Monday, March 2, 2020

Tomb Raider Anniversary case study

Videogames: Tomb Raider Anniversary

Our first videogames CSP is Tomb Raider: Anniversary (2007).

This is an in-depth CSP so will require significant work and research for an extensive blog case study.

The basics
  • Released in 2007 on multiple consoles, PC and Mac. 
  • The Wii version had active features; on Xbox it was the first game to be offered on Xbox Live Marketplace.
  • 11th version of the Tomb Raider franchise.
  • Marked 10th anniversary of original 1996 Tomb Raider game.
  • Sold 1.3m copies – good but nowhere near original (7m+ copies).
  • Game was based on original (offering nostalgia) but with updated graphics and gameplay – faster and more agile; more realistic visuals.
  • Genre: Action adventure
  • Protagonist/avatar (character player controls): Lara Croft
  • Quest narrative driven by enigma and action codes and culminating in a final confrontation with antagonist. Lara Croft is dispatched to New Mexico to recover part of the Scion of Atlantis
  • Gameplay involves: Exploration; Overcoming physical obstacles; Puzzles; Fighting; Gunplay.

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 class of the game is activity/experience and is imparted using mine-en-scene for instance the props 

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


Her position and outfit accentuations her bosoms and bum for the male look. 

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

As she is the main character on the front of the game

Gameplay analysis

Watch the following gameplay clips again:



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


Third individual point of view 

The player has power over camera position 

Gunplay-Lara Croft's points of view

The cut and activity scenes energize player sympathy as they highlight response shots of Lara 

The sound-builds up the activity/experience sort 

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.


Class: activity 
Narrative:Gameplay 
Mise-en-scene: Character 

3) Analyse the clips for audience pleasures, applying audience theory and considering media effects.
Redirection encountering dream to get away from this present reality and encountering an elective reality from the point of view of someone else ( third individual viewpoint)

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-on the front of 1,100 magazine covers 

Tomb Raider-has sold more than 58 million computer game units around the world 

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


The article is about the discussions about ladies' fairness and how it has changed altogether throughout the years. 

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


youthful females were propelled by the way that there was at long last a female hero in a computer game and progressed nicely. 

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


The re dispatch ensured that her regular immaculate, hopeful body and uncovering apparel, she was canvassed in blood and earth and wore freight pants which secured her legs and was effective among their crowd. 

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

'woke Lara' - is characterized as somebody sees for her: insight, mental fortitude and physical capacity. 


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

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

There is a discussion with respect to whether Lara Croft is a genuine good example or not 
2) How did the limitations of game construction in the 1990s help to establish the way female characters were animated?


They utilized body highlights of ladies to assist gamers with recognizing them from the male character by giving females unreasonable bodies 

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


It was accentuated for the male look and the market establishment. 

4) How does Anita Sarkeesian describe Lara Croft?


'hyper-sexualised character that advances a profound typification of ladies'. 

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

To adjust the game to the changing society that we live in


Industries

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

She was one of the primary female heroes found in computer games 
2) What products and spin-offs have featured Lara Croft or the Tomb Raider brand?


highlight films 
Activitys 
Television arrangement 
Notices 

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

Because she is someone that young a swell as elder females can look up to because she can be seen as very inspiring.
4) Why is Tomb Raider Anniversary a 'case study in conglomerate ownership'?

Tomb Raider is a 'contextual investigation in combination proprietorship' as after some time, the Tomb Raider Franchise became heavily influenced by different organisations. Center plan was purchased by Eidos Interactive ( who distributed the first game). Eidos was then purchased by Square Enix-distributor situated in Japan. This is a case of aggregate possession as it mirrors the advantages of vertical joining and the control that organisation have as aftereffect of this.

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