
 Talk ’90s to me
 Talk ’90s to me Tomb Raider! – Lara Croft, girl power and the game that changed everything
 Oct 13, 2025 
 Aleks Krotoski, a tech expert and host of Radio 4's The Digital Human, dives into the revolutionary impact of Lara Croft in gaming. She discusses how Lara became a cultural icon in the '90s, merging empowerment with controversy due to her objectification. The conversation highlights PlayStation's role in marketing gaming to young adults and the complexities of Lara's design. Aleks reflects on early fandoms and Lara's franchise growth while critiquing the limits of '90s media and the challenges of modern reboots. 
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How Lara Hit The Mainstream
- Miranda Sawyer phoned The Face's editor to put Lara Croft on the cover after watching her on a flatmate's PlayStation.
- That cover helped shift Lara from a game character into mainstream pop culture recognition.
PlayStation Reframed Gaming For Adults
- PlayStation targeted 18–25-year-olds and positioned games inside club and festival culture to feel grown-up.
- That marketing shift legitimised gaming as an adult cultural pastime beyond child-focused consoles.
A Female Lead Changed Player Identification
- Tomb Raider forced players to control a female protagonist rather than offering optional women in rosters.
- That uniqueness sparked debates about empowerment versus sexualisation around Lara Croft's design.



