Media CSP - Horizon forbidden west Flashcards

1
Q

Which companies developed and published the game?

A

Developed by guerilla games.

Published by Sony.

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2
Q

How is the game exclusive?

A

The game is only available to PlayStation users which makes the game more limited and the audience may perceive the game as being high quality and desirable.

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3
Q

How did Sony maximise profits with the game?

A

Sony owns PlayStation and they only published the game on PlayStation, therefore maximising profits.

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4
Q

What was the budget for the game

A

the game had a budget of over $200M

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5
Q

How was the game marketed?

A

The game was marketed through social media, influencers, trailers which show the gameplay

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6
Q

What was the prequel to the game?

A

Horizon dawn was the game that previously came out, forbidden west is a more refined and bigger scale game than horizon dawn.

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7
Q

How is the game culturally diverse?

A

Sonys network ensures that the game is available worldwide, with different language options and cultural diversity

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8
Q

How did Sonys ownership benefit the game?

A

Sony is a large conglomerate so they don’t need to get resources which they already have

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9
Q

How is the game regulated?

A

The game is regulated by ESRB.

Age rating is PEGI 16

A challenge is regulating globally since different countries have different tolerances to violence.

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10
Q

How do DLCs impact the success of the game?

A

DLCs make the game more money and can expand the lifespan of game such as the burning shores DLC.

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11
Q

What are the quotes said in the trailer and what do they symbolise?

A

’The old ones’ - signifies that there was an old civilisation, may foreshadow what happens in game, shows that the game is futuristic.

‘The great cities’ ‘turned to graves’ - hermeneutical code which signifies the past context of game, creates mystery

‘I will be ready’ - hermeneutical code which creates mystery and entices audience to purchase game.

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12
Q

How can Halls representation theory apply to HFW?

A
  • The game follows stereotypes of video games since they have hero’s and villains
  • Representations which create meaning, each character represents different tribes
  • Dominant ideology of technology becoming more dangerous
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13
Q

How does butlers theory apply to HFW?

A
  • The fact that ally is seen with weapons is a subversion of typical female identity, gender trouble
  • Aloy can also be represented through femininity since she can be seen with conventional female beauty such as her hair
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14
Q

How does van zoonens theory apply to HFW?

A
  • HFW may counter van zoonens feminist theory since aloy fits into stereotypically male roles of adventure ad action
  • Visual gender codes such as aloys flowing hair
  • Active posing, aloy is seen holding a bow and arrow at end of trailer
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15
Q

How can hooks theory apply to HFW?

A
  • Intersectional oppression, the oppression between different ethnic tribes in the game, women being oppressed
  • Hierarchy between tribes, limited evidence of class and oppression
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16
Q

How can gilroys theory apply to HFW?

A
  • Post colonial melancholia, the game is produced in Netherlands who would have once had white colonies, maybe the game includes a white saviour due to melancholia
  • Albionic nostalgia, the landscapes and ruralism in the game
17
Q

How does gauntletts theory apply HFW?

A
  • Fluidity of identity, aloy is represented as masculine with weapons fighting the villains and is presented as more female when caring for the injured animals
  • Constructed identity - female audience may feel empowered by aloy
18
Q

How can saids theory be applied to HFW?

A
  • People from the west create false images of people from the east
  • Trailer - aloy discovers a chest with Asian symboli writing and a dragon which fantasises Asian culture