Monday, November 29, 2021

Videogames: Tomb Raider Anniversary

 Language and Audience



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

The background and the symbol behind Lara Croft can communicate a adventure genre codes. The hieroglyphics clearly seen with the gold complex design of presumably some treasure can communicate to the audience a quest narrative. Lara Croft pose with one gun pointing up and one down shows shes ready for any type of action, as well as the gun and the pose, it communicates a action genre as well with the adventure codes as well.

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

The costume is very limited, as it shows more skin and expose her body more. The pose allows the audience to see Lara Croft in full range. The lighting helps with this as the light shines behind her to show highlight her sexy key features.

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

Lara Croft is seen holding guns, ready for action. She's put in a light where shes not to be messed around. This can empower female gamer's as the Lara Croft portrays the message of a strong, leading role in the game.

Gameplay analysis
1) What does the gameplay for Tomb Raider Anniversary involve?
The gameplay involved Lara Croft starting her journey. She goes through a ancient cave where she has to grapple and climb around puzzles and dangerous traps to advance to the next level and escape.

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 is a action adventure. The protagonist and the character the player controls is Lara Croft. The game follows a Quest narrative, where the end goal is to reach a end of a level for a reward, or fighting various enemy's until you meet the final boss. Driven by enigma and action codes, in the final confrontation with antagonist Lara Croft is dispatched to New Mexico to recover parts of the Scion of Atlantis. 

3) Analyse the clips for audience pleasures, applying audience theory and considering media effects.
The first level teaches the player on how to play the game and take more control of Lara Croft, this is shown with certain parts of the level is highlighted to attract the player as well as input prompts shows to tell the player what to do. This can go under Scott Rigby theory of 3 main gratifications. Competence and Autonomy, the feeling of being in control and the development of skills.

Representations
1) Note the statistics in the opening paragraph.
gracing more than 1,100 magazine covers, and selling over 58 million videogame units worldwide. And on March 15 2018, Lara Croft returns to the big screen in Tomb Raider, with the Oscar-winning Alicia Vikander in the title role.

2) How does the article describe the cultural change in society and the media since the early 00s?
the conversation around women’s equality has changed entirely. 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. Lara Croft has caught up too. Her hot pants have been ditched for cargo trousers, and the focus is on her attitude, intelligence and athleticism, rather than her improbable polygon body. Here’s the how Lara Croft became a feminist icon.

3) How was the original 1996 Lara Croft received by audiences and critics?
She was strong, smart and had an amazing job: she was already a role model. Like many young would-be female gamers of the time, Vikander herself had to beg male friends to play – and was restricted to doing tricks in the game’s ‘manor’ safe-zone. “My dad’s friends’ kids had a [Playstation], and their sons played,” she said in an interview. “I remember it so well, because I had never seen a female protagonist in a videogame. I kind of sat in the back. They didn’t let me play the real game.”

4) What did the 2013 re-launch do differently – and how successful was it?
The 2013 re-launch game gave Lara a makeover. Hot pants and Barbie physiques were out; cargo trousers and abs were in. 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.

5) How is ‘woke Lara’ defined in the conclusion of the feature?
Following the commercial success of Rey in Star Wars and Gal Gadot’s Wonder Woman, promotion around the upcoming film has focussed relentlessly on the lessons we stand to learn from Lara: her determination, courage and physical ability. Woke Lara is officially ready to raid the box office.

Tomb Raider’s Lara Croft: feminist or femme fatale? 

1) Why is Lara Croft considered a “polarising figure among gamers”?
Lara Croft set off on her first Tomb Raider adventure in 1996, travelling the globe in search of ancient artefacts amid dark and dusty ruins. She pushed that video game into a multibillion-dollar franchise that included several sequels, two feature films starring Angelina Jolie, an animated series, apparel and merchandise. Now, Academy Award-winning Swedish actress Alicia Vikander is set to portray her in a reboot of the series.

2) How did the limitations of game construction in the 1990s help to establish the way female characters were animated?
Her sexualised appearance was a drawback from the early days of video game development when women were hard to distinguish from men on 32-bit consoles, Marie said. Flowing hair was difficult to design - Lara Croft wears her hair in a single braid - so emphasising a woman's hips, legs and breasts became an easier way to feminise her.

3) Why were Lara Croft’s physical attributes emphasised in the original games?
Heather Stevens, 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. "There was a difference in the way the character was in the game and the way she was represented in the advertising," she said. "We knew a different Lara Croft.".

4) How does Anita Sarkeesian describe Lara Croft?
"She is one of the most iconic representations of women in gaming, but that doesn't mean it's a good thing," said Anita Sarkeesian, a media critic and executive editor of Feminist Frequency, a non-profit organisation that looks at how women are presented in pop culture. "She is a hyper-sexualised character that promotes a deep objectification of women."

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

Industries

1) Why is Lara Croft such an iconic figure in the gaming industry?
Ever since the early days of gaming. She was a revolutionary character to lead the new founding industry. She set a new narrative to the gaming world and audience as it wasn't done before. She brings nostalgia and is a symbol of "woke".

2) What products and spin-offs have featured Lara Croft or the Tomb Raider brand?
Lara Croft is said to be inspired by singer Neneh Cherry and comic book character Tank Girl. Since her introduction, fans have identified with her commanding demeanour and confidence as well as her sex appeal, said Marie, who grew up with Lara Croft and was drawn to her from the start.

3) Why might Lara Croft be considered a postmodern icon?
Lara Croft can be an example of postmodernism for the way Lara Croft changed the narrative over the years. She messes with the normal narrative of video games, changing nature. Which helps to shape the gaming industry over the years.


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