Tuesday 24 November 2020

Tomb Raider

 Language and Audience


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

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

The colour scheme reinforces the fact that it's an adventure action game through using the gold tones to imply that there is treasurer to be found. The action segment could also be found to resemble the James Bond pose which hint at action/adventure.

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

The costume enhances her breasts and bottom which is obviously intended for the male gaze.The costume could also suggest that she is unequipped for the tough world as her outfit seems a little too bare for an adventurer. Her pose also highlights her bottom, which diverts attention of the male gamer.

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

The fact that the female protagonist is front and centre is empowering as this was one of the first franchises to do so and the fact that it's a female actively and solely driving the narrative is also empowering.


Gameplay analysis

Watch the following gameplay clips again:




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

Puzzle solving, platform levels, combat, shooting

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.

The dull and muted colours of the surroundings compliment Lara's bright blue tank top. The way that Lara navigates the obstacles sets the tone for the adventure game genre. The narrative is driven by completing these level based problems which test Lara's development as the lead hero.The lighting also makes for a dynamic, tense experience. 


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

Nostalgia - people would buy the game to remember the previous titles.
Personal identity - women see themselves reflected in the game
Personal relationship - the players develop a deep connection to Lara as the narrative develops
Bandura & violence - violence in consumed media leads to violence in real life


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.

Lara Croft has featured on 1,100 magazine covers, 58 million gaming units and has her own film too.

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

Women were being sexualised less, creating a more progressive view of feminism

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

It was hailed as the most progressive game of the decade. It was the first game to feature the female as a protagonist and not as a damsel or a dispatcher.

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

They sexualised Lara a lot more, giving her a "Barbie physique" which then attracted a lot of male gamers to buy and play the game

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

She is described as progressive and empowering to younger female audiences


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

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

She's portrayed as a tough, brave adventurer but she's also depicted as a sexual icon which undermines the efforts put in by the developers.

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

women were hard to distinguish from men on 32-bit consoles. Her flowing hair was hard to do, so the only way the devs could emphasise that she was female was to enlarge her hips and breasts.

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

Single braid hair, big breats and hips

4) How does Anita Sarkeesian describe Lara Croft?

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.

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

It's become more sexualised and as more women were added to video games,. her clothing and appearance became more natural.


Industries

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

She was arguably the first ever female protagonist to make waves in the gaming industry. The way that she was sexualised certainly helped with her success but it was the notion that she was an empowering female protagonist was inspiring. 

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

Movies including A-list celebs, merchandise like t shirts and other memorabilia

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

Whilst she is an action hero, she's female, playing into repetition and difference. She also uses a a lot of cliches from past action title like Indiana Jones so that could be pastiche.

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

Tomb raider is a franchise and has been run by many companies in the past, including different spin offs like the movie and merch section so they don't just own games. It is interesting to see how the franchise has been handled by different companies so we can see a clear dofference in gender values and ideologies.

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