Category Archives: Tomb Raider

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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
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