lara croft go Flashcards
who is lara croft?
Lara Croft was the central character (or protagonist] in the Tomb Raider games [and subsequent films and TV series].
how deos lara croft conform to sterotypes in gaming?
*Object of sexual desire. Her body features were particularly exaggerated in early versions of games.
Lara Croft is designed to be attractive to the male audience as she basically acquires all the features that some men would describe as perfect.
how does lara croft subvert stereotypes in gaming?
*She is an action hero –traditionally a male stereotype in gaming.
*She is empowered female heroine –rare in gaming industry at the time. “The heroine, Lara Croft, is an intelligent, butt-kicking, gun-wielding, sexpot, ready to take on whatever comes her way.”
Media Representation: Time and Place
Lara Croft Go explores the ruins of an ancient civilization in the Amazon Jungle while fighting menacing enemies, overcome dangerous obstacles and traps, and ultimately, uncover the myth of the Queen of Venom. There is no specific timescale –but is modern-day in Lara’s weaponry.
how has intertextuality been used in the game?
Original Tomb Raider games
Tomb Raider movie
what are the features of the game?
traditional Action Adventure elements to this game (she moves, she shoots, she avoids hazards). However, this game is a ‘turn-based puzzle’ which involves by-passing enemies and unlocking paths in a sequential manner which suits the ‘short timespan’ that people can sometimes commit to mobile gaming. It faithfully preserves element of original Tomb Raider game and brings the original adventure up to date.
Also involves collecting items that unlock special powers and tools that help your progress through the game.
narrative:
Larais explorer / adventurer on mission to unearth ancient secret. Narrative is built on explore model through ancient jungle landscape. There are puzzles to solve to progress through each level. Puzzles are based on timing certain moves, attacks and pressing switches to unlock doors and move objects. Enemies in the form of snakes, spiders and salamanders are placed in the way. Each enemy type has a specific movement pattern. Single-use items, such as spears, can be collected on levels and then used to dispatch enemies from a distance. Other mechanics include obstacles such as boulders, saw blades, and traps to avoid. The player can activate levers, which shift walls and platforms to open paths through the level. There are a range of limited collectibles for Lara to find on the way.
iconography
The iconography follows the template laid down in previous Lara games and movies. The landscape is rainforest, the enemies are classically sinister/scary rainforest creatures, buildings are ancient. Lara wears her classic attire and there is instant anchorage in that imagery for loyal Tomb Raider fans.
characters
The characters are Lara as heroine. Enemies are snakes, spiders and salamanders. There is a Boss character at the end of the game (the Queen of Venom). A boss cha
setting
The setting is Rainforest–although not specific where. This chimes with previous Tomb Raider outings and some of the established iconography in the Indiana Jones franchise. These mysterious settings are a regular trope -‘a recurrent theme’
Quality of animation:
whilst the background graphics seem ‘blocky’ the key characters are animated fluidly.
target audience:
1)Those interested in the quality of the innovative gameplay.
2)Those with brand loyalty based on the feminine empowerment displayed.
3)Those with brand loyalty based on sexualisation of Lara (especially if they played older Croft games when at a formative age)
how was the gaem advertised?
Serious interviews on social media.Screenshots on App store and Google Play etc.
Competitions on the Tube to stress mobile nature of game
Less ‘sexualised’ as they game is no longer designed like that.
positive impacts of gaming:
Problem solving
Quick thinking, making fast analysis and decisions.
How to respond to challenges and frustrations.
Teamwork and cooperation when played with others
negative impacts of gaming:
Research shows violent games can make people more violent.
Too much video game playing socially isolates people.
Games can be addictive and harm other areas of life (eg- academic achievement).
Video games may also have bad effects on health(obesity, RSI)