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 guns are an enigma code that she will need to attack something and defend herself, the actual guns can be used as a phallic symbol to perhaps entice male audiences and potential players.
Gold symbol behind the character and ancient writing on symbol suggests puzzle and mystery.


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

Her costume is actually very impracticle and would not be ideal for what she would actually need to do and would, in fact, put her in more danger than regular clothing.

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

She is a female lead on the intro page who is entirely fit and can deal with herself. She needn't bother with assistance from anybody a ton of the time else they would likewise be included on the title page - which engages female gamers from the fundamental characters autonomy.

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

It involves a lot of puzzles and problem solving.
Gunfights.
Cut scenes show reaction shots of Lara, creating empathy with the character.


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 outfit she has uncovered a great deal of skin and exposed flesh and her firearm holsters look like underwear which causes the male audience and the lighting likewise diagrams her body highlights. The cut scenes in the amusement help make an individual relationship by utilising outward appearances to help reverberate with the character.

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

Diversion - escaping reality by playing the game.
Audience successfully completing tasks gives them the satisfaction of completion.

Also the nostalgia of the original game.

1) Note the statistics in the opening paragraph.

Laura Croft- 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?

Women's equality in the media now allows mainstream character to become feminist icons.

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

Young female gamers wanted to play the game as she was seen as a role model by many. She surprised everybody as the first female, strong protagonist. 

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.

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

"her determination, courage and physical ability. Woke Lara is officially ready to raid the box office."

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

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


They had to emphasise their hips, legs and breasts to feminise her more easily.


2) How did the limitations of game construction in the 1990s help to establish the way female characters were animated?

There were limitations to the animation which they could do and therefore had to emphasise her attributes even more as it was not as realistic as it perhaps would be today.

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

"With Lara Croft, you see her entire body running around in her hot pants," "That encourages players to look at her as a sex object."

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. "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?

"To make her a more relatable character that was believable" and due to the fact that there were a lot more female gamers who were playing the game and would not appreciate being sexualised in this way and would prefer a more relatable character.

Industries

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

She was one of the first female characters to be the main protagonist. She is seen as pioneer for feminist culture and the way females are represented as a whole.

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

Comics, animated TV series, feature films such as with Anjelina Jolie.

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

Models were dressed as Lara Croft so a fictional character has become part of the 'real world' - blurring the lines between the real world and the media.

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


It reflects how large media conglomerates own the different parts of the distribution system as they are made up of multiple companies covering production, distribution and marketing.

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