Language and Audience
Analyse the game cover for Tomb Raider Anniversary (above).
1) How does the cover communicate the genre of the game?
The main cover features a few clues to what the genre is of the game. The most obvious one is the gun. Seeing that the gun is in full view, it would imply that there will be action, which is good since the game is an action game. The attire worn by Lara Croft is also a hint, the gun holsters combined with the cargo shorts and blue top would imply that it is an adventure game, but only because of the already established genre conventions for games like this, if you didn't know the conventions prior, chances are that may have gone over your head. The final obvious example of the type of genre the game is, is the item in the background; the glow from the object symbolises value, or treasure, and the inscribing on the item indicates a historic connection to the object. Those two factors combined would imply the seeking of treasure or mystery, both of which fall into the adventure genre quite well.
2) How does the pose and costume of the character appeal to primarily male audiences?
The pose of Lara Croft is explicitly done to show her backside and her front, an example of trying to appeal to a male dominated industry. This point is also further supported when looking at her attire, the amount of skin showing would be very counter productive in the places that the game takes place, again, an attempt to appeal to a male dominated consumer base.
3) How might the cover be read as empowering for female gamers?
3) How might the cover be read as empowering for female gamers?
Depending on the type of feminism you subscribe to, the cover can also be seen as an example of empowerment. The pose and the clothing can imply that Lara Croft is using her sexuality to her advantage, rather than hiding from it. This mentality is very similar to the feminist movement in the 1970's.
Gameplay analysis
1) What does the gameplay for Tomb Raider Anniversary involve?
The game play involves a lot of exploring and climbing, satisfying that aspect of the game. There were also aspects of action by shooting down a velociraptor, wolves and bats.
2) Write an analysis of the media language choices in the construction of the game: e.g. genre, narrative, mise-en-scene, camera shots etc.
Genre:
A very typical action adventure game with the discovery and climbing aspects mechanics in the game, the adventure aspect is also emphasised by the puzzle aspect of the game. The shooting mechanics also put emphasis on the action aspect of the games genre.
Narrative:
The narrative, although not explicitly shown, can be assumed to similar to the games inspirations, Indiana Jones. The climbing, shooting helps to promote that style of narrative.
Mise-en-scene.
Large pillars, intricate and impossible designs/technology, caves, undefinable inscriptions and low-key lighting litters the games environment, all of these are common stereotypes of the games genre and narrative.
Camera Shots:
Quiet typical of a game of this nature, a third person view to help show the fact that the player is controlling a character and can be argued as a method of further making lara croft a sex icon.
3) Analyse the clips for audience pleasures, applying audience theory and considering media effects.
Diversion, personal identity and relationship can all be applied.
Diversion due to the fact that main character performs impossible feats of physicality in an impossible area of again, impossible ancient technology, all examples of diversion.
Personal Identity due to female players wanting to be more like lara croft, being inspired by her actions and persona.
Personal Relationship due to players being emotionally attached or attracted to Lara Croft.
The game play involves a lot of exploring and climbing, satisfying that aspect of the game. There were also aspects of action by shooting down a velociraptor, wolves and bats.
2) Write an analysis of the media language choices in the construction of the game: e.g. genre, narrative, mise-en-scene, camera shots etc.
Genre:
A very typical action adventure game with the discovery and climbing aspects mechanics in the game, the adventure aspect is also emphasised by the puzzle aspect of the game. The shooting mechanics also put emphasis on the action aspect of the games genre.
Narrative:
The narrative, although not explicitly shown, can be assumed to similar to the games inspirations, Indiana Jones. The climbing, shooting helps to promote that style of narrative.
Mise-en-scene.
Large pillars, intricate and impossible designs/technology, caves, undefinable inscriptions and low-key lighting litters the games environment, all of these are common stereotypes of the games genre and narrative.
Camera Shots:
Quiet typical of a game of this nature, a third person view to help show the fact that the player is controlling a character and can be argued as a method of further making lara croft a sex icon.
3) Analyse the clips for audience pleasures, applying audience theory and considering media effects.
Diversion, personal identity and relationship can all be applied.
Diversion due to the fact that main character performs impossible feats of physicality in an impossible area of again, impossible ancient technology, all examples of diversion.
Personal Identity due to female players wanting to be more like lara croft, being inspired by her actions and persona.
Personal Relationship due to players being emotionally attached or attracted to Lara Croft.
Representations
Read this NME feature on the evolution of the character of Lara Croft. Answer the following questions:
Read this NME feature on the evolution of the character of Lara Croft. Answer the following questions:
1) Note the statistics in the opening paragraph.
She’s the most successful human videogame heroine of all time, gracing more than 1,100 magazine covers, and selling over 58 million videogame units worldwide
2) How does the article describe the cultural change in society and the media since the early 00s?
The emphasis on female rights and the popularization of feminism has succesfuly changed the nature of Lara Croft.
3) How was the original 1996 Lara Croft received by audiences and critics?
She was received as a role model due to the fact she was was the first female protagonist. It was a good change.
4) What did the 2013 re-launch do differently – and how successful was it?
The 2013 relaunch featured a more realistic and relatable lara croft that seemed more human than before. That game was the best selling lara croft game in history
5) How is ‘woke Lara’ defined in the conclusion of the feature?
focussed relentlessly on the lessons we stand to learn from Lara: her determination, courage and physical ability. Woke Lara is officially ready to raid the box office.
1) Why is Lara Croft considered a “polarising figure among gamers”?
She is considered a polarising figure in video games due to how contrasting her portrayal can be. She's either a sex object or an empowering female icon, and in some cases, considered as both.
2) How did the limitations of game construction in the 1990s help to establish the way female characters were animated?
2) How did the limitations of game construction in the 1990s help to establish the way female characters were animated?
trying to distinguish male and female characters on 32 bit consoles was difficult to achieve, due to this, the easiest way to make that distinction was to add bigger hips and a larger bust size.
3) Why were Lara Croft’s physical attributes emphasised in the original games?
3) Why were Lara Croft’s physical attributes emphasised in the original games?
Her physical attributes were played up in order to try and market the franchise, they were different in game originally.
4) How does Anita Sarkeesian describe Lara Croft?
4) How does Anita Sarkeesian describe Lara Croft?
"She is one of the most iconic representations of women in gaming, but that doesn't mean it's a good thing,". "She is a hyper-sexualised character that promotes a deep objectification of women."
5) Why has Lara Croft’s appearance and characterisation changed over time?
5) Why has Lara Croft’s appearance and characterisation changed over time?
Seeing that women were now more involved in video games than ever, the game developers had to make the character more relatable to the new audience. Hence the toned down proportions.
Industries
1) Why is Lara Croft such an iconic figure in the gaming industry?
I feel Lara Croft and the Tomb Raider series played a very integral part in the rise of gaming, for many of the men playing the game, the ability to play as a female character was different. That combined with the fact that she was a very attractive female character, her image manged to stay strong.
2) What products and spin-offs have featured Lara Croft or the Tomb Raider brand?
There has been an animated show, two feature films, almost 10-11 games, memorabilia etc.
3) Why might Lara Croft be considered a postmodern icon?
3) Why might Lara Croft be considered a postmodern icon?
Lara Croft could be considered a post modern Icon due to how she uses elements from different popular genres or products in one to creative a brand new creative story and character. The most notable of these inspirations would most likely be Indiana Jones.
4) Why is Tomb Raider Anniversary a 'case study in conglomerate ownership'?
4) Why is Tomb Raider Anniversary a 'case study in conglomerate ownership'?
Tomb Raider is a massive franchise that has helped push Videogames into the entertainment mainstream. That combined with the fact that she's been commoditised would hint at a more capitalist inspired background.
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