lara croft go Flashcards

1
Q

who is lara croft?

A

Lara Croft was the central character (or protagonist] in the Tomb Raider games [and subsequent films and TV series].

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2
Q

how deos lara croft conform to sterotypes in gaming?

A

*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.

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3
Q

how does lara croft subvert stereotypes in gaming?

A

*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.”

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4
Q

Media Representation: Time and Place

A

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.

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5
Q

how has intertextuality been used in the game?

A

Original Tomb Raider games
Tomb Raider movie

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6
Q

what are the features of the game?

A

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.

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7
Q

narrative:

A

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.

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8
Q

iconography

A

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.

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9
Q

characters

A

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

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10
Q

setting

A

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’

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11
Q

Quality of animation:

A

whilst the background graphics seem ‘blocky’ the key characters are animated fluidly.

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12
Q

target audience:

A

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)

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13
Q

how was the gaem advertised?

A

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.

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14
Q

positive impacts of gaming:

A

Problem solving
Quick thinking, making fast analysis and decisions.
How to respond to challenges and frustrations.
Teamwork and cooperation when played with others

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15
Q

negative impacts of gaming:

A

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)

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16
Q

the tomb raider and lara croft franchise:

A

Tomb Raider is a media franchise that originated with an action-adventure video game series created by British gaming company Core Design.
Tomb Raider games have sold over 58 million copies worldwide, becoming one of the best-selling video game franchises

17
Q

critical reception:

A

Tomb Raider Go was well received by critics. Meta critic (a site that collates reviews from across various media outlets) scored it 84/100,(rating - 8.5).

18
Q

awards won/achieved by the game:

A

apple design award 2016.
apples best of 2015 - game of the year.
the game awards 2015- best mobile game.

19
Q

multiplatform title:

A

Lara Croft Go is a multi-platform title. Many years ago, titles tended to be single platform as focusing on one system allows them to tailor the game to that hardware’s advantages leading to quicker turnaround times and a more polished final product. However, with increasing development costs, more and more developers are going multiplatform with their games in order to squeeze every last drop of income out of a new release.
Therefore it takes longer to develop, it becomes less exclusive and becomes more expensive to make.

20
Q

game regulation: PEGI

A

PEGI stands for Pan European Game Information and is a European video game rating system established to help European consumers make informed decisions when buying video games or apps through the use of age recommendations and content descriptors. It came into use in April 2003 and is now used in over 30 countries. It is designed to advise consumers on the suitability of the content in a game.

21
Q

what gender does lara croft appeal to?

A

can appeal to both genders. she can be seen to appeal to females gamers who are keen to have a positive female character but can also appeal to males who like her sexualised appearance.

22
Q

mulvey’s male gaze theory

A

suggests that women are objectified and there to be rescued by men.

23
Q

appeal to audience:

A

this is a game with a mass general appeal. audiences may already be familiar with the franchise.

24
Q

positive representation:

A

she subverts female stereotypes in games as she is a strong and physically powerful character. uses her weapons alongside her intelligence to win.

25
Q

negative representation:

A

her tight vest and short shorts help to sexualise her. she is reduced to a physical object, there to be desired by males. Her physique is designed to be the most appealing to males as she has long legs, thin waist and large chest.

26
Q

age rating?

A

it has a PEGI rating of 12+