Lara Croft
1) Note the statistics in the opening paragraph.
Lara Croft is the most successful human video game heroine of all time, gracing more than 1,100 magazine covers, and selling over 58 million video game units worldwide
2) How does the article describe the cultural change in society and the media since the early 00s?The article describes how conversations surrounding women's equality has changed entirely. Lads' mags that tend to sexualise and objectify females have been taken out of circulation and women are now calling out sexism. For example, the #MeToo movement has encouraged women to call out and raise awareness of everyday sexism and harassment that women are forced to endure.
The cultural changes have been highlighted through Lara Croft's costume changes. Rather than having the revealing and impractical outfit of hot pants and tight tops, she is now clothed in cargo trousers to encourage the audience to focus on her attitude, intelligence and athleticism.
3) How was the original 1996 Lara Croft received by audiences and critics?The game was well received and many young females were inspired by the fact that there was finally a female protagonist in a video game. People were excited and amazed at her strength, intelligence and her position as a role model for young women and gamers.
4) What did the 2013 re-launch do differently – and how successful was it?The 2013 re-launch is where audiences saw Lara Croft receive a completely new look. Rather than having her typical flawless, idealist body type and revealing clothing, she was covered in all of the things that adventurers would actually be covered in. She wore cargo pants, had scars, blood and dirt and the game highlighted the complexity of her character instead of encouraging gamers to just focus on her physique.
5) How is ‘woke Lara’ defined in the conclusion of the feature?Woke Lara is defined as someone noticed for her: lightness, intelligence, recklessness, courage and physical ability.
EXTENSION
1) Why is Lara Croft considered a “polarising figure among gamers”?Lara Croft is considered a polarising figure because there has always been a constant debate as to whether or not Lara Croft is an actual icon/role model - whether or not she is a feminist role model or a "digital pin-up girl" for male gamers to look at.
2) How did the limitations of game construction in the 1990s help to establish the way female characters were animated?
It was typical to use the body features of women to help gamers distinguish them from the male characters in video-games. Designing other features such as longer hair was difficult to design due to the limitations in the technology and game construction so emphasising her breasts hips and legs was a method of feminising her.
3) Why were Lara Croft’s physical attributes emphasised in the original games?
They were emphasised to help market the franchise. In the actual game, she was overly sexualised and it encouraged audiences to look at her body rather than focusing on her actual role and position in the game.
4) How does Anita Sarkeesian describe Lara Croft?
Anita Sarkeesian describes Lara Croft as a "hyper-sexualised character that promotes a deep objectification of women." She also describes how Lara Croft might be an iconic representation of women in gaming but that "doesn't mean it's a good thing."
5) Why has Lara Croft’s appearance and characterisation changed over time?
Lara Croft's characterisation has changed over time in order to adapt the game to the changing atmosphere and nature of the gaming industry. Also, as societal views on women's equality and femininity have shifted over time, Tomb Raider also needed to do so so that they could maintain relevance and show themselves to be "of the times"
Lara Croft is the most successful human video game heroine of all time, gracing more than 1,100 magazine covers, and selling over 58 million video game units worldwide
2) How does the article describe the cultural change in society and the media since the early 00s?The article describes how conversations surrounding women's equality has changed entirely. Lads' mags that tend to sexualise and objectify females have been taken out of circulation and women are now calling out sexism. For example, the #MeToo movement has encouraged women to call out and raise awareness of everyday sexism and harassment that women are forced to endure.
The cultural changes have been highlighted through Lara Croft's costume changes. Rather than having the revealing and impractical outfit of hot pants and tight tops, she is now clothed in cargo trousers to encourage the audience to focus on her attitude, intelligence and athleticism.
3) How was the original 1996 Lara Croft received by audiences and critics?The game was well received and many young females were inspired by the fact that there was finally a female protagonist in a video game. People were excited and amazed at her strength, intelligence and her position as a role model for young women and gamers.
4) What did the 2013 re-launch do differently – and how successful was it?The 2013 re-launch is where audiences saw Lara Croft receive a completely new look. Rather than having her typical flawless, idealist body type and revealing clothing, she was covered in all of the things that adventurers would actually be covered in. She wore cargo pants, had scars, blood and dirt and the game highlighted the complexity of her character instead of encouraging gamers to just focus on her physique.
5) How is ‘woke Lara’ defined in the conclusion of the feature?Woke Lara is defined as someone noticed for her: lightness, intelligence, recklessness, courage and physical ability.
EXTENSION
1) Why is Lara Croft considered a “polarising figure among gamers”?Lara Croft is considered a polarising figure because there has always been a constant debate as to whether or not Lara Croft is an actual icon/role model - whether or not she is a feminist role model or a "digital pin-up girl" for male gamers to look at.
2) How did the limitations of game construction in the 1990s help to establish the way female characters were animated?
It was typical to use the body features of women to help gamers distinguish them from the male characters in video-games. Designing other features such as longer hair was difficult to design due to the limitations in the technology and game construction so emphasising her breasts hips and legs was a method of feminising her.
3) Why were Lara Croft’s physical attributes emphasised in the original games?
They were emphasised to help market the franchise. In the actual game, she was overly sexualised and it encouraged audiences to look at her body rather than focusing on her actual role and position in the game.
4) How does Anita Sarkeesian describe Lara Croft?
Anita Sarkeesian describes Lara Croft as a "hyper-sexualised character that promotes a deep objectification of women." She also describes how Lara Croft might be an iconic representation of women in gaming but that "doesn't mean it's a good thing."
5) Why has Lara Croft’s appearance and characterisation changed over time?
Lara Croft's characterisation has changed over time in order to adapt the game to the changing atmosphere and nature of the gaming industry. Also, as societal views on women's equality and femininity have shifted over time, Tomb Raider also needed to do so so that they could maintain relevance and show themselves to be "of the times"
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