Tomb Raider Notes

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  • Tomb Raider
    • The Tomb Raider games have sold over 75 million copies worldwide.
    • Was first released in 1996 on the PlayStation.
    • Core Design was the original developers of Tomb Raider.
    • Core Design parent company was Eidos Interactive Limited but is now Square Enix.
    • In Tomb Raider, the main character's name changed from Laura to Lara in an attempt to appeal out to American audiences
    • Crystal Dynamics launched a reboot in 2006 with Tomb Raider legend.
    • Square Enix and Crystal Dynamics released another reboot in 2013.
    • Lucozade used Lara Croft as a promotional tool and spokesperson.
    • Animal rights activists were angry with the original due to the involvment of shooting dogs and wild animals.
    • Tomb Raider (2013) differs from pervious games because it is an origin story. This means there is a different narrative, less sexualised and more focused on action and saw Lara Croft depicted with a different style.
    • Tomb Raider had a PEGI rating of 18 due to violence and bad language.
    • Lara Croft's high-profile reimagining is now being considered a success after selling less than double its month-one sales in the intervening year since release, but still, finally, exceeding its initial forecast of 5 million units sold - though it's worth noting that the game has expanded to two additional platforms thanks to the next-gen "Definitive Edition" since then
    • the slogan  "A Survivor is Born"? It's a succinct summary of the game's story. Lara, a clever but cosseted child of privilege, must survive the most punishing of circumstances.
      • Also creates enigma codes, with audiences asking who is the "survivor" and why are they "born"?
    • A full spread teaser image featuring the slogan was placed in Game Informer magazine (Below the line)
    • A teaser poster is effective way to launch a marketing campaign because the technical codes can attract new audiences whilst maintaining the traditional fan bases. For example, in terms of the mise-en-scene, a ship crashing against the waves creates action codes with the notion of going on a journey evident
      • Tease the audience to buy the next issue, promotes cross-platform promotion and helps create a viral buzz by targeting a gaming audience
      • No, because the poster is too ambiguous. This, therefore means that only ******** Tomb Raider fans - who are aware of the story and themes conveyed - will understand the implications of the text
      • In terms of the colour palette, black, yellow and white is used in order to create mood, atmosphere and a sense of suspense.
    • "Turning Point" trailer - target audience is clearly for those who enjoy action, and without a doubt the trailer must have drawn them in.
      • The trailer makes the sense look realistic, offers a sense of verismiitude. Offers the audience the appeal of escapism and diversion.
        • Trailer "when life flashses before us" - use of voice over helps to create mood and genre.
    • Crystal Dynamics' studio head Darrell Gallagher said, "At lunch we set franchise records for the fastest selling day-one and month-one in Tomb Raider history"
    • Tomb Raider (2013) is able to pass the Bechdel Test. (Two woman conversing about something other than a man.)
    • …watching  Tomb Raider… might encourage girls to become somewhat more independent and feisty, without them needing to directly copy an extensive fight sequence, embark on a perilous quest for ancient artifacts… - David Gauntett
    • bell hooks might point to the fact Lara Croft comes from an aristocratic family so she can afford to be independent and traipse around the world in search of lost civilisations and ancient artifacts. Not everyone has he money to be so independent.
    • Lara Croft is always depicted posing with her weapons, including on the box art for “Tomb Raider: Anniversary”, it is clear the character transgresses the binary representation of gender because she is active and adventurous. In this way, the protagonist seems to validate Gauntlett’s fluidity of identity concept.
    • You can argue Tomb Raider nniversary is postmodern because the game:             - Creates a simulation of reality             - Does so using a variety of simulacra       - Includes intertextual references to construct it's reality             - Often onclides "reality" breaking hints and breaks any suspension of disbelief purposefully
      • Simulation is apparent because:        - play in an enviroment that includes supernatural creatures       - play as a human           - in-game world affects your character and your character is affected by the in-game world              - your input as a player is represented onscreen        - you view the world from the perspective of your character
        • Simulacra are apparent within: representation of supernatural creatures, dinosaurs heavily based on other media            - sense of preservation for the planet becomes a goal, despite it being a simulated presence        - constant act of killing is presented as normal (desensitisation)
      • Intertextuality is apparent within:            - multiple references to Indiana Jones             - aeon flux was a major influence for both Lara's design and the fighting style of the character       - references to earlier Tomb Raider games            - cinematic scenes that take on the action style film editing (pastiche)
    • The retention of the genre elements of action adventure allows the game to retain its audience and previous reputation
    • Preferred reading:
      • Lara is an adventurer who is strong, capable and fully able to defeat any problems that come her way, not requiring a man or anyone else.
    • Target audience is over 16 so a rating of 16 does not impact them, but there would have been members of the 12-16 group who will have wanted to buy the game, thus reducing possible reach
  • Oppositional Reading
    • Storyline is completely outrageous and it doesn't make sense that only Lara croft can achieve these things

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