Videogames: Tomb Raider Anniversary

 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 mise-en-scene used in the image communicates that the genre is action/adventure. The use of the guns, costume, and colours all communicate the genre.

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

The pose appeals to primarily male audiences as the pose shows both Lara's chest and behind in the same shot, which is used for the male gaze and pleasure.

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

The cover may be empowering for female gamers as women are rarely playable and are usually the 'damsel in distress' but here Lara is the hero, and she is the one on the quest and facing dangerous obstacles, showing women are just as capable as men.

Gameplay analysis

Watch the following gameplay clips again:

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

The game play involves fighting, gunplay, solving puzzles,and overcoming physical obstacles.

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.

Setting- dark cave, low key lighting, adds to the eeriness and highlights the action/adventure genre
Camera shots- focuses on her behind when she walks


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

Audience pleasure- diversion, as it is an escape for audiences to indulge in.
Personal relationship- sense of nostalgia for older players as it is an anniversary game
Personal identity for female gamers because of the representation of women

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 was used in more than 1000 magazine covers,the game sold over 58 million units.

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

Female equality has changed in the media as women have been using technology to advocate for feminism. 

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

The original Lara was a protagonist in dangerous adventures and was a role model. She fought, solved puzzles,and overcame obstacles.

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

In the 2013 re-launch the producers changed her appearance by giving Lara cargo pants and making her seem more athletic and strong rather than looking like a run way model.

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

Woke Lara is defined as determined, courageous, with impressive physical abilities.

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

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

She is considered a polarising figure because the creators wanted her to be noticed for her toughness and as an agile archaeologist. Instead she gained attention for her physique and revealing attire.
These two characteristics contradict each other as usually you have one or the other.

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 

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

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.

4) How does Anita Sarkeesian describe Lara Croft?

Anita says "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. 

Industries

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

Lara has been a feminist figure and femme fatale .

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

Comics, films, advertisements and magazines.

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

She is a simulacrum of celebrities. She is a postmodern icon as she is a well known character.

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

It is a case study in conglomerate ownership since the TRA franchise uses many companies in its production, distribution and circulation.

Comments

Popular posts from this blog

Semiotics

Videogames: The Sims FreePlay part 2 - Industries

Videogames: exam question