Videogames - Metroid Prime 2: Echoes

 


Metroid Prime 2: Echoes - blog tasks




Language

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

1) How does the cover communicate the genre of the game?

  • Metallic font helps to communicate the genre of science-fiction as it hints to the idea of space and highly advanced technology.
  • The tilted angle of the font - parallels to the branding of Star Wars. Acts as an element of intertextuality as it rewards the consumers who recognise similarities between the two brand identities.
  • Aliens and unknown space creatures helps to connote the genre of sci-fi as well as action-adventure as it implies that there may be some level of conflict between the main protagonist and these other creatures (Propp - the theory of character types)

2) What does the cover suggest regarding gameplay and audience pleasures?

  • Exclusivity - the game is only available on the Nintendo Gamecube which in turn acts as an advertisement for the console itself too.
  • 4-multiplayer gaming - offers the feature of inclusivity and the audience pleasure of being able to play with a group of friends rather than in one-player/solo mode
3) Does the cover sexualise the character of Samus Aran? Why/why not?

  • Samus Aran is not sexualised on the cover of Metroid Prime 2.The costuming does not draw focus to her body type; however, it can be argued that it does in some ways accentuate her curves which indirectly establishes her as a female.
  • The props and armour (i.e. the gun) communicates the genre of action-adventure and also acts as a phallic symbol. This is interesting as the protagonist is female, yet she has a large gun which is typically held by males. This clearly strays from conventional representations of women in videogames, and also hints at the concept of gender fluidity/non-binary.

Trailer analysis

Watch the trailer for the game:




1) What do you notice about genre?

The trailer clearly conveys the sci-fi genre as there are mystical creatures and other characters present. These characters act as the villains and attempt to challenge Samus Aran, who plays the protagonist. The non-diegetic sound and SFX help to exaggerate the theme and genre. Additionally, the diegetic sound is hyper-real as it is overly loud which helps to draw focus to the overall style and genre of the game. 


2) How is the character introduced? Is Samus Aran obviously female?

I do not think that Samus Aran is obviously a female at first look, but after re-watching the trailer and unpicking the details, there are some elements that are exploited to highlight her gender. The motions of her walking and her general movements demonstrate her femininity; the somewhat tight armour helps to accentuate her curves and her femininity.


3) How can we apply Steve Neale’s genre theory that discusses “repetition and difference”?

I think that the theory of repetition and difference can be applied when looking at this trailer; the trailer exemplifies some of the key conventions found in action-adventure/sci-fi games. For example, the idea of a "darkness" growing implies that there will be a villain character in this game, and that it will be the role of Samus Aran to defeat these villains. This is an example of repetition as this is one of the primary narratives found in videogames. An example of difference would be the protagonist - a tough, muscular avatar that is actually a female. Although it isn't explicitly shown in the trailer, the fact that a female protagonist is used is effective in distinguishing Metroid from many other videogames which may have similar narratives but with a male protagonist.



Gameplay analysis

Watch the following gameplay clips again:





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

  • Narrative
  • Exploration
  • Problem solving
  • Engaging in real-world problematic behaviour (i.e. Destruction and violence esp psychopathic violence)
  • Role-play
  • Safe exposure to perceived threat
  • Exciting hyper-alert attention demands
  • Hyper-real physical abilities
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 game clearly adopts the cinematic elements of conventional film making. There are very cinematic camera movements such as dramatic/fast pans. This is effective as it adds to the visual pleasures offered by the gaming experience.
  • The first person shooter perspective forces the gamer to engage with the narrative of the game - i.e. focusing on what they can see and also what is shown on the screen of the helmet.


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

The first person shooter perspective helps to encourage the gamer with the narrative of good vs evil. The first-person shooter perspective also limits the player to only viewing what Samus can see from the inside of her helmet - this encourages the player to actively play the game and move the helmet etc, which creates a more immersive gaming experience for the player.


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.

I think that the target audience for Metroid Prime 2: Echoes is different to the typical target audience that Nintendo aim their products at. I think that this Metroid was aimed more towards the conventional gaming audience: slightly older teenage males. The overall style and premise of the game contrasts greatly to other games such as Zelda and Super Mario so its clear that the target audience would be different.

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


I think that the audience demographic for Nintendo has remained fairly family orientated - aimed at all age ranges so that gaming can be experienced on an inclusive level with all family members participating. I do think that perhaps Nintendo's audience now includes a larger proportion of the female demographic due to the rising numbers of female gamers.

3) What audience pleasures are offered by Metroid Prime 2: Echoes or the wider Metroid franchise?
  • Stood out from other games due to its fairly "linear narrative"
  • Engima codes - the hidden codes and clues throughout the game help to add to the suspense that is experienced by the gamer.

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


  • May affect the way that audiences perceive women - they may view them as sex objects or the female body as a means of rewarding the success of the male.
  • May affect the audience's perception of conflict - they may idealise this and recreate this behaviour in real life (Bandura's social learning theory).

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

1) Who is considered to be the stereotypical gamer?

There’s a stereotype that the only people who play videogames are adolescent boys.

2) What has changed this?

 This image has persisted over the years thanks in part to the aggressive marketing to this demographic by AAA studios. Based on these ads, it might seem like the market hasn’t shifted at all. After all, plenty of big console titles feature macho men with big weapons while more neutral and colorful games don’t get the same level of attention.

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

Women contribute a lot to the success of the videogames market.

  • More than 50% of the gaming audience is female.
  • Only 37% of men owned a games console (i.e. XBox or Playstation) - lower than the 42% of women who have a console.

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

The average age of gamers has increased over time (it is currently 35 years old) and I think that the more that older gamers play games and invest money in the gaming industry, the more that the game developers and institutions are required to design games around their interests. This links to the Metroid franchise as Nintendo may have been attempting to target these older gamers with Metroid, rather than creating another family orientated game - they tried to narrow down and create a more targeted and focused product.

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

Some research has shown that competition and rivalry-based games are enjoyed more by younger gamers, whereas the desire to compete and battle other games is lessened when gamers reach approximately 40 years old. This reflects the pleasure of inclusivity - the idea of multiplayer gaming and being able to challenge your friends etc at various games.

Many older gamers do want challenging games and narratives that remind them of the games of their childhood. This reflects the audience pleasure of nostalgia.


Industries

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

1) Why has Metroid never quite fitted with the Nintendo brand?

The genre of Metroid is science-fiction and this is a genre that Nintendo do not necessarily specialise in.

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

Federation Force, Xeodrifter, Axiom Verge and Ghost Song.

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?

I think that the link between the boy bands in the music industry and the Metroid franchise is mainly the idea that the desires of audiences changes over time. Like some boy bands lose popularity and fame, certain games like Metroid also become less popular as they become overshadowed by newer models. The idea of the boy bands being old and "only touring for money" links to the game designers at Nintendo, as they may be holding on to the Metroid franchise in a desperate attempt to maximise their income.

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

The term 'triple-A' refers to a game hat has been produced and distributed by a mid/major publisher.
(Kind of parallels to the term 'blockbuster').

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

I don't think that there should be any more Metroid games. I think that the franchise has made a lot of money for Nintendo, but with the most recent edition of Metroid not earning nearly as much revenue as other Nintendo franchises, I think that Nintendo should invest their time in developing games similar to the ones that are more successful than Metroid. I think Samus Aran is a good character, and she should continue appearing in other Nintendo games - like Super Smash Bros - because of her position as another feminist icon.
Representation

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

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

Metroid was notable for the fact that Samus Aran proved to be a female, not a male like everyone had assumed Samus to be.

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

The developers took inspiration from genre-defining games like the Mario franchise and Zelda. They also took inspiration from the film Alien.


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

They were considered controversial because the game offered 5 different endings depending on how quickly the player completed the game. The faster they completed the game, the more of Samus's armour would be removed - showing more of her body.

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?


I think that the gamers would have been shocked at the fact that the icon represented in the game was in fact a female. This is because in 1986, women were still considered subordinate to males; therefore, the fact that a female character successfully navigated her way through trouble and completed multiple challenges (representing her strength) would cause gamers to be taken aback.

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

Samus Aran has been sexualised by her costuming when she appears in other Nintendo games. For example, when she appeared in the Super Smash Bros game wearing high heels and tight costuming, rather than her bulkier armour which didn't necessarily accentuate her body type.

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

Liesbet van Zoonen argues that gender is constructed through media language. I think this can be applied directly to Samus Aran because our understanding of her character comes from what is portrayed through the construction of the game. Initially, audiences assumed that Samus was male because of the character's height, muscular physique etc. This was assumed because of the way she was constructed. Now, it is more clear that she is female as in some games she is designed to wear more tight armour, and in Metroid Prime 2, her movements are overly feminine which exaggerates her gender further.

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

Brianna Wu has even argued that Samus is transgender too, further demonstrating the characters appeal to gamers with gender agendas.

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

I see her as simply another exploited female character. The fact that she cannot simply be rewarded for her bravery and success in the game without being stripped and having her body exposed as a reward for the conventional male gamer reflects her position as an exploited female protagonist. On the other hand, she may be seen as a feminist icon due to this bravery and her profound ability to exemplify the strength required to navigate through challenges successfully.

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?

Sarkeesian argues that the shocking reveal of Samus Aran's gender actually acts as a reward for the entitled male gamer, because her body is revealed as a reward for the sill of the male gamer. She argues that while this does not diminish or reduce Samus's efforts and her position as a powerful character, it does diminish the Metroid game itself for reverting back to this sexist convention.

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

The original design for Samus showed her being 6'3" in height, with a very muscular appearance; traits of which are associated with the typical male. The designer of Samus's character also referred to her as a "new half" which parallels to the English term "shemale."


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


Samus is often used as the go-to argument for trying to counter the idea of videogames being sexist. This is because even though she is sexualised in many ways, she still represents females in the videogames that she stars in.


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


Lara Croft is not the ideal example to argue, as she was known for her initial "cartoonish, sexual appearance" in early videogames.  Additionally, Peach and Zelda are also not the ideal examples to use in an argument as they are used in their respective games to represent the 'damsel in distress' character who needs to be saved by the male character.

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

Social Justice Warrior gender politics

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’? 

Gerbner argues that the more we consume the media, the greater the influence and impact that it has on us. I think that this can be applied to representations of women in videogames, because if women are constantly represented as sex objects or rewards for male power and success, then male gamers may find it more difficult to distinguish between this and reality. For example, they my start viewing women in real life as rewards that they can win and have sex with rather than respectable women.

7) Does the videogame industry have a problem with gender? Provide evidence for your argument.

I agree to some extent that the videogame industry does have a problem with gender. Rightfully so, many classic videogames feature male characters as the main protagonist/avatars which is understandable as the stereotypical gamer has remained the adolescent male for decades. However, I think that the main issue stems from the fact that women are not represented, and when they are, they are shown in a stereotypical and somewhat idealistic way. For example, Lara Croft is seen as a feminist icon, yet she has an overly sexualised costume which accentuates her hyper-feminised body type. 

Comments

Popular posts from this blog

MIGRAIN:Narrative

Advertising: Assessment

Advertising: Narrative in Advertising