Before Lara Croft holstered her twin pistols and became a Hollywood action icon, the landscape of video game movies was struggling. Early attempts to translate popular games to the big screen—such as Super Mario Bros., Street Fighter, Dungeons & Dragons and Mortal Kombat—had met mixed to poor critical reception, and many studios were wary of risking large budgets on gaming adaptations. Still, Hollywood continued to see potential in the gaming audience and the lucrative intellectual property that games offered.
Everything changed when Tomb Raider arrived. Launched in 1996, the game introduced Lara Croft as a fearless, glamorous adventurer who stood out in a market dominated by male protagonists. The game achieved widespread success, selling millions of copies and winning both critical and commercial attention. That popularity made Lara Croft an attractive property for studios looking to adapt a recognizable brand for the movies, and Paramount moved quickly to bring the character to the silver screen.
Adapting the game for cinema proved challenging. The script went through numerous rewrites, causing production delays. Director Simon West ultimately found himself reshaping the screenplay during filming, earning a co-writing credit alongside several other contributors. The film’s uneven storytelling reflected this fragmented creative process, as many separate ideas vied for screen time.
Casting Lara Croft was another major hurdle. Producers considered many actresses—Jennifer Love Hewitt, Famke Janssen, Ashley Judd, Sandra Bullock and Catherine Zeta-Jones among them—before selecting Angelina Jolie. Jolie, daughter of actor Jon Voight (who played her on-screen father), brought a distinctive presence to the role that divided early opinion: some fans worried she didn’t fit the physical image from the games or that an American actress was wrong for a British character. Those concerns largely faded when the film reached audiences.

In June 2001, Lara Croft: Tomb Raider premiered and opened at number one at the box office, earning $48 million in its opening weekend and ultimately grossing over $274 million worldwide. The movie’s commercial success proved that a well-known game franchise could translate into box office appeal, even if critics were not impressed. Reviewers pointed to Jolie’s performance and a handful of entertaining action sequences as highlights, but criticized the film’s thin plot, limited character development and uneven tone. Despite mixed reviews, the film’s strong financial performance encouraged studio plans for a sequel.
Angelina Jolie’s portrayal elevated her to international stardom and positioned her among Hollywood’s highest-paid actresses. Over the following years she alternated between dramatic roles and blockbuster films, building a high-profile career that extended well beyond the Tomb Raider franchise.

In 2003, Lara Croft Tomb Raider: The Cradle of Life arrived as the cinematic follow-up. Though it earned slightly better critical notes in some quarters, the sequel fell short of its predecessor at the global box office, bringing in around $156 million—roughly $100 million less than the first film. By then, Jolie’s enthusiasm for the role had waned, and plans for a third installment were quietly shelved. For the time being, Lara Croft returned to the tombs of pop culture, leaving behind a legacy that was more commercially significant than critically acclaimed.
Still, the original Tomb Raider films had changed Hollywood’s view of video game adaptations. Prior to Tomb Raider, many game-to-film projects struggled financially. The relative box office success of Lara Croft demonstrated there was a mainstream audience for video game movies, prompting studios to invest in more adaptations—some successful, others not.
The years that followed saw a steady stream of video game films. Resident Evil launched its own profitable franchise beginning in 2002 and went on to produce multiple sequels, eventually earning a place as one of the highest-grossing video game movie franchises. Other adaptations ranged from cult curiosities like Silent Hill (2006) and Final Fantasy: The Spirits Within (2001) to high-profile missteps such as Doom (2005) and the star-driven Prince of Persia (2010). Each attempt added to the evolving conversation about how to translate interactive entertainment into compelling cinema.

After a long hiatus, the franchise was rebooted in 2018 with a new cinematic approach rooted in the recent Tomb Raider games’ origin story. Academy Award–winning actress Alicia Vikander took on the role of a younger, more grounded Lara Croft in the new film titled Tomb Raider. This version aimed for realism and character-driven stakes, moving away from the heightened spectacle of the early 2000s entries.
The 2018 reboot arrived amid tough box office competition and ultimately failed to dethrone Marvel’s Black Panther, which remained strong in theaters. Reviews were mixed: some critics appreciated the more realistic, introspective take on Lara, while others felt the story and action lacked the momentum to elevate the movie above the crowded field of game-to-film adaptations. Financially, the reboot earned around $274 million worldwide—near the total of the original 2001 film—yet it didn’t ignite a clear path forward for a new franchise.
What’s next for Lara Croft? In a film industry driven by reboots, sequels and new interpretations, it’s likely we haven’t seen the last of Tomb Raider. The franchise has proven its resilience and commercial viability, even if a definitive cinematic version that satisfies both critics and gamers has remained elusive. Whether the next iteration revives the grounded approach of the recent games or returns to blockbuster spectacle, Lara Croft’s enduring appeal makes it almost certain she will return to the screen and try once more to conquer the box office.