Videogames - Metroid Prime 2: Echoes

 Language


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

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

The cover communicates the sci-fi/action genre because of the gun, costume, the characters and the colours used.

2) What does the cover suggest regarding gameplay and audience pleasures?

It suggests that the gameplay will involve shooting the aliens on the back of the cover and that audience pleasures will be diversion.

3) Does the cover sexualise the character of Samus Aran? Why/why not?

Smus Aran is not sexualised as the character is covered and you cannot tell the gender.

1) What do you notice about genre?

The genre is sci-fi/ action/adventure.

2) How is the character introduced? Is Samus Aran obviously female?

It is not obvious that Samus Aran is a female.

3) How can we apply Steve Neale’s genre theory that discusses “repetition and difference”?

Repetition of certain things can communicate a genre for example guns are used in most action genres.


1) What does the gameplay for Metroid Prime 2: Echoes involve?

The gameplay involves, fighting, shooting,problem solving and combat skills.

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- aciton/adventure/ sci-fi
narrative- Samus Aran is on a mission and faces obstacles that she needs to combat
mise-en-scene- the costume and props highlight the genre


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

Diversion as the genre is used as an escape and entertainment for audiences

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.

Male audience - teenagers/ young adults

2) How has Nintendo’s audience changed since the original Metroid game in 1986?

increase in female gamers

3) What audience pleasures are offered by Metroid Prime 2: Echoes or the wider Metroid franchise?

diversion, personal relationship

4) What effects might Metroid have on audiences? Apply media effects theories (e.g. Bandura’s social learning theory, Gerbner’s cultivation theory). 

If audiences are constantly exposed to violence it may result in long term effects as they will learn from what they see in the media as explained by Bandura's SLT.

Read this Gamesparks feature on gaming demographics and answer the following questions:

1) Who is considered to be the stereotypical gamer?

adolescent boys

2) What has changed this?

with the rise of smartphones gaming became more mainstream there was an increase in female gamers.

3) What role do women play in the videogames market? Quote statistics from the article here.

"For many women, these short play sessions act as a stress reliever and a way to clear their mind after a hectic day.''

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 becoming important as their nostalgia makes them want to play games.

5) What does the article suggest regarding audience pleasures and expectations for different generations of gamer?

games allow them to reach a wider audience and reach a deeper impact. 

Industries

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

1) Why has Metroid never quite fitted with the Nintendo brand?

It's a genre that tends to appeal to nerds aged 15-35 -- a demographic that Nintendo often struggles with these days. 

2) What franchises have overtaken Metroid in the sci-fi hyper-realism genre in recent years?

Halo, Mass Effect, and now 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?

The writer says that like old boy bands, metroid is seen as insincere and only doing it for the money.

4) What is an ‘AAA’ or ‘triple-A game’ in the videogames industry?

video games produced and distributed by major companies.

5) Do you think there will be further Metroid games featuring Samus Aran? Should there be?

Nintendo makes a lot of spin offs but i do not think they will continue the metroid franchise as it doesn't have as much success as other games therefore it will be risky.

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 1986 metroid game revealed Samus Aran to be female at the end of the game which made it seem like her revealing herself was a reward for players.

2) What were the inspirations behind the gameplay and construction of Metroid?

Its developers took inspiration from genre-definers like Mario and Zelda.

3) Why are the endings to the original Metroid considered controversial?

The endings are controversial as Samus is revealed as a woman at the end which it makes seem like her sexuality is a reward.

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?

When it was first released it would not have been seen as a big deal but now it would cause a lot of controversy as people use social media to spread the feminist movement.

5) How have later versions of the Metroid franchise sexualised the character of Samus Aran?

They reveal more skin

6) How can we apply Liesbet van Zoonen’s work to Samus Aran and Metroid?

Samus is portrayed as an object and reward for players finishing the game reinforcing the stereotype that women are submissive to men and are meant for their pleasure.

7) What did Brianna Wu suggest regarding the character of Samus Aran?

argued that Samus is transgender too

8) Do you see Samus Aran as a feminist icon or simply another exploited female character?

To an extent she is a feminist icon as she subverts stereotypes that women are fragile and need saving as Samus is dominant and strong. However, she is sexualised at the end whichis controversial to feminsim.

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 points out that the female reveal sort of pales as Samus’s increasingly naked body is used as a reward for male skill. It doesn’t diminish Samus as a character, but it does sort of diminish the games themselves for using this sexist convention.

2) Why does Brianna Wu (and others) suggest Samus Aran may be transgender?

Samus was originally portrayed to be 6’3” and more muscled in her appearance.

3) Why is Samus Aran useful for male gamers trying to argue videogames are not sexist?

developers use her body as a trophy to be won 

4) Why are Lara Croft, Zelda and Peach not ideal examples to argue for female equality in videogames?

Lara Croft is sexualised and Zelda and Peach are characters that need rescuing. This shows that the representation of women in the media is mostly either submissive or sexualised which is not what feminism is about.

5) What does the ‘SJW’ in ‘SJW-gender politics’ refer to?

social justice warrior - a person who advocates 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’? 

When audience are exposed to certain representations in the media constantly they will start to believe whatever they see in the media. This links to 'entitled male gamers' as the media usually appeals to the male gaze therefore when this is challenged they don't agree and feel entitled.

7) Does the videogame industry have a problem with gender? Provide evidence for your argument.

The video game industry does have a problem with gender representations as women are usually sexualised or presented as needing rescuing and female characters are rarely playable. Zelda needs rescuing, (damsel in distress), in GTA there are prostitutes and strippers for the 'male gaze'.

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