Monday 4 March 2019

Metroid Prime 2: Echoes - blog tasks

Language
Analyse the game cover for Metroid Prime 2: Echoes (above).

1) How does the cover communicate the genre of the game?
The cover of MP2E communicates he genre through the colurs scheme of black and blue, which generates this sci-fi and action adventure genre. In addition to this, the use of a gun in the central image of Samus Aran portrays an image of violence, which the audience can expect from the game when they play it, cllearly communicating a genre to the audience. In addition to this, the use of foreign character on the back cover further portrays a sci-fi genre.

2) What does the cover suggest regarding gameplay and audience pleasures?
Some of the audience pleasures suggested by the cover are: killing enemieis as suggested by the hostile tone of the characters. Another pleasure suggested is the nostalgia as Metroid is a long running series that fans of the series will be happy to see get a sequel. 

3) Does the cover sexualise the character of Samus Aran? Why/why not?
It can be argued that the cover doesn;t really sexualise Samus Aran due to he fact that there is no skin being displayed on the cover, in addition to this, the suit that she is wearing clearly covers up her breasts, instead of accentuating them/ putting them on display.

Although, it can be said that the gun on her arm is a phallic symbol, therefore sexualising, but empowering almost, Samus Aran. 
Trailer analysis

Watch the trailer for the game:



1) What do you notice about genre?
The genre is quite clearly action adventure with sci-fi elements to it, e.g. the ominous thunder and lightning, and the alien characters. There is a clear mixup of genre which may have been done to keep the game refreshing for players who have already olayed the Metroid Prime series.

2) How is the character introduced? Is Samus Aran obviously female?
To an extent it can be said that Samus Aran is obviously female as she has an hourglass figure of sorts, which is traditionally utilised to sexualise female characters. There are also some low angle shots which again are traditionally used to seuxalise female characters.

3) How can we apply Steve Neale’s genre theory that discusses “repetition and difference”?
There is some repetition in the game in the shoot-em up aspect of the game, although, it can be said that there is not enough difference as it plays just like any other action adventure game. Some of the difference however, comes in the Dark side of Samus, as this kind of enemy had not been seen beofre, as it is a copy of the protagonist.

Gameplay analysis

Watch the following gameplay clips again:





1) What does the gameplay for Metroid Prime 2: Echoes involve?
Some of the gameplay in MP2E involves: adventuring through different stages and finding new information abiut your current situation. Shooting enemies and the rolling mechanic are quite prominent in the gameplay and have been brought back in order keep the series what it is known as.

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 MP2E is science fiction and, shoot em up and action adventure.

Narrative: The narrative for this game is that the bounty hunter "Samus Aran" needs to find nad rescue Galactic Marines, whilst fighting against an evil version of herself as welll as the "Ing"

Mise-en-scene: There is mainly low-key lighting, in order to create that science fiction atmosphere, which may have been inspired by Ridley Scott's Alien, which released in 1979.

Camera Shots: In normal gameplay, the game gives us a first person view of Samus Aran in the armour for a more immersive experience. This may be a reason as to why users play Metroid as this is considered personal identity in Blumler and Katz' uses and gratifications theory, due to the fact that the first person view makes it seem as if we really are Samus Aran.

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



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.
I would say that the target audience for MP2E would be anywhere from 16-40 due to the nostalgia value the game has, as well as the fact that it is naturally a more gritty and serious game compared to that of Nintendo other successful franchises, like Mario/Zelda. For psycographic groups, I would say the standard Metroid player is an Explorer or an Aspirer.

2) How has Nintendo’s audience changed since the original Metroid game in 1986?
The audience may have naturally gotten older, due to the fact that fans of the original game may still be fans to this day.

3) What audience pleasures are offered by Metroid Prime 2: Echoes or the wider Metroid franchise?
Some of the audience pleasures include: shooting enemies, exploring new areas and learning about them.

4) What effects might Metroid have on audiences? Apply media effects theories (e.g. Bandura’s social learning theory, Gerbner’s cultivation theory). 
In relation to Gerbners theory, Metroid may paint the idea in the minds of players that all women are skilled mercenaries who can be considered hostile. Or, they may actually believe in a post apocalyptic world. 

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 a heterosexual adolescent male.

2) What has changed this?
Smartphones has changed this dramatically as now 50% of the gaming audience is made up of women.

3) What role do women play in the videogames market? Quote statistics from the article here.
Women play the role of the casual mobile gamer as despite not being considered real gaming, it still rakes in $36.9 billion in revenue.

4) Why are older gamers becoming a particularly important market for videogames producers? How can you link this to the Metroid franchise?
Older gamers are a particularly important market due to the fact that you can appeal to the create the sense of nostalgia when they are playing your games, which is a huge audience pleasure for some. This links to the metroid franchise as it first debuted in 1986, meaning there will be a lot more older fans of the seies than younger.

5) What does the article suggest regarding audience pleasures and expectations for different generations of gamer?
The article suggests that for people who play videogames on mobile, the games should be quick, easy, fun and accessible, meaning that the audience pleasures for that of different platforms may be different, as well as for different generations/genders.
Industries

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

1) Why has Metroid never quite fitted with the Nintendo brand?
This is partly because of the genre as Nintendo has never been great at science fiction, and their most successful franchise, e.g. Mario/Zelda, don't really fall into this genre, making it weird for Nintendo to make a game like this. 

2) What franchises have overtaken Metroid in the sci-fi hyper-realism genre in recent years?
Some other Sci-Fi games that have overtaken Metroid include: Mss Effect, Halo, Destiny and No Man's Sky.

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?
This is because some old boy bands will elongate their careers instead of just retire their boy band. Thngs like touring and releasing music that nobody asked for is not foreign to that of old boy bands, and the writer of this blog links the two because nobody is asking for the new Metroid, yet we get it anyway, maybe both are just cash grabs.

4) What is an ‘AAA’ or ‘triple-A game’ in the videogames industry?
Triple A games are games that have high budgets and high levels of promotion.

5) Do you think there will be further Metroid games featuring Samus Aran? Should there be?
I think that there will be another Metroid game with Samus Aran or a successor of sorts. Although i don't think that Nintendo releasing a new Metroid game is the best move for the franchise.
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 notable thing about Metroid in 1986 was the fact that Samus was actually a female, when players were led to believe that she was a male in the armour.

2) What were the inspirations behind the gameplay and construction of Metroid?
Some of the inspirations include: Ridley Scott's Alien, possibly things like Sonic in the later games in the franchise, Star Wars

3) Why are the endings to the original Metroid considered controversial?
This is due to the fact that if you beat the game in a certain amount of time, accomplished by "speedrunning" the game, you would be greeted by Samus Aran, who takes off the armour and is in just less and less clothes, the quicker your time=less clothes on Samus.

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 reactions would be the same today as they would've been in 1986, as long as the people who care enough to change something are the ones to see it.

5) How have later versions of the Metroid franchise sexualised the character of Samus Aran?
Newer versions of Samus Aran have given her an hourglass figue and in games where she is not in her suit, e.g. Super Smash Brothers, it is clear that the developers designed Samus with the male gaze.

6) How can we apply Liesbet van Zoonen’s work to Samus Aran and Metroid?
Liesbit van Zoonen would say that the sexualisation of the female body is westernised culture, which is strange as Nintendo is a Japanese company, although this may have been done to appeal to Americans more.

7) What did Brianna Wu suggest regarding the character of Samus Aran?
Brianna Wu has even gone as far to suggeststhat Samus might be transgender.

8) Do you see Samus Aran as a feminist icon or simply another exploited female character?
I think of Samus as not an icon, but a very influential female figue as she empowered a lot of women to play games to opened them up to playing them to this day.
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?
Sarkeesian suggests that Samus' body was used as a reward for male gamers skill, objectifying Samus.

2) Why does Brianna Wu (and others) suggest Samus Aran may be transgender?
This was because the designers had pointed her out to be 6' 3" and quite muscly in appearence.

3) Why is Samus Aran useful for male gamers trying to argue videogames are not sexist?
Samus is a good example video games not being sexist as she is a very powerful figure in gaming history who happens to be female.

4) Why are Lara Croft, Zelda and Peach not ideal examples to argue for female equality in videogames?
This is beacuse in most cases hey are the ones being saved, and therefore not equal. This means that using them as an example of female quality in video games is not particularly useful.

5) What does the ‘SJW’ in ‘SJW-gender politics’ refer to?
Social Justice Warrior, someone who believes in promoting socially progressive views.

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’? 
If men see wpmen portrayed in a certain light their entire lives in videogames, they are going to think that is how all women should be, and that is the essense of cultivation theory, mass consumption of media will lead you to believe those views. This in turn will lead to male gamers expecting a certain behaviour from women in the real world.

7) Does the videogame industry have a problem with gender? Provide evidence for your argument.
It can be argued that he video game industry does have a problem with gender as it is still not evenly balanced, in terms of developers, as it is likely that there will be more males in the industry than females. Some easy evidence is the fact that there were characters like Lara Croft with sexualisation issues that were only addressed in the 2013 reboot.

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