Tomb raider anniversary csp

Language and Audience



Analyse the game cover for Tomb Raider Anniversary (above).

1) How does the cover communicate the genre of the game?

The genre of action/adventure is clearly communicated through the use of props on the cover of the game. The gun suggests that there will be moments in the game where Laura Croft will need to defend herself; therefore the gun acts as an action code. Similarly, the backpack highlights the adventure aspect of the game as it is a conventional feature of action/adventure films and games. The genre is also conveyed through the colour scheme and lighting as they offer an element of intertextuality - they also feature in films such as Indiana Jones.

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

The way that Lara Croft is posing positions the audience to focus on her physique - particularly her bum and breasts. This plays into the Male Gaze, as it encourages the male players to view her in a more sexual manner. Also, the costuming is revealing and is not only impractical, but also accentuates her body and offers visual pleasures.



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

The cover may be empowering for female gamers because Lara Croft is the only character on the cover of the game. This highlights her autonomy and her confidence, which would be empowering for the female demographic as they too would feel a sense of confidence and power through Lara Croft. Also, her autonomy is reinforced through the fact that there are no male characters on the cover. This makes her the clear focus and does not downplay her confidence at the expense of showing a male character.



Gameplay analysis







1) What does the gameplay for Tomb Raider Anniversary involve?
Third person perspective
The player can control some of the camera placement and the angles we see Lara Croft/the environment from 
Gunplay offers close to Lara's POV
The cut scenes and action scenes encourage player empathy as they they feature reaction shots of Lara.
The sounds and SFX used helps to establish the action/adventure genre
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.


Lara Croft avatar - highlights her athleticism through her movements and ability to manoeuvre through difficult situations.
The simplistic gameplay - it's straightforward and easy to follow. This is an important aspect of the game because it appeals to the mainstreamers due to its accessibility and simple narrative structure.
Sound FX - Lara Croft's grunting and noises add to the realism of the game and her adventure. However, it can be argued that it has a hyper-realistic effect as it tries to over exaggerate her reactions in an attempt to make the game more believable.
Implicit intertextuality - subtle links to other franchises and films in the action/adventure genre - Indiana Jones etc. 
Low angle shots - accentuate the minimal clothing worn by Lara Croft as well as her body 


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

Enigma Codes - helps to emphasise the sense of mystery. The enigma surrounding how the player is meant to escape/solve the problems in order to progress in the game encourages the player to be as resourceful and independent as Lara Croft is in the game. 
Satisfaction of completing the difficult tasks and managing to succeed in the physically challenging tasks (i.e. swinging between walls and climbing successfully).
Diversion - experiencing fantasy to escape from reality and experience an alternative reality from the perspective of another person.
Voyeuristic pleasures - sexualisation of Lara Croft offers pleasures for the gamer playing
Autonomy - the sense of control that the audience has over the game (camera movement and the decisions that the protagonist makes).


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 has been on the cover of 1,100 magazine covers
Tomb Raider has sold over 58 million video game units worldwide.
2) How does the article describe the cultural change in society and the media since the early 00s?

The article describes how conversations surrounding women's equality has changed entirely. Lads' mags that tend to sexualise and objectify females have been taken out of circulation and women are now calling out sexism. For example, the #MeToo movement has encouraged women  to call out and raise awareness of everyday sexism and harassment that women are forced to endure. 

The cultural changes have been highlighted through Lara Croft's costume changes. Rather than having the revealing and impractical outfit of hot pants and tight tops, she is now clothed in cargo trousers to encourage the audience to focus on her attitude, intelligence and athleticism.


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

The game was well received and many young females were inspired by the fact that there was finally a female protagonist in a videogame. People were excited and amazed at her strength, intelligence and her position as a role model for young women and gamers.

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

The 2013 re-launch is where audiences saw Lara Croft receive a completely new look. Rather than having her typical flawless, idealist body type and revealing clothing, she was covered in all of the things that adventurers would actually be covered in. She wore cargo pants, had scars, blood and dirt and the game highlighted the complexity of her character instead of encouraging gamers to just focus on her physique.



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

Woke Lara is defined as someone noticed for her: lightness, intelligence, recklessness, courage and physical ability.



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


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

Lara Croft is considered a polarising figure because there has always been a constant debate as to whether or not Lara Croft is an actual icon/role model - whether or not she is a feminist role model or a "digital pin-up girl" for male gamers to look at.



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

It was typical to use the body features of women to help gamers distinguish them from the male characters in videogames. Designing other features such as longer hair was difficult to design due to the limitations in the technology and game construction so emphasising her breasts hips and legs was a method of feminising her.



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

They were emphasised to help market the franchise. In the actual game, she was overly sexualised and it encouraged audiences to look at her body rather than focusing on her actual role and position in the game.



4) How does Anita Sarkeesian describe Lara Croft?

Anita Sarkeesian describes Lara Croft as a "hyper-sexualised character that promotes a deep objectification of women." She also describes how Lara Croft might be an iconic representation of women in gaming but that "doesn't mean it's a good thing."


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


Lara Croft's characterisation has changed over time in order to adapt the game to the changing atmosphere and nature of the gaming industry. Also, as societal views on women's equality and femininity have shifted over time, Tomb Raider also needed to do so so that they could maintain relevance and 



Industries

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


Lara Croft is considered an iconic figure in the gaming industry because of what she represents. She was one of the first female protagonists found in videgames that still maintains relevance and success even decades later.

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?
Feature films (starring Angelina Jolie)
Animations
TV Series
Advertisements featuring Lara Croft - e.g. Lucozade adverts featuring her character.


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

She may be a postmodern icon as she is an example of a simulacrum (Baudrillard). Models dressing up as Lara Croft at events like ComiCon and for the front cover fo The Face magazine causes her fictional character to become part of the real world for audiences to experience her character on another level. This is an example of postmodernism as it implies that the copies of her character have become more real than her original character.



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


It is a case study in conglomerate ownership because over time, the Tomb Raider Franchise has grown under the control of multiple different companies. Core design was bought by Eidos Interactive (who published the original game). Eidos were then bought by Square Enix - a transnational publisher that is based in Japan. This is an example of conglomerate ownership because it reflects the benefits of vertical integration and the control that companies can have as a result of doing so.



Grade A/A* extension tasks


1) What examples from the Tomb Raider franchise are included in Anita Sarkeesian's video series 'Tropes vs Women in Video Games'?

'Tropes vs Women in Video Games'

Anita Sarkeesian highlights how the camera orientation promotes a lot of emphasis on the body of Lara Croft. She also explains how the clothing and third person perspective serves as a way of sexualising her even further.


2) How can we apply Liesbet van Zoonen's work to Lara Croft and Tomb Raider?

Lara Croft's body is presented in an overly sexualised manner in order to offer male players with a form of erotic/sexual gratification. This links to Liesbet van Zoonen's work which explains that "gender is constructed through media language" - which is apparent as the costuming and camera angles through which Lara Croft is depicted helps to accentuate her assets and body rather than her intellect and resourceful nature. She also explains that the objectification of the female body is a key construct of western culture - which is highlighted through the fact that male characters are not presented in the same way, whereas females are constantly presented in a manner which implies that their sexuality is necessary for them to be as powerful/equal to the male characters.

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