Saturday, December 21, 2019

Videogames - Metroid Prime 2: Echoes

1) How does the cover communicate the genre of the game?


The first notable element of the game cover is the main character Samus and her gun/arm she's holding. This immediately shows that the game genre is definitely an action oriented game, and possibly a sci-fi one too. The aliens on the left of the cover confirm the prior assumption of it being sci-fi since aliens are often limited to sci-fi games. These factors combined with the other elements such as the colour scheme and the background elements support this.  

2) What does the cover suggest regarding gameplay and audience pleasures?

the gameplay images on the side of the cover confirm the fact that the game is a FPS (First Person Shooter). this is supported by the gun/arm like weapon that samus has.
3) Does the cover sexualise the character of Samus Aran? Why/why not?

I would say it doesn't, her body isn't overly played and nor is the position she's in. If an individual who had no clue that samus was a female, I doubt they would assume that judging by that cover, that they would guess she's female, the same cannot exactly be said about Lara Croft.

Trailer analysis

Watch the trailer for the game:




1) What do you notice about genre?

It's a FPS (First Person Shooter) that takes place in space. It is obviously a sci-fi game with elements of aliens.

2) How is the character introduced? Is Samus Aran obviously female?

Samus is introduced in a very stereotypically action-esk way that does not hint the fact that Samus is a female.

3) How can we apply Steve Neale’s genre theory that discusses “repetition and difference”?

if looking specifically at the genre, the main similarities present in the FPS genre can be seen by the HUD and guns. But there are plenty of differences to meet that similarity in the form of the environments and characters the main character will interact with. 

Gameplay analysis

Watch the following gameplay clips again:





1) What does the gameplay for Metroid Prime 2: Echoes involve?

It looks to be divided in three different parts. One being the exploration of the games different environments and scanning of different objects. Two, would be the puzzle solving that also includes the exploration and finally. Three, the action sequences of the game which mainly includes Samus shooting aliens  

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:
The games construction directly resembles the genres the game falls into. The main genres being adventure, action and sci-fi (FPS in gaming definitions). The environments in the game resemble different games within the same game genres such as Halo and Doom. The HUD given to the player resemble sci-fi and action games, this can be seen with an ammo count and a map in the different sides of the screen. The gameplay is the biggest hint to this with it being a FPS with the main character shooting aliens, playing into the idea that the game is a sci-fi shooter.



3) Analyse the clips for audience pleasures, applying audience theory and considering media effects.

the clip contains instances of typical fps conventions that would cater to the needs of an older generation of gamers who want to see more action in their games. This combined with the fact that the game also still remains quite cartoon esk means that the game is still accesible to younger players.


Audience

Research the audience for Nintendo and specifically the Metroid franchise, including Metroid Prime 2: Echoes. You may wish to start with the following pages:

Reddit discussion of why people play Metroid
Giant Bomb forum: Who exactly is Nintendo’s demographics?
Reset Era: Nintendo’s audience getting older

1) Who might the target audience be for Metroid Prime 2: Echoes, based on your research? Discuss demographics and psychographics.

From the original metroid game, compared to the 2007 one, it would be safe to assume that the audience will have reached adult hood. This brings in two differences. One, that the game now has a nostalgia factor that the game didn't have before hand, this acts as USP as sorts for Metroid and Nintendo. Second, since the original demographic has now grown up significantly, they will now also have different wants from the game, the main thing would be mote actions, or at least more graphic action.

2) How has Nintendo’s audience changed since the original Metroid game in 1986?

They have grown up quite significantly since the original game to meet this change, the metroid series has evolved to meet a more mature audience, this can be seen by the newer colour schemes, the audio used and gameplay also heavily play into this change. 

3) What audience pleasures are offered by Metroid Prime 2: Echoes or the wider Metroid franchise?

The three main pleasures would be the diversion, personal identity and personal relationship. Diversion due to the fantasy/sci-fi nature of the game, personal identity due to the long time relationship samus has had with female gamers since Samus often acts a role model for female gamers; and finally, personal relationship is prevalent due to metroids nostalgic factor seeing that most people who played the game when it released, grew up with the franchise.

4) What effects might Metroid have on audiences? Apply media effects theories (e.g. Bandura’s social learning theory, Gerbner’s cultivation theory). 

I don't feel like metroid as a game would have many effects. The only real effect I can think of is a possible increase in people seeking out sci-fi content. The game is not explicit and the action is limited to very cartoonish action.


Read this Gamesparks feature on gaming demographics and answer the following questions:

1) Who is considered to be the stereotypical gamer?

The stereotypical gamer is often seen as the the adolescent male.

2) What has changed this?

The introduction of mobile games have changed the demographic significantly.

3) What role do women play in the videogames market? Quote statistics from the article here.

They make up a new majority of gamers after it was seen that, if mobile gamers were added to overall gaming population, they make the majority.

4) Why are older gamers becoming a particularly important market for videogames producers? How can you link this to the Metroid franchise?

The original gamer generation have now become the older generation of today, they form a core market of sales for gaming companies now and keeping this generation in mind when making games. 

5) What does the article suggest regarding audience pleasures and expectations for different generations of gamer?




Industries

Read this Destructoid blog on the Metroid franchise. Answer the following:

1) Why has Metroid never quite fitted with the Nintendo brand?

The semi-realistic sci-fi genre is a genre that has not really been one of Nintendos strong suits. That combined with the fact that the demographic that is often associated with that genre of games is also one that quite often has no interest in in Nintendo, the nerdy age 15-35 demographic

2) What franchises have overtaken Metroid in the sci-fi hyper-realism genre in recent years?

Halo
Destiny
No Mans Sky
Mass Effect


3) Why does the writer link old boy bands from the music industry to the Metroid franchise? Do you agree with this reading of the brand?

The writer makes the analogy to boy bands when talking about Metroid as an example of how times change, and that is quite apparent with the current climate of games. 

4) What is an ‘AAA’ or ‘triple-A game’ in the videogames industry?

An AAA game is a game which often has a very large budget and also often made by a massive game production company such as Ubisoft or EA, the two characteristics are not mutually exclusive. 

5) Do you think there will be further Metroid games featuring Samus Aran? Should there be?

I feel that Metroid is too established of a game to leave in the side lines for long. The game is clearly still relevant seeing that Metroid and Samus are often still popping up in newer games. Two prime examples of Metroid still being relevant would be Super Smash bros and Monster Hunter; while Samus's inclusion in Super Smash Bros is self explanatory as the game is basically and avengers level collaboration of different Nintendo IP's, monster hunter is a different case seeing that the game has no ties to metroid, and is made by very different developers. Developed by Capcom, the monster hunter series has seen a variety of publishers publish their game, but most recently, Monster Hunter Generations sees the players be able to create cosmetics that resembles Samus's classic attire. This is a clear example that there is still interest in the game, and not having a new game at least planned would be a massive loss for the publisher. 


Representation

Read this BBC3 feature on Samus Aran and answer the questions below:

1) What was notable about the original Metroid game in 1986?

The plot twist at the end that reveals Samus to be a female is quite notable.

2) What were the inspirations behind the gameplay and construction of Metroid?

Mario, Zelda and the film Alien.

3) Why are the endings to the original Metroid considered controversial?

The faster you completed the game, the more items of clothing Samus takes off. 

4) What reaction do you think the reveal of Samus Aran in a bikini would have got when the game was first released in 1986? Have attitudes towards women changed?

I think that the initial reaction my have been that of controversy, but they were probably not scrutinised, unlike in today's gaming climate where something like that would bring in waves of unneeded bad attention. 

5) How have later versions of the Metroid franchise sexualised the character of Samus Aran?

The character model has remained skin tight when she isn't wearing the suit, with her body being oddly proportioned and very amplified. When she wears her suit although, I don't believe shes sexualized.

6) How can we apply Liesbet van Zoonen’s work to Samus Aran and Metroid?

You could say that the non suit and suited Samus are made the way they are in order to appeal to men. The suited Samus Aran would appeal to the action side of a male player, with it looking fierce and powerful, the non suit Samus Aran then being used to then appeal with the sexual fantasies of both male and possibly female players.

7) What did Brianna Wu suggest regarding the character of Samus Aran?

Brianna Wu (somehow) tried to argue that Samus was transgender 

8) Do you see Samus Aran as a feminist icon or simply another exploited female character?

I feel like most female characters, shes become both. Depending on how you view feminism, her concealed and non-suit versions can both be argued as either a feminist icon or an exploited female character. Personally I feel like currently shes closer to a feminist icon than an exploited feminist character  


Read this Houston Press feature on Samus Aran and entitled male gamers. Answer the following questions:

1) What does Anita Sarkeesian suggest regarding Samus Aran?

She believes that the early Metroid games easter egg endings did not diminish Samus as a character but instead diminished the game itself 

2) Why does Brianna Wu (and others) suggest Samus Aran may be transgender?

Briana Wu suggests that Samus Aran may be transgender due to the character being referred to as a newhalf by its lead developer, which can be translated to shemale. That combined with the fact that Samus her self is depicted as a 6ft3 individual with highly defined muscles.

3) Why is Samus Aran useful for male gamers trying to argue videogames are not sexist?

"Samus is the constant go-to for any argument about portrayals of women in gaming and sexism in gaming culture. If you question the number of female protagonists you’ll get a list that will virtually always start with Samus as a counter-argument. Never mind the fact that studies show men perceive gender equality when it hasn’t been reached. As long as they have Samus everything is fine."

4) Why are Lara Croft, Zelda and Peach not ideal examples to argue for female equality in videogames?

Lara Croft will be forever linked to cartoonish body proportions, peach and Zelda have too often been linked to the damsel in distress 

5) What does the ‘SJW’ in ‘SJW-gender politics’ refer to?

Social Justice Warrior is basically a term used to label online individuals who overly campaign political correctness.

6) How can we apply Gerbner’s Cultivation theory to representations of women in videogames as discussed in the article? How might this lead to ‘entitled male gamers’? 

Gerbner's Cultivation theory states that if someone is constantly showed something repeatedly, it is possible to have the ideas presented by that text to have a lasting effect on the viewer. When looking at video games, it is a valid point to make that if women were to be constantly showed in a sexual matter it is possible to have those sexual ideas be imprinted on the viewer.
7) Does the videogame industry have a problem with gender? Provide evidence for your argument.

I feel that It did have a problem. Much like the film industry where women were primarily given three roles, the eye candy, the help or the damsel in distress. But gradually with social change, women were given more developed characters resulting in the strong female lead becoming a main stay in mainstream media. I think the same can be said for modern video games; while yes there may still be examples of sexualized characters in some games, but often times, like in other forms of media, that character trait may be linked with how the character is written and it's importance to the story, rather than just being done for the male gaze. Like most things, the video game industry is in a steady pace of change, with brand new empowering women in the works.

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