Thursday 22 December 2022

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 cover communicates the genre of the game as the gold and brown colour scheme has connotations of treasure which fits in with the action adventure genre of Tomb Raider Anniversary. The background image of the Scion of Atlantis is also representative of the quest narrative of Tomb Raider Anniversary. The slightly modernised typography for the title text also suits the action adventure genre which shares the gold colour scheme 

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

The pose of Lara Croft is undeniably intentional to appeal to a primarily male audiences as her rear end and breasts are have the main focus. The positioning of the font also ensures that her behind is still clearly in view appealing to the assumed straight male audience which links to Mulvey's idea of the Male Gaze. Additionally, the lighting in the poster accentuates Lara Croft's arms and legs rather than her face proving that she is only presented as an object of sexual desire for a male audience. Lara Croft's costume is also intended to appeal to a primarily male audience particularly as she is dressed scantily clad which is especially unfit for the adventure that Lara Croft embarks on which means that the outfit was undeniably for the Male Gaze 

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

The cover might also be read as empowering for female gamers because she is holding two guns which could be said to subvert the gender stereotypes of women being gentle which suggests that women can fight despite the stereotype that only men can. The direct address of Croft looking directly at the camera has a powerful and assertive nature which juxtaposes the weak look that female gamers might have grown accustomed to seeing within games 

Gameplay analysis

Watch the following gameplay clips again:




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

The gameplay for Tomb Raider Anniversary involves lots of exploration, overcoming physical obstacles, puzzles, fighting and gunplay which fits in well with the action adventure genre. Additionally, the use of problem-solving in order to progress to the next stage of the game exemplifies the adventure elements as new areas are unlocked as you move forward with the game 

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 media language in the construction of the game allows us to explore the third person narrative which gives the player control over the camera placement which places her rear end clearly in view. The cut scenes and action scenes also contain reaction shots of Lara Croft which formulates feelings of empathy as well as making it more cinematic to establish Lara Croft as a hero. The mise-en-scene also establishes the genre and atmosphere of the game through the settings consisting of areas such as ancient ruins, rivers and ravines paired with low-key lighting. The music and sound effects also enhance the suspense and atmosphere of the game 

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

Audience pleasures may consist of personal identity considering they play as Lara Croft which may even amplify the personal identity felt by female players. The adventure element as well as the exploration nature of the game will also help to create entertainment for the audiences due to the need to overcome obstacles and challenges. For players of the original Tomb Raider game in 1996, they will already have a personal relationship with Lara Croft which might make them more inclined to play this game for the anniversary 

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 the most successful human videogame heroine of all time, gracing more than 1,100 magazine covers, and selling over 58 million videogame units worldwide 

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

The article describes the cultural change in society and the media since the early 00s as being transformed entirely particularly in regards to women's equality. FHM, a lads’ mag which once had lycra underwear-clad women compete in a ‘Lara Croft Challenge’, is no longer in circulation. Women are fronting the most popular films at the box office, and #MeToo has finally given women the space to call out systematic sexism and harassment 

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

The original 1996 Lara Croft was seemingly very well received by audiences and critics being seen as strong, smart and having an amazing job - she was already a role model 

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

The 2013 re-launch was different in that the hot pants and Barbie physiques that Lara Croft was previously presented in had been switched in for cargo trousers and abs. 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. Camilla Luddington from Grey’s Anatomy both voiced and motion-captured the archaeologist, showing a commitment by creators Crystal Dynamics to fully develop Lara’s character. She was also given a best friend, Samantha Nishimura – meaning she no longer just communicated with her butler and her enemies. This became the best-selling game in the history of the franchise 

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

In the conclusion of the article, 'woke Lara' is defined as a woman with determination, courage and physical ability 


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

Lara Croft is considered as a "polarising figure among gamers" because she is a paradox regarded as either a digital pin-up girl or a feminist role model or sometimes both 

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 inadvertently aided in the establishment of the way in which female characters were animated as it was hard to distinguish from men on 32-bit consoles. Flowing hair was difficult to design - Lara Croft wears her hair in a single braid 

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

Lara Croft's physical attributes were emphasised in the original games because it became an easier way to feminise her 

4) How does Anita Sarkeesian describe Lara Croft?

Anita Sarkeesian describes Lara Croft as "one of the most iconic representations of women in gaming, but that doesn't mean it's a good thing," "She is a hyper-sexualised character that promotes a deep objectification of women." Sarkeesian said Lara Croft was simply a stereotype for the category of games typically associated with male players. Even the camera angle in the game focuses on her rear end, she said, putting it at the centre of attention. "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?

Lara Croft's appearance has gradually changed as more women were drawn to video games. (Research shows that nearly half of all players now are women). In 2013, Crystal Dynamics rebooted the franchise and gave her a more natural look, including trousers. "The goal was to make her a relatable character, one that was believable," Marie said 

Industries

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

Lara Croft is such an iconic figure in the gaming industry because she was one of the first female protagonists which was portrayed so predominantly in a game at the time. Lara Croft became known as the first female sex symbol in gaming. However, she was also intelligent which presents the idea that women could be more than just their looks 

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

There have been many products and spin-offs that have featured Lara Croft and the Tomb Raider brand such as: The Face magazine, loaded magazine, Next Gen magazine, Dreamcast magazine, Tomb Raider: Curse of the Sword, Lara Croft and the Guardian of Light, Lara Croft and the Temple of Osiris, Lara Croft Go, Lara Croft: Relic Run, Tomb Raider Reloaded and the Tomb Raider Films 

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

Lara Croft might be considered a postmodern icon as her evolution as a character shows an awareness of what was seemingly the epitome of femininity through her sexualisation and moving away from this to seem more like an actual human being  

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

Tomb Raider Anniversary is a 'case study in conglomerate ownership' as their original producer (Core Design) was bought by another company (Eidos Interactive) which was then bought by Square Enix who now own the franchise 

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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? T...