Monday 11 February 2019

Tomb Raider Anniversary: CSP blog task

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 action adventure genre is communicated through mise-en-scene, e.g. props, such as the guns to communicate violence and "gunplay" which is commonly seen in games and films of these genres. In addition to this, the colour scheme looks ancient, similar to that of an Indiana Jones film, which has a similar plot and theme, in that the protagonist is trying to acquire an artifact of sorts. Also, the revealing clothing displays a cler indication as to who the audience is for the game, as the developers/designer are clearly trying to attract a straight male core audience.

2) How does the pose and costume of the character appeal to primarily male audiences?
The pose of Lara Croft communicates a clear male audience due to the fact that the way Croft is positioned makes it so that you can see her breasts and behind, a position in which would evidently be difficult for anyone to stand in this position with such posture. This therefore communicates a straight male audience as Crofts assets are made such an evident feature in the game cover. The guns can be seen as phallic objects of sorts, suggesting male dominance.

3) How might the cover be read as empowering for female gamers?
This cover may be read as empowering as it is a female character claiming her femininity. In addition to this, the use of guns can portray her ina position of power and dominance as she has the power to take lives.

Gameplay analysis

Watch the following gameplay clips again:





1) What does the gameplay for Tomb Raider Anniversary involve?
Some of the gameplay in TMA includes, gunplay, puzzles, platforming and problem solving.

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 is created in tomb raider through the coloursand ambience, which adds to the overall atmosphere of the gameplay. In addition to this, the gun holster and profusely large pistols suggest that she is always ready for action and is trained to kill. 

Narrative: 
The narrative is displayed through the advancing of eddierent levels in order to progress the storyline.

Camera Shots: The use of camera shots in the construction realy help portray a male centred core audience as the camera angles accentuate her breasts and behind quite largley, suggesting a straight male core audience.

3) Analyse the clips for audience pleasures, applying audience theory and considering media effects.
Some of the audience pleasures in this game are: overcoming puzzles, achieving checkpoints with a feeling of progression in the game, shooting and killing enemies and feeling as if you are getting better at the game, improving your skill level.

Audiences may play the game for diversion reasons, in order to escape their lives as live that of someone else, for personal identity, maybe the player is a female and wants to see herslef represented in a video game.

The media effect theory, "Cultivation Theory," suggets that when you surround yourself in media, you will behave in certain ways related to the media products being consumes. So some viewers therefore seeing Lara Croft in such an oversexualised manor may make men think that this is anormal way for women to dress and act, making it a norm for them, which can be potentially very damaging.
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.
  • More than 1,100 magazine covers
  • 58,000,000 copies worldwide
2) How does the article describe the cultural change in society and the media since the early 00s?
The article desribes a more equal world where women seem more comfortable to call out sexism and sexual harrassment and the focus in the game is on her athleticism and intelligence, rather than her body.

3) How was the original 1996 Lara Croft received by audiences and critics?
The '96 game was recieved well, as a lot of young girls had a role model as she was somone that young girls could look upto, as she was an intelligent and strong women doing the tasks at hand by herself.

4) What did the 2013 re-launch do differently – and how successful was it?
For starters the creators gave croft actual trousers, in an attempt to avoid sexualising her body and focusing on gameplay. In addition to this, there was more of an emotional connection made between the player and Croft. On top of that, there was more deptth added to the character as she was given a best friend, giving her someone else to communicate with, All of this culminated into Tomb Raiders best selling iteration of the game.

5) How is ‘woke Lara’ defined in the conclusion of the feature?
Lara is defined by the lessons we can learn from her being: determinated, courageous as well as her portrayal of her physical ability.

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

1) Why is Lara Croft considered a “polarising figure among gamers”?
Croft is considered a polarising figure due to the fact that it has been unclear for years wether she is a role model or just another projection of the male gaze.

2) How did the limitations of game construction in the 1990s help to establish the way female characters were animated?
The technology available in the times where the initial game was created created a limitation that meant that in order to etablish the fact that Croft was a femalle, the easy option was to oversexualise her, even if it was subconsciously done, which helped portray Croft in the way we know today.

3) Why were Lara Croft’s physical attributes emphasised in the original games?
A video game designer who worked on the original Tomb Raider game, said Lara Croft's physical attributes were originally played up to market the franchise.


4) How does Anita Sarkeesian describe Lara Croft?
Sarkeesian describes Croft as, "one of the most iconic representations of women in gaming." She says that this is due to the hyper sexualisation of her character, which promotes a deep objectification of women overall.

5) Why has Lara Croft’s appearance and characterisation changed over time?
Lara Crofts appearance has changes overtime to not only seem more realistic, but more achievable to the players, as if young and impressionable player are continuously seeing this image of Lara Croft with large breasts, it can create the idea that all women should look like this in the eyes of the younger players.

Industries

1) Why is Lara Croft such an iconic figure in the gaming industry?
Lara Croft is one of the most influential and iconic figures in the gaming industry due to the fact that she was one of the only female protagonists at the time, automatically giving her a lot of attention, partially leading to her worldwide success.

2) What products and spin-offs have featured Lara Croft or the Tomb Raider brand?
Some of the products include, sequels, feature films with Hollywood actors, mobile spin off games.

3) Why might Lara Croft be considered a postmodern icon?
This is due to the fact that there are people doing cosplays and going to events dressed up as Lara Croft, therefore blurring the lines between fiction and reality, which is one way to look at what post modernism is.

4) Why is Tomb Raider Anniversary a 'case study in conglomerate ownership'?
This is due to the fact that the company that now created and owns the rights to Tomb Raider, Square Enix, is involvedin multiple things, other than Tomb Raider, some of which including anime on the Japanese Film industry.


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