Friday 20 December 2019

Tomb Raider Anniversary: blog tasks

Tomb Raider Anniversary: blog tasks

Language and Audience

Analyse the game cover for Tomb Raider Anniversary (above).

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

The overall genre of the game is action. There are props that are used which create action codes e.g. there's a gun on the front cover which is a action code that violence will take place. The game cover is dark themes which connotes danger, mystery and violence.

2) How does the pose and costume of the character appeal to primarily male audiences?

The pose that Lara Croft is doing on the front cover allows the audience to focus on her body (her breasts and bum). This could be linked to the theorist, Mulvey. Mulvey's male gaze could link well with this as it encourages male players to view Lara Croft in a sexual manner. Regarding the costume of the character, she wears tight clothing and she is also revealing.

3) How might the cover be read as empowering for female gamers?

The cover might be read as empowering for female gamers because you don't usually see female characters on the front of a game cover. The industry is male dominated and usually the front covers are of males however, the fact that Lara Croft is the front cover of Tomb Raider: Anniversary, this gives female gamers more confidence and 

Gameplay analysis

Watch the following gameplay clips again:



1) What does the gameplay for Tomb Raider Anniversary involve?


  • The game is played from a third person perspective
  • The sound effects in the game play allows the players to identify that its an action/adventure genre.


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 genre of the game is action/adventure

Narrative: The narrative is easy to understand and follow along with.

Camera shots:  The camera shots are positioned in a low angle. This allows the gamers to focus on her body.

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


One of the audience pleasures the gameplay offers is enigma and action codes. The genre of this game is action adventure and as Lara Croft keeps going on and playing the game, there is missions that she's completing and she is on a quest. It makes the audience question whether she will make it out alive or will she die. Will she successfully complete the quest or fail? How long will it take her?
Another audience pleasure that the gameplay offers is diversion. This is allowing the audience to escape from reality when playing the game.
Representations

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.

Tomb Raider has sold over 58 million game copies worldwide and Lara Croft has been on the front cover of 1,100 magazine covers.

2) How does the article describe the cultural change in society and the media since the early 00s?

The athletic archeologist has been absent from cinemas since the early ‘00s,  and in the meantime, the conversation around women’s equality has changed entirely.

3) How was the original 1996 Lara Croft received by audiences and critics?

Like many young would-be female gamers of the time, Vikander herself had to beg male friends to play – and was restricted to doing tricks in the game’s ‘manor’ safe-zone. “My dad’s friends’ kids had a [Playstation], and their sons played,” she said in an interview. “I remember it so well, because I had never seen a female protagonist in a videogame. I kind of sat in the back. They didn’t let me play the real game.”

4) What did the 2013 re-launch do differently – and how successful was it?

"The 2013 re-launch game gave Lara a makeover. Hot pants and Barbie physiques were out; cargo trousers and abs were in. Scars, dirt and blood covered her skin, and the gameplay focused more on Croft’s face to reveal a deep and complex emotional background. Finally, Lara actually looked like someone who spent her time raiding caves for ancient artefacts." NME

5) How is ‘woke Lara’ defined in the conclusion of the feature?

It is defined as someone who realises and notices her for her physical strength, intelligence and courage.


Now read this feature – Tomb Raider’s Lara Croft: feminist or femme fatale

1) Why is Lara Croft considered a “polarising figure among gamers”?

Lara Croft is considered a "polarising figure among gamers" because there has always been a ongoing debate on whether Lara Croft is an actual role model or not. Is she only there for men to look at?

2) How did the limitations of game construction in the 1990s help to establish the way female characters were animated?

It was normal to use the features of a female as it would help the gamer identify the difference between male and female characters in the game.

3) Why were Lara Croft’s physical attributes emphasised in the original games?

Lara Croft's physical traits were stressed in the first game to help showcase the establishment. In the genuine hame, she was excessively sexualised and it was urged fro crowds to see her body, through the third individual point of view and camera development, as opposed to concentrating on her real job in the game.

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," said Anita Sarkeesian. "With Lara Croft, you see her entire body running around in her hot pants," she said. "That encourages players to look at her as a sex object." Sarkeesian is emphasising that because Lara Croft is very revealing in terms of costume that it is as if she is there as a sex object. The gaming industry was dominated by men and the fact that she is extremely revealing along with the camera angles being very low reinforces the fact that she is there to be looked at as a sex object.

5) Why has Lara Croft’s appearance and characterisation changed over time?

Lara Croft's appearance has changed after some time in oder to adjust the game to the changing society that we live in; the nature of the gaming business. Likewise, as cultural perspectives on felinity and ladies' correspondence have moved after some time, Tomb Raider expected to likewise change her appearance and characterisation so they can keep up pertinence in the gaming business.

Industries

1) Why is Lara Croft such an iconic figure in the gaming industry?

Lara Croft is a iconic figure in the gaming industry and she was one of the first female protagonists in video games. The game sold millions of copies globally with her on the front cover.

2) What products and spin-offs have featured Lara Croft or the Tomb Raider brand?

TV Series, Films and Advertisements (Lucozade).

3) Why might Lara Croft be considered a postmodern icon?

Lara Croft might be considered as a postmodern symbol as she is a tremendously outstanding figure in the media business so much that she is utilized in various ad items. We even observe individuals cosplaying her character at huge occasions like Comicon, etc. She has even been on magazine covers.

4) Why is Tomb Raider Anniversary a 'case study in conglomerate ownership'?

Tomb Raider Anniversary is a 'Case study in conglomerate ownership' because the franchise grew under the control of multiple companies and business'. Core design was bought by Eidos Interactive ( who published the original game).

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