Videogames - Metroid Prime 2: Echoes

Language

Analyse the game cover for Metroid Prime 2: Echoes (above).

1) How does the cover communicate the genre of the game?
The suit clearly communicates that it's a Sci-Fi game, whereas the 'in-action' pose tells the audience it's an action game. The FPS aspect on the other hand is not directly communicated but can still be inferred. 

2) What does the cover suggest regarding gameplay and audience pleasures?
It has suggestions of action and sci-fi genres. 


3) Does the cover sexualise the character of Samus Aran? Why/why not?

It doesn't as she is wearing full armour and there is no sexual implications. 
Trailer analysis

Watch the trailer for the game:



1) What do you notice about genre?
The action sci-fi genre is very relevant throughout and it is very easy to spot from the futuristic style of the setting.

2) How is the character introduced? Is Samus Aran obviously female?
Samus' gender is not show whatsoever, therefore it is up to the audience to assume whether they're male or female, and by the way they're introduced 


3) How can we apply Steve Neale’s genre theory that discusses “repetition and difference”?
It's a sci fi shooter game, can remind people of the Star Wars franchise to an extent.

Gameplay analysis

Watch the following gameplay clips again:






1) What does the gameplay for Metroid Prime 2: Echoes involve?

Shooting, jumping and following a story.

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.

The HUD is not of a typical fashion as it is something both you and the character can see, meaning it becomes more immersive as the ammo, weapons etc is all show through the likes of helmet UI. Whereas in most games it is made as a thing only the player can see. 

The Sci Fi genre is maintained throughout by the space the character moves in.

3) Analyse the clips for audience pleasures, applying audience theory and considering media effects.

Diversion theory could easily be applied as this product is created MAINLY for diversion, for people to escape and immerse themselves into another world.



Audience

Research the audience for Nintendo and specifically the Metroid franchise, including Metroid Prime 2: Echoes. You may wish to start with the following pages:


Reddit discussion of why people play Metroid

Giant Bomb forum: Who exactly is Nintendo’s demographics?
Reset Era: Nintendo’s audience getting older

1) Who might the target audience be for Metroid Prime 2: Echoes, based on your research? Discuss demographics and psychographics.
During release most likely kids and teens, but in the current era possibly people in their 20's/30's for nostalgic purpose.

2) How has Nintendo’s audience changed since the original Metroid game in 1986?

Nintendo's audience has changed as people who grew up playing Nintendo will now be much older and may still possibly buy Nintendo products as a form of nostalgia, but a young audience most likely still remains. To this also more women probably play. 

3) What audience pleasures are offered by Metroid Prime 2: Echoes or the wider Metroid franchise?

An audience pleasure is diversion and being able to immerse yourself into the game

4) What effects might Metroid have on audiences? Apply media effects theories (e.g. Bandura’s social learning theory, Gerbner’s cultivation theory). 



Read this Gamesparks feature on gaming demographics and answer the following questions:


1) Who is considered to be the stereotypical gamer?
Late Teen Boy.

2) What has changed this?

The gaming gender demographic is a 50/50 split + there is a much wider variety of outlets that can be used to play games on, apart from PC and Console you now have tablets and phones.

3) What role do women play in the videogames market? Quote statistics from the article here.

42% of women own an XBOX or Playstation whereas only 37% of men do.

4) Why are older gamers becoming a particularly important market for videogames producers? How can you link this to the Metroid franchise?

As they have a higher disposable income so therefore they are able to spend more, also it can be easier to draw them in with the use of nostalgia.

5) What does the article suggest regarding audience pleasures and expectations for different generations of gamer?

Audience pleasures are different for everyone, for example kids will require games that are suitable for their age range such as an adult will be able to expose themselves to something more violent or explicit as a use of diversion. 
Industries

Read this Destructoid blog on the Metroid franchise. Answer the following:


1) Why has Metroid never quite fitted with the Nintendo brand?
Nintendo wasn't typically known for making any sort of Sci-Fi material in the past therefore this was a first, also they were inexperienced with FPS'.

2) What franchises have overtaken Metroid in the sci-fi hyper-realism genre in recent years?

Game's such as Halo, have taken over massively as they've gathered a larger following with a much more expanded fanbase.

3) Why does the writer link old boy bands from the music industry to the Metroid franchise? Do you agree with this reading of the brand?

The link between Nostalgia and a product, as a product can make anyone feel nostalgic.

4) What is an ‘AAA’ or ‘triple-A game’ in the videogames industry?

A tripe A title refers to the idea that a game is of high quality, such as graphics, smooth controls and a lack of glitches upon release with patches and updates being frequent. 

5) Do you think there will be further Metroid games featuring Samus Aran? Should there be?

There is an upcoming Metroid game that has had trouble in terms of release. I think aslong as there's a reasonable audience and a passionate team there can most definitely be room for another game. 


Representation


Read this BBC3 feature on Samus Aran and answer the questions below:


1) What was notable about the original Metroid game in 1986?



2) What were the inspirations behind the gameplay and construction of Metroid?

From movies such as Alien, and a lot of the concepts come from games such as Zelda.

3) Why are the endings to the original Metroid considered controversial?

As depending on how well a player does (in terms of score) Samus Aran will take off more of her clothing and become more revealing. 

4) What reaction do you think the reveal of Samus Aran in a bikini would have got when the game was first released in 1986? Have attitudes towards women changed?

People weren't too bothered as women were seen as less powerful back then whereas now if the same scene was shown there'd be outrage worldwide and the game would most likely get pulled from stocks. 

5) How have later versions of the Metroid franchise sexualised the character of Samus Aran?

The character has been interpreted as transgender. 

6) How can we apply Liesbet van Zoonen’s work to Samus Aran and Metroid?

The character of Samus Aran appeals to Western values of women with the way she is sexualised.

7) What did Brianna Wu suggest regarding the character of Samus Aran?

She suggests that Samus Aran is actually a Transgender character.

8) Do you see Samus Aran as a feminist icon or simply another exploited female character?

Personally I see Samus Aran as a trophy for a player for completing the game. 


Read this Houston Press feature on Samus Aran and entitled male gamers. Answer the following questions:


1) What does Anita Sarkeesian suggest regarding Samus Aran?

That the game uses her female body as a reward for Male accomplishments.

2) Why does Brianna Wu (and others) suggest Samus Aran may be transgender?

As her original portrayal is someone whos's 6'3" and being muscular, but having long hair and a feminine face.

3) Why is Samus Aran useful for male gamers trying to argue videogames are not sexist?

Because it is an early example of a powerful female lead.

4) Why are Lara Croft, Zelda and Peach not ideal examples to argue for female equality in videogames?

As Lara Croft began as being over sexualised and morphed into an ideal, meaning her roots are still somewhat sexist, and Peach is seen as a damsel in distress.

5) What does the ‘SJW’ in ‘SJW-gender politics’ refer to?

SJW stands for the term Social-Justice-Warrior. This term is often used to describe people who have extremely Left wing views to the point of them becoming radicalised. 

6) How can we apply Gerbner’s Cultivation theory to representations of women in videogames as discussed in the article? How might this lead to ‘entitled male gamers’? 

Cultivation Theory suggests that people are easily influenced by media's such as video games and transfer perceptions they get from videos games such as females being trophies and apply that same logic to real life situations. 

7) Does the videogame industry have a problem with gender? Provide evidence for your argument.
Yes, both male and female characters can easily be overly stereotyped, examples of this are videos games such as Uncharted, where Nathan Drake is somewhat shown and presented aas a pretty average guy yet when it comes to combat he'd most likely  outperform most men, similarly females can be stereotyped, such as Princess Peach being a damsel in distress unable to defeat Bowser waiting the whole game for a plumber to save her. But keeping this in mind, video-games are a source of escapism for most people, people WANT to see ridiculous representations of men women and all inbetweens. Video games are to an extent supposed to be stereotypical and give unrealistic portrayal for the most part, ofcourse excusing games that are highly story driven and take themselves more seriously, such as The Walking Dead series where representation seems to be more realistic showing characters of all ages race and backgrounds in a somewhat similar performance. If all games took themselves seriously then there'd be a serious gap in the market for ridiculous games that break all boundries such as Saints Row. 

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