I'll be doing my case study on the Tomb Raider series, as these games have been part of my life since it's very first release. I will look into how the game became, original ideas/concepts behind Lara Croft and how her character & the game itself has changed dramatically over the past 13 years, it's pros and cons, success etc . Lara Croft plays a major role in Tomb Raider's success, becoming one of the first non "damsels in distress" female adventure characters to be introduced in video games. Her impact on the gaming audience has become popular over the years, making her now one of the most highly recognised video game characters of our time, this is what I will also take a look into as the effects Lara Croft and the Tomb Raider Series has had in the world is considered "cultural".
Lara Croft's impact on our culture has been shown around the globe, her appearance and the character herself mainly has been seen, talked about and heard of literally everywhere. I will look into the following subjects:
-general globalization of the gaming product itself.
-advertising, film, comic and animation adaptions.
-the "Lara Croft Models".
-feminist arguments on the stereotypes of women.
-effects of the game on Core Design & Crystal Dynamics.
-how Lara Croft has changed over the years.
I will also look into it's transition from video game developers Core Design (TR's original creator) to Crystal Dynamics under Eidos Interactive's control and why the decision was made to change developers, leading up to Eidos sudden team up with Japanese RPG company Square Enix earlier on this year. This transition has contributed to another key factor in the cultural effects of the game, having affected the tastes of its audience and changing their views on the future of Tomb Raider as the game and its heroine become more advanced, realistic and stronger in a sense of improvement.

No comments:
Post a Comment