This is an in-depth topic so we need to make sure we have studied this product across media language, audience, industry and representation.
Lara Croft Go: notes
Lara Croft: history
Lara Croft first appeared in 1996 Eidos Playstation game Tomb Raider and was the first computer game to feature a female character as the protagonist rather than a supporting role or a secondary character.
The narrative of Tomb Raider was influenced by Indiana Jones and featured the daughter of a Lord (later a famous archaeologist), called Lara Croft on various missions through settings such as jungles, tombs and jungles. The genre is action-adventure and involves many conventions of this genre such as fighting villains using weaponry.
Evolution of Tomb Raider:
Lara Croft: beyond a videogame character
Lara Croft has featured in films (the first starring Angelina Jolie; 2018 version rebooted the character). She has appeared on magazine covers more times than any supermodel.
There have been advertising tie-ins, merchandise, comic books and spin-offs featuring the character. The franchise has had numerous incarnations before Lara Croft Go in 2015.
Lara Croft has been credited with bringing success on the Play Station for the games’ creators (selling 7 million copies world wide) and launching the female protagonist in games. She has also been widely thought of as a sex symbol.
Lara Croft Go
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.
This concept of action adventure exploring and uncovering relics from ancient civilisations is not new and there is some intertextuality here with the Indiana Jones movies, original Tomb Raider games, Tomb Raider films and more.
Watch this online review of Lara Croft Go:
What are the features of the Lara Croft Go game?
In many ways, there are 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.
The game also involves collecting items that unlock special powers and tools that help your progress through the game. On the image to the left you can see many of the opponents that Lara comes across (Lizards, Snakes, Spiders) and some of the collectables. There are not many different enemies as memory is key.
The three-act narrative structure proceeds from an orientation stage through various complications and blockages to a simple resolution.
- Lara is depicted as athletic with brown eyes and hair, frequently tied back in a plait or ponytail.
- Her costume is usually a blue tank top, light brown shorts, calf high boots and long socks.
- Accessories / Props include gloves, a backpack, a utility belt with holsters and two pistols.
- Her original back story was that she was the daughter of an aristocrat who had a plane crash in the Himalayas, causing her to re-evaluate her life and seek adventure, leading her to become a thief and mercenary, living outside the law. The second era changed the narrative to her father being an archaeologist and her wanting to discover the reason for her mother’s disappearance. A third era focused more on both her parents being archaeologists and her mother disappearing and her father dying.
- All three narratives feature her transition from a vulnerable girl to an independent, fierce adventurer (hero).
- Most stories feature her being stranded on a mysterious, far away island although the location of this changes.
Representation
Does Lara Croft reinforce female stereotypes in the media?
Yes (reinforces traditional stereotype):
- Object of sexual desire. Her body features were particularly exaggerated in early versions of games.
- Scantily-clad designed for male audience. Would a male character be designed like this?
- Is 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.
No (subverts female stereotype):
- 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.” Katherine Walker, Portrayal of Women in Media (Video Games)
Industry
We need to learn about two distinct areas for the industries key concept:
- Videogame regulation
- The companies/franchises behind the game
Regulation: PEGI
PEGI stands for Pan European Game Information and is a European video game rating system established to help consumers make informed decisions when buying video games or apps through the use of age recommendations and content descriptors.
PEGI was set up by the ISFE* – an independent group that represents European software companies. Important: this is an example of self-regulation, not government.
Lara Croft Go: companies and franchises
Lara Croft Go is the combination of two successful franchises – Lara Croft Tomb Raider and the Hitman Go mobile game.
Tomb Raider is a media franchise that originated with an action-adventure video game series created by British gaming company Core Design. Formerly owned by Eidos Interactive, it is now controlled by Square Enix after their acquisition of Eidos in 2009.
Square Enix developed Hitman Go in 2014 based on the successful Hitman game franchise.
Audience
We need to think about the following for the audience key concept:
What is the appeal of Lara Croft Go?
“Acrobatics and platforming are key features of a Tomb Raider adventure, and we quickly realized that Lara had to be fully animated. Our animator did an amazing job of quickly producing a first batch of short animations for Lara, and immediately everything felt better. Again, we looked back at Lara’s classic animations from the first Tomb Raider and they fit right in with our turn-based game.”
– Square Enix
- Audience pleasures
- Target audience for Lara Croft Go – and whether videogame audiences are changing
What is the appeal of Lara Croft Go?
– Square Enix
Audience pleasures: Blumler and Katz Uses and Gratifications Theory
Remember that audiences consume media products for a variety of reasons (from Blumler and Katz: Uses and Gratification Theory)
Target audience
Who is the target audience for Tomb Raider / Lara Croft games? They fall into various groups and may be a mixture of all three:
Remember that audiences consume media products for a variety of reasons (from Blumler and Katz: Uses and Gratification Theory)
- The need to be INFORMED and EDUCATED about the world in which we live (Surveillance)
- The need to IDENTIFY personally with characters and situations in order to learn more about themselves (Personal Identity)
- The need to be ENTERTAINED (Diversion) and escape daily life.
- The need for SOCIAL INTERACTION (Personal Relationships)
Who is the target audience for Tomb Raider / Lara Croft games? They fall into various groups and may be a mixture of all three:
- Those interested in the quality of the innovative gameplay.
- Those with brand loyalty to the Hitman Go series.
- Those with brand loyalty based on the feminine empowerment displayed.
- Those with brand loyalty based on nostalgia or even the sexualisation of Lara Croft (especially if they played older Croft games when at a formative age)
Videogames case study 1: Lara Croft Go blog tasks
Go to Google Classroom and answer the questions Ms Fowler has set for you.
Optional extension tasks
Exam practice example question:
“Videogames are increasingly played and enjoyed by a wider and more diverse audience."
Does your study of Lara Croft Go support this view?
Write a detailed three-paragraph answer to this question using the information you have learned in this case study.
Top grade extension tasks
Language
1) Watch some Lara Croft Go gameplay online or, even better, play the game yourself. How is the game constructed to attract and maintain the engagement of an audience?
2) How is narrative, character, iconography and setting used to create intertextuality? (Links to other genres and media texts)
Representation
1) Read this NME feature on the history of the Lara Croft character. Do you agree that she is now a 'feminist icon' rather than a 'trapezoid-boobed pinup'? What do these terms mean?
2) Have later versions of the Tomb Raider/Lara Croft franchise featured a less-sexualised version of the character? Does this suggest society is changing in its attitude towards women?
Industries
1) Why do videogame producers prefer the self-regulation of PEGI to government regulation? Why is videogame regulation increasingly important in the 21st century?
2) Watch the full lecture embedded above: Distilling a franchise - the making of Lara Croft Go. How did the designers make conscious decisions based on previous franchises to create a successful game?
Audience
1) How has the marketing of Lara Croft/Tomb Raider franchise changed over the last 20 years and how might an audience respond to this? Think about reception theory - preferred and oppositional readings.
2) Does Lara Croft Go target a female audience? Why do you think female gamers dominate the phone/tablet market?
“Videogames are increasingly played and enjoyed by a wider and more diverse audience."
Does your study of Lara Croft Go support this view?
Write a detailed three-paragraph answer to this question using the information you have learned in this case study.
Top grade extension tasks
Language
1) Watch some Lara Croft Go gameplay online or, even better, play the game yourself. How is the game constructed to attract and maintain the engagement of an audience?
2) How is narrative, character, iconography and setting used to create intertextuality? (Links to other genres and media texts)
Representation
1) Read this NME feature on the history of the Lara Croft character. Do you agree that she is now a 'feminist icon' rather than a 'trapezoid-boobed pinup'? What do these terms mean?
2) Have later versions of the Tomb Raider/Lara Croft franchise featured a less-sexualised version of the character? Does this suggest society is changing in its attitude towards women?
Industries
1) Why do videogame producers prefer the self-regulation of PEGI to government regulation? Why is videogame regulation increasingly important in the 21st century?
2) Watch the full lecture embedded above: Distilling a franchise - the making of Lara Croft Go. How did the designers make conscious decisions based on previous franchises to create a successful game?
Audience
1) How has the marketing of Lara Croft/Tomb Raider franchise changed over the last 20 years and how might an audience respond to this? Think about reception theory - preferred and oppositional readings.
2) Does Lara Croft Go target a female audience? Why do you think female gamers dominate the phone/tablet market?
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