This is an in-depth CSP so will require significant work and research for an extensive blog case study.
The basics
- Released in 2007 on multiple consoles, PC and Mac.
- The Wii version had active features; on Xbox it was the first game to be offered on Xbox Live Marketplace.
- 11th version of the Tomb Raider franchise.
- Marked 10th anniversary of original 1996 Tomb Raider game.
- Sold 1.3m copies – good but nowhere near original (7m+ copies).
- Game was based on original (offering nostalgia) but with updated graphics and gameplay – faster and more agile; more realistic visuals.
- Genre: Action adventure
- Protagonist/avatar (character player controls): Lara Croft
- Quest narrative driven by enigma and action codes and culminating in a final confrontation with antagonist. Lara Croft is dispatched to New Mexico to recover part of the Scion of Atlantis
- Gameplay involves: Exploration; Overcoming physical obstacles; Puzzles; Fighting; Gunplay.
Tomb Raider Anniversary: blog tasks
Language and Audience
Analyse the game cover for Tomb Raider Anniversary (above).
1) How does the cover communicate the genre of the game?
2) How does the pose and costume of the character appeal to primarily male audiences?
3) How might the cover be read as empowering for female gamers?
Gameplay analysis
Watch the following gameplay clips again:
1) What does the gameplay for Tomb Raider Anniversary involve?
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.
3) Analyse the clips for audience pleasures, applying audience theory and considering media effects.
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.
2) How does the article describe the cultural change in society and the media since the early 00s?
3) How was the original 1996 Lara Croft received by audiences and critics?
4) What did the 2013 re-launch do differently – and how successful was it?
5) How is ‘woke Lara’ defined in the conclusion of the feature?
Now read this feature – Tomb Raider’s Lara Croft: feminist or femme fatale?
1) Why is Lara Croft considered a “polarising figure among gamers”?
2) How did the limitations of game construction in the 1990s help to establish the way female characters were animated?
3) Why were Lara Croft’s physical attributes emphasised in the original games?
4) How does Anita Sarkeesian describe Lara Croft?
5) Why has Lara Croft’s appearance and characterisation changed over time?
Industries
1) Why is Lara Croft such an iconic figure in the gaming industry?
2) What products and spin-offs have featured Lara Croft or the Tomb Raider brand?
3) Why might Lara Croft be considered a postmodern icon?
4) Why is Tomb Raider Anniversary a 'case study in conglomerate ownership'?
Grade A/A* extension tasks
Link Tomb Raider Anniversary to our work in the unit so far:
1) What examples from the Tomb Raider franchise are included in Anita Sarkeesian's video series 'Tropes vs Women in Video Games'?
2) How can we apply Liesbet van Zoonen's work to Lara Croft and Tomb Raider?
Complete for homework - due date on Google Classroom.
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.
3) Analyse the clips for audience pleasures, applying audience theory and considering media effects.
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.
2) How does the article describe the cultural change in society and the media since the early 00s?
3) How was the original 1996 Lara Croft received by audiences and critics?
4) What did the 2013 re-launch do differently – and how successful was it?
5) How is ‘woke Lara’ defined in the conclusion of the feature?
Now read this feature – Tomb Raider’s Lara Croft: feminist or femme fatale?
1) Why is Lara Croft considered a “polarising figure among gamers”?
2) How did the limitations of game construction in the 1990s help to establish the way female characters were animated?
3) Why were Lara Croft’s physical attributes emphasised in the original games?
4) How does Anita Sarkeesian describe Lara Croft?
5) Why has Lara Croft’s appearance and characterisation changed over time?
Industries
1) Why is Lara Croft such an iconic figure in the gaming industry?
2) What products and spin-offs have featured Lara Croft or the Tomb Raider brand?
3) Why might Lara Croft be considered a postmodern icon?
4) Why is Tomb Raider Anniversary a 'case study in conglomerate ownership'?
Grade A/A* extension tasks
Link Tomb Raider Anniversary to our work in the unit so far:
1) What examples from the Tomb Raider franchise are included in Anita Sarkeesian's video series 'Tropes vs Women in Video Games'?
2) How can we apply Liesbet van Zoonen's work to Lara Croft and Tomb Raider?
Complete for homework - due date on Google Classroom.
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