

Her first kill is a man named Vladimir. He attacks her. She gets the pistol away from him in the struggle and shoots him. Realizing how easily the fire of life can be snuffed out, she vomits. Her tears are unleashed as she pleads she is sorry. The moment of despair ends, and the game continues.

The interval before the second kill is very short. The emotional register drops off almost immediately. This is not a flaw in the writing. This is what adaptation under threat actually looks like. The game does not give her time to process. Neither does the island.


Survival Identity and What It Costs

Erikson’s model of identity development describes a person building a coherent sense of self across the lifespan through a series of developmental challenges. What the Yamatai sequence does is compress that process violently. Lara does not have the luxury of gradual identity formation. She has to become someone capable of killing, capable of loss, capable of continuing, all within hours.

Conrad Roth, her mentor, dies taking an axe that was meant for her. He tells her she can do this as he is dying. She takes his climbing axe and carries it for the rest of the trilogy.

That axe is the most efficient symbol in these three games. It is a weapon, a traversal tool, and an inheritance from a dead man who believed in her. Every time she uses it to scale a wall or fight an enemy, she is carrying him with her. She is also carrying what his death required her to become.

The trilogy’s first PTG domain, personal strength, is the most visible one. The game’s upgrade systems are a literal mechanical representation of increasing capability across all three games. But the design is careful not to let you read that strength as uncomplicated gain. Every increase in what she can do is paid for by something she can no longer be.


Rise and the Hardening

Rise of the Tomb Raider picks up approximately one year after Yamatai. Lara is not recovering. She is pursuing.

Her father spent his career researching immortality and was publicly discredited. Despite his death, Lara believes he was right about his research, and she needs to prove it. That need is not just grief. It is a way to organize her identity around a mission rather than sit with the aftermath of the island.

This is where the PTG framework gets complicated, because PTG does not always look like healing. Sometimes it looks like replacement. The new possibility that opens is not comfortable or healthy. It is just the thing that keeps you moving when moving is the only thing you can manage.

Rise is the consolidation phase. The identity that Yamatai forced into existence hardens around the mission of vindicating her father. She discovers at the end of this game that he was murdered, not broken. The answer she came for arrives, and she cannot rest with it. The obsession migrates to the next thing.

Jonah is the relational constant across all three games. He is the only character who is present and surviving from beginning to end. He calls her Little Bird in the first game. By the third game, he is the one who confronts her about what she is becoming. His function in the trilogy is to remain the same so that her change is measurable against him.


Shadow and the Reckoning

Shadow of the Tomb Raider is the game where the cost becomes undeniable.

In Cozumel, Lara finds a Maya dagger in a temple that explicitly warns of an apocalypse. She takes it anyway, reasoning that Trinity cannot have it. Her reasoning is not wrong. Her judgment about what she is capable of handling is.

Dominguez, the antagonist, takes the dagger from her and tells her what she has done. The first cataclysm is a tsunami. Lara and Jonah escape. A great many people in Cozumel do not. She saves a boy in the flood. It is not close to enough.

This is the most clinically significant moment in the trilogy. She has become capable enough to trigger the apocalypse, and not capable enough to stop it. The thing that Yamatai built has outrun her.

Jonah’s confrontation after Cozumel is the moment the trilogy states its own thesis out loud. He is not angry at what she did. He is telling her what it looks like from outside her head. And what it looks like is a person who cannot see the people around her anymore because she is too focused on stopping the thing she has decided matters most.

The fourth PTG domain, appreciation of life, is the weakest one across most of the trilogy and the strongest in Shadow’s final act. This is clinically accurate. Appreciation for what remains tends to emerge later than other growth domains, often only after the capacity for further damage becomes visible.

The post-credits scene places her at Croft Manor for the first time in the entire trilogy. She has avoided it throughout because it is associated with her father’s ruin and death. After the quest concludes, she is writing to Jonah. Now she can be at ease. Lara says her role is not to solve the world’s mysteries but to protect them. The exorcism of her father’s obsession is complete.


What the Trilogy Is Really Saying About Heroism

Here is the argument I will make in the academic chapter, and I will make it here first.

Heroism in the Survivor Trilogy is not a trait Lara discovers within herself. Her Survivor identity is instead forged by a constellation of loss, survival, and choice. She does not realize she was always a hero. She makes a series of increasingly costly decisions that foreclose the person she might otherwise have been.

The version of Lara Croft who walks out of Croft Manor at the end of Shadow would not have existed without Yamatai. This journey did not reveal her true self. Instead, it destroyed her earlier self, leaving only the version of her that survived.

That is not a triumphant story. It is an honest one.

And I think that honesty is why so many people connect with this trilogy in a way that is different from how they connect with other games. Because most of us have had a moment that divided us into before and after. Most of us know what it is like to carry something you cannot put down. Most of us have looked in the mirror at some point and wondered when exactly we became the person looking back.

The Survivor Trilogy does not tell you that growth makes the loss worth it. It tells you that growth is real, and the loss is real, and both of those things are true at the same time.

That is good clinical thinking. And it is great storytelling.


On the Chapter and What Comes Next

The full academic treatment of this material is coming soon in The Psychology of Heroes anthology from Leyline Publishing. If you are a clinician who works with gamer clients, or a gamer who has ever wondered why this trilogy hit differently, I would encourage you to sit with the Survivor games through a PTG lens.

Ask yourself which of the five growth domains you see Lara moving through. Which ones does she never fully reach? Then finally, what does her friendship with Jonah represent in her psychological landscape.

If you want to go deeper into this framework applied to gaming as a whole, The Gamer’s Journey is the place to start. Everything I am writing now grew out of that book.

Use code DRGLEVEL10 for 15% off at the link below.

Continue the Journey.

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Dr. Kaufmann, PHD is an Associate Professor, video game researcher, licensed counselor, Twitch streamer, and podcaster who focuses on using insights from video games and other fandom properties to aid our mental health journey and discover our strengths.

His book, The Gamer’s Journey (2024), explores the idea that video games have become the modern form of mythology that people can use to become the best versions of themselves across each life stage.

His research on video game psychology and player types has been presented internationally, and continues to evolve with each new world players can inhabit across PC’s and consoles.

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