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MEDIA ESSAY

In this essay I am going to apply semiotic analysis to both the game covers Tomb Raider and Metroid, the front cover for the video game Tomb Raider is misrepresenting reality, this is through how the dominant signifier is represented (Lara Croft), she is seen to be wearing clothes that will cause the male gaze and voyeurism. Another way the games producers have further tried to emphasise this is by placing the anchorage of the image on her waist, making the upper and lower part of the body clearer to the eye at first glance. As Laura Mulvey said “The ‘male gaze’ is something that sexualizes women by empowering men and objectifying women. In the ‘male gaze’ the women are objectified to fit the wants of the heterosexual male.” Ferdinand De Saussure’s ideology is still holding up in today’s world with the idea of the signifier (being the object itself) and signified (being the meaning of the object) this is clear as the way the signifier (the guns) is being signified with the dominant signifier holding them in both hands to suggest that there is and should be violence, which is not the case in today’s society and this makes a myth. On the other hand, Tomb Raiders front cover for the video game can radical as it goes against the patriarchal society. This game also goes against collective identity and suggests to women that you don’t have to a “damsel in distress” as the feminist frequency group put forward. Lara Croft is also a countertype as she goes against the traditional stereotypes set up with women. Girls as young as 12 or even younger if they are not listening to the age restriction will be playing this game and taking in everything about it without even know that they are doing that. As John Berger said “The book “ways of seeing” says in it that women from their earliest childhood have always had to survey themselves constantly. She is told that is it crucial on how she appears to men as it determines how successful she is in life.” This is true in the sense that the way Lara croft is dressed, suggesting that girls should dress like that. However she is also empowering girls as she is seen as strong and adventurous with the video game itself. Modern media is saying that (Leveling up) “Despite many video game companies being based in East Asia, most games feature white protagonists.” However, this is and isn’t the case for Tomb raider, on the first part their game was produced by the games company eidos which is based in Montreal Canada however on the other hand the game does feature a white caucasian being Lara Croft.

The front cover of the video game Metroid is a myth, its trying to represent a sci-fi like video game through the use of unrealistic guns and armour. The game is promoting violence with the signifier (the gun). He creates a constructed reality for people who want a breakthrough with reality this could be negative as it disconnects people from reality and facing their fears.  It also creates a constructed identity for the one who is playing the game as the person is controlling everything that character does using the controller. Samus being the dominant signifier is a icon to many with his gun being an index to samus and the title would be a symbol. There is no negotiated identity with samus, as the game creators get to decide this, you could see the creators being the hegemony of the video game which could be seen as a negative thing. However not everything about this game is negative, in fact there are many positives. You may get a patriarchal view at first with the dominant signifier (samus) with the suit, gun and male stance, but in fact the person inside the suit is female, this stops voyeurism for the heterosexual male as the character can be seen as female and male. When you realise that samus is actually a female you would think of samus as a counter-type. The game cover has also tried to show that this is a video game through using a syntagm in the front cover with the logo of the Nintendo game cube, the age rating and the games company it was created by. The front cover always warns it uses of how they should play the game by adding an age rating to it in the bottom left hand corner however if someone were to be less than that age they might not notice it as there is no colours such as red, being a dangerous colour, to warn them. It indicates that you should be at least twelve or more to play the game however there is nothing restricting someone who less than that age playing the game. This can cause big issues to audience playing the game as people who are less than the age are susceptible to inheriting these ideals and putting them into practice where they were to use a gun in real life and think its just part of the game. But as the fluidity identity of the audience changes as time passes they might take these ideals with them or push them aside and forget about them.

In this essay I have argued that Tomb raider is a game is created to please the sexual desire of the heterosexual man whilst also having a fun and creative side to the game as well and I have argued that Metroid promotes violence and how man should be in society whilst being able to creating a escape from reality.

CSP Essay

In this essay, I am going to apply a semiotic analysis to both the Lara Croft Tomb Raider and Metroid video games covers. I am going to argue how both of the covers represent the modern day portrayal of women in the media today, which is a sexualisation of female form, by analysing the reactionary layout and design and other similar pieces of imagery. I will also go over the contents of both games themselves, how they back up some theories of how women are used as objects and how they go even further with the sexualisation of women.

I’ll start off with Metroid, as Samus Aran (the playable character in the series) is actually a woman underneath her armour, most people would expect the character to be male as the game series is based off of a character who defends the galaxy from creatures known as ‘Space Pirates’. This is a major countertype example of the damsel in distress. During the storyline of various Metroid titles, more revealing clothing is available for unlock by multiple methods, including game completion, achievements and playtime. This is clearly trying to appeal to the reactionary gaming audience, being maturing teenage males. A radical part of Metroid is that Samus Aran is pictured as a muscular woman who stands 6′ 3″ tall and weighing in at about 90kg. This stature and weight would generally be associated with men over women. On the Prime 2: Echoes cover, Samus’ body is covered up by the orange battle armour. The image it portrays is completely different to what is ‘hidden’ underneath. The character is also pictured with a large cannon replacing her right hand and the description on the back side of the cover opens with, “Become the bounty hunter behind the visor once more!” This would direct most people in the direction of thinking Metroid is a male protagonist.

Continuing from this, the Lara Croft games cover is quite different, but represents the same concept. To start, she is stood at an angle where both her breasts and backside are visible, when they are on opposite sides of her body. This is the most obvious sign of sexualisation as there are not many angles from which both sides of her body would be visible, so somebody clearly designed and planned this beforehand. Some may see this representation as negative as a few of her most notable body parts (the ones mentioned previously in particular) have been extensively exaggerated. Even the way the light falls over her makes her curves look more pronounced than the games cover title image, arguably the most important piece of the cover. The decision to make this image the front cover has been made in order to create a reactionary response from the target audience, and links in with Laura Mulvey’s study of the ‘Male Gaze’ which is a stereotypical viewpoint for the heterosexual young male. She believes that women are used as objects of pleasure for the mainly male gaming audience. This was first written about in “Ways of Seeing” by John Berger. The fact that so many games now use these image portrayals of woman in this possibly negative way show the further audience that this is the standard design and layout for the covers of these games. This visual example also becomes what many women (especially younger) aspire to look like. Some even obsess with looking this way, finding it the only way for others to find them attractive, as it is so heavily used in many forms of media, extending far from some video games covers. The negative view continues over to femininity as Lara, the dominant signifier of this CSP, is pictured holding two handguns, with a third in her right weapon holster. This exposes users as young as the recommended age, 12, to the active and semi-constant use of weaponry in both games, which many parents and others alike will not see as healthy viewing material for their children.

Furthermore, I believe that the representation of women and the ‘Male Gaze’ are shown in an overall more positive way in the Metroid cover image than the Lara Croft Tomb Raider cover image. This is because there is some evidence of an effort to cover up the once again over-exaggerated body of the character. The armour she wears also creates a reactionary response within the audience as they are led to believe that Metroid is a male character, from what is displayed in the iconic sign. Neither of these CSPs support the ‘damsel in distress’ theory that I mentioned previously. This theory is described as how the female character in numerous storylines is more often than not the one who needs rescuing or saving from a typical antagonist by the male hero, more info is available about this theory on the Feminist Frequency website. These images and game contents are trying to point people in the direction of knowing that women are very able to defend themselves against themselves and others. This may not always be the case however. Once again the excessive sexualisation and violent nature of these video games may not have a positive impact on the audience outside the target. They don’t know what the cover actually represents, all they can see is obscene imagery and portrayal of women and the guns she is holding, convincing them that this is all the game resolves around.

In conclusion, I believe that neither CSPs present women in a good way. This is because of how their bodies are used as pleasure for the targeted audience, more so with the Lara Croft example. The Metroid cover does make some effort to cover up Samus’ body with the classic Metroid armour, as well as to cover up some of the contents of the game itself. Both games covers prove Laura Mulvey’s theory of the Male Gaze true. The use of these images can also bee seen as disempowerment. This can easily be improved by games cover designers creating countertypes of the covers. This would flip the negative effect they give on its head, making it positive. People in the further audience may then be more inclined to buy the products, increasing sales and revenue. Some other developers might take the same idea on board and follow along, the currently ‘over-the-top’ sexual exaggeration and representation of women overall may be improved over time.

CSP TOMb raider & metroid

TOMB RAIDER FC

The front cover uses Lara Croft as an iconic sign to show buyers who the main protagonist of the game is – Lara as a sign can be seen as radical as she is shown holding guns, something not typically seen everyday. The title is also a symbolic sign presenting an idea of the atmosphere of the game and shows the name of the main character – Lara Croft – and which edition of the game it is, it does a good job of presenting a lot of information with a small amount of text. Furthermore on the front cover there is the symbolic sign of the age rating – this symbol tells buyers that only people aged 12 and above are allowed to play the game. In addition, the iconic sign of the xbox symbol represents which system the game is played on – and that it wont be played on any others.

TOMB RAIDER BC

The back cover uses an iconic sign of an Egyptian relic to further help show the atmosphere of the game to buyers, and draw in those interested in the subject. Furthermore there is another symbolic age rating sign – reminding buyers only people aged 12 and up can play the game.

METROID FC

The front cover uses the iconic sign of the main character – Samus Aran – in a space suit to present immediately what the game will contain and be about. The front cover also uses the title as an indexical sign to help further this as it has a futuristic design connoting that the game will be set in the future, which also tells buyers what the game is called. In addition it also has the Gamecube sign, telling buyers that the game can only be played on gamecube. Furthermore, this cover also has the symbolic age rating sign – also reminding buyers that only people 12 and over can play the game. There is also an indexical sign of the nintendo logo, showing that nintendo is the company who published the game. Finally there are 2 PAL symbols on the front cover – showing that the game can only be played in PAL regions and will not work elsewhere.

CSP 1&2: TOMB RAIDER AND METROID

LanguageTodorov
most narratives follow basic structure: beginning/equilibrium, middle/disruption, end/new equilibrium

-condensed equilibrium – immediate disruption by ‘fearsome creatures’
-disruption – hired to find ancient artefact
-new equilibrium – defeats Natla and retrieves scion
-sub plots – Puzzles block progress through the levels until Lara solves them by activating switches or finding and using keys hidden within the area. These involve avoiding traps and timed environmental elements – quest-narrative conventional of quest narrative

Neale
genre is is a mechanism which attracts audience based on their predictable expectations – ‘structured around a repertoire of elements’
presence of unconventional elements which maintain audience enjoyment

first person shooter/adventure game
conventional- elemts of fighting and violence, quests, puzzles, boss battles etc…
unconventional- female protagonist

Baudrillard
in postmodern culture the boundaries between the ‘real’ world and the world of the media have collapsed and that it is no longer possible to distinguish between reality and simulation – media images have come to seem more ‘real’ than the reality they supposedly represent (hyperreality)
“It is no longer a question of imitationIt is a question of substituting the signs of the real for the real” (The Precession of Simulacra 2)

elements of TR represent a simulacrum of reality – LC is a British archaeologist-adventurer and is hired by a wealthy businesswoman Jacqueline Natla to complete a job
however elements are too unrealistic to be considered hyperreal therefore dont blur the lines between reality and simulation – the manoeuvres LC is able to do, the fact that if she dies the player is able to re spawn, certain boss battles include creatures that dont exist such as a t-rex
Representationprotagonist represented as as typical hero:
-powerful as holds a two guns
-clever as has to solve puzzles
-independent as fights bosses on her own
therefore not typical damsel in distress
boss is also female – game represents females in dominant positions

female – unconventional as it is normally male characters who play the dominant role – maybe due third wave feminism
however stereotypical representation of women – sexualised through lack of clothing, body pose displays both bottom and breasts to appeal to male audiences
video game industry is also male dominated
also likely due to the production process – when the og game came out in 1996 difficult to make it distinguishable between male/female characters so often accentuated features

game was very ahead of its time and graphics were extremely realistic for a video game – offered detail representations of exotic locations (link to Baudrillard)

post-colonial representation – white upper class characters exploring foreign locations in search of treasure and killing off locals in the process
reflects racists portrayals of ethnic minorities in culture industries at a time of less progression ie 1996
maybe in order to target western audiences – representing white people as powerful and clever

the way in which croft is presented impacts the players sense of identity – they feel powerful, dominant, clever

van Zoonen
in mainstream culture the visual and narrative codes that are used to construct the male body differ from how female bodies are represented
display of women’s bodies as objects to be looked at is a core element of western patriarchal culture

designers are aware their key target audience is western men, therefore use a female protagonist to their advantage by sexualising her – to feed the voyeuristic tendencies of the patriarchy
shown through her stance – which accentuates both her breasts and bottom
shown through her clothing – short, tight

Gauntlett
media provide us with ‘tools’ or resources that we use to construct our identities
modern media offers us a more diverse range of stars, icons and characters from whom we may pick and mix different ideas
reflex identity construction: audiences can ‘borrow from these stories when shaping our narratives of the self’

by representing people are are traditionally under represented in the industry – women – people from that group are able to identify more
can construct identity from her sense of independance, strength, bravery etc…
also attracts a female audience which overall makes the company more money
IndustryPRODUCTION
Release date – June 2007
production – Eidos Games (named as Britain’s most successful company in 1999), Eidos Interactive ltd, part of SCi Entertainment Group PLC 
(now owned by Square Enix)
developer – Crystal Dynamics/ Square Enix, 2013)
platforms – PS2/3/4, PC/MAC, Xbox/360/1, Wii

OUTCOME
Sold 7 million copies of the first game and 16 millions copies worldwide of the first 3 games
Tomb Raider II, III, IV, Chronicles, The Angel of Darkness and Legend all followed as well as films
Over 28 million copies of the Tomb Raider series sold worldwide 

REGULATION
Tomb Raider has been regulated as an 18 by PEGI because of:
Extreme Violence
Strong Language
You are able to interact with other players online

Hesmondhalgh
‘risky business’ makes us aware of why companies want larger market share (link to C&S), claims:
-audiences tastes are continuously adapting which makes predicting their needs and wants nearly impossible
– online video games limited consumption capacity meaning the huge sums of money invested in creating media products result in only a one time reward – buy the console once and dont have to buy it again, once game is complete there is nothing else to consume

risks reduced by:
-remake – recycling previously successful archived material requires less time, effort and money when it comes to the production and instantly engages an audience through nostalgia-based appeals (same character, same underlying plot) while also rebranding content so that it fits the tastes of contemporary audiences (better graphics)
-also use of serialisation – use of sequels, prequels, spin-offs etc… requires less investment in marketing activities to create audience visibility therefore allowing producers to maximise their investments – many new versions of TR have come out since

Audienceaudience is likely to be pre-sold – played the og 1996 tomb raider
audiences who enjoy adventure games
mythical creatures appeal to fantasy audiences

objectification of protagonist appeals to male audiences
however can also make female audiences feel empowered as it was one of the only games who represented women in power

Gerbner
examines the lasting effects of media – Looking primarily at the relationship between violence on television and violence in society EG  the more television people watch, the more likely they are to hold a view of reality that is closer to television’s depiction of reality
For many individuals the distorted and partial reality portrayed on television represents what the world is ‘really’ like (could like to Baudrillard)

TR depicts mild violence which could influence the way in which audiences view the real world – especially due to real aspects of the video game (link to baudrillard)
the unrealistic and violent elements may cause audiences to view reality in the same way the game depicts it

McQuail and Blumler
uses and gratifications – active selection
believe consumers have a free will to decide how they will use the media and how it will effect them and therefore recognises the decision making process the audience take, highlighting how they seeking specific uses and gratifications when consuming media

audience’s who are fans of adventure genre may want to IDENTIFY with ideas presented top them or seek a new IDENTITY – EG players may want to adapt/identify with LC adventurous lifestyle and aspire to be like her
first person shooter perspective makes this even more realistic
Context
Language
Representation
Industry
Audience
Context