Tomb Raider Anniversary: Blog task

 

Tomb Raider Anniversary: blog tasks

Language and Audience

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

- The colour scheme of black, green and gold.
- The body language of Lara croft (protagonist) 
- The genre is; action and adventure. 
- Lara Croft is standing with her back facing the camera. 
- Protagonist is holding two gun in each hand.
- Age rating is for 16+.
- Her body is exposed as she wearing mini cargo shorts and a vest. 
- Behind Lara Croft there is a golden volt which connotes either the volt she must find or something she will gain at the end of the journey.



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

The cover communicates the genre of the game because of the colour scheme being dark green, black and gold. This symbolises the genre of the game because the dark green would connote for the jungle and the black for the attire that Lara Croft is wearing as well as the gold for connoting a wealth aspect which is predominantly known, in action and adventure film and videogames conventions, as a prize for finishing the quest. Another feature shown in the cover to communicate the genre would be the prop placement which is the gun. This reinforces Bathes "action and enigma codes" through the guns because it connotes that some sort of action/fighting will take place in the game. 



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

The costume that Lara Croft is wearing would appeal to primarily male audience because she is wearing a small amount of clothes where her breasts and arse is exposed but covered to a small amount. This would appeal to men because she is standing with her shoulders facing the camera so that the audience can see her curves. This would attach the male audience because this would be the type of genre they like (action and adventure)  and having an attractive woman on the cover and played in the game is basically fantasy. 




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

The cover could be interpreted as empowering because the protagonist is a women which isn't common in action and adventure games or films, as they are normally described as the damsel in distress or a prize given to the male protagonist. This could be seen as subverting the gender representation in videogames especially in 2007. However, the hyper-sexualised character on the cover would also be described to only gain male attention that was the main target market for this franchise.   





Gameplay analysis

Watch the following gameplay clips again:

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

The gameplay for Tomb Raider Anniversary would involve the player playing Lara Croft. This means that she would be running around the jungle/tomb trying to collecting things to open up new pathways. Additionally, players have control over the music, SFX and sound in the game, the gameplay involves the player to use the weapons - the guns - on any animals harming Lara on her quest.



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 genre of the game is action and adventure which is portrayed with the location of the game is a jungle/tomb. This would show intertextuality with the character Indiana jones, the mise-en-scene for tomb raiders would be the costume for Lara Croft as she is wearing the typical attire for exploring in the jungle. There are various camera shots in this game such as extreme close-ups when Lara is crawling into different places and close-ups when she is shooting the villains in the game as the player as this choice. Additionally, other camera shots would be medium shots, long shots, medium close-ups as well as 360 perspectives. 


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

Rigby's audience theory;

- Autonomy; The feeling of being in control.

- Competence; The development of skills.

- Relatedness; The game creating a community which brings people (fans) together. 

Blumler and Katz; Uses and gratifications

- Escapism; playing the game as it creates a new world to be part of. 

- Entertainment; Something that is enjoyed and creates instant brain stimulation i.e. shooting things or bright colours and sounds. 

- Surveillance; The problem-solving element as they learn and read through the game enhancing their skills. 



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.

There are more 1,100 magazines covers on Lara Croft.
Lara Croft is the most well-known video-game heroine of all time.
Has Sold 58 million video game units worldwide. 
 

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

This article describes the cultural change in society and the media since as moved drastically from the sexualisation of women's body for films to women fronting the most popular box films. It shows how the media/films nowadays focus on a women's inner complex. Lara Croft become a feminist icon.


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

The original 1996 Lara Croft was perceived by audiences as an impactful character for young girls as she gave them representation in video-games like never before. However, some female critics had stated that the depiction of an idealised woman was just another way to capitalise on the male fantasy and it would be damaging.   


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

In the 2013 re-launch they had focused more on her character rather than being men's fantasy, this means they focused on making her athletic rather than a barbie figured with hot pants. They know gave her a full 360 make-over giving her cargo shorts and abs with scars, blood and dirt. 

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

Woke Lara Croft is defined as reckless, intelligent, courageous and determined.  



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

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

This is because she is seen a positive role for female-gamers however for male-gamers she is seem as a "digital pin-up girl". 

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

The limitations of game construction in the 1990s meant that they had to emphasise certain features i.e. breasts, bum and curves to show that the character they're portraying is a woman. This created an ideal body type for women as that's what men would see them as or some would be attached too. 

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

This would be to attract men who were would be their target market, this means that emphasising her physical attributes would be enough for them to buy because she was sexualised,

4) How does Anita Sarkeesian describe Lara Croft?

She would describe Lara Croft as a "Hyper sexualised that promotes the objectification of women". This is because Lara Croft is amplified a sex symbol rather than the first - time heroine in a video game.

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

Lara Croft's appearance and characterisation has changed over-time because society's attributions to how women are seen in the video-game industry has changed and it shows the deep rooted sexism that lies within.  



Industries


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

Lara is seen an iconic figure in the gaming industry because she was the first female protagonist in the video-game industry. 

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

The Tomb raider brand have had films made about the narrative of the game, this means three have been made. 

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

She would be considered a postmodern icon because she is a fictional character that has been the front cover of a magazine by a model which shows her influential impact just like a celebrity would have on their fans. 

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

Tomb Raider Anniversary is a conglomerate ownership case study because it ties with vertical integration as many companies were involved with the making of the game.



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