Action Adventure Games
Action Adventure Games
Action Adventure Games
VIDEO GAMES
AN ESSAY BY GEORGIA SCANNELL
products. Primarily, the settings are largely dark and ominous, where threats can
manifest in themselves in any number of ways, from a person to a creature, to
the environment itself. This makes play unpredictable and fresh; if we do not
know what it is that is attacking us, we are thrown into a realm of uncertainty. At
the same time, this reflects the subject matter; Batman: Arkham Knight (2015)
uses antagonists in the form of twisted villains to show the depravity of mankind
and the depths that they can sink to. Rise of the Tomb Raider (2015), on the
other hand, pits us against morally skewed humans and nature. This conveys
that we are not invincible, and not in control; the violent weather is representing
the ideology that the most dangerous things are those we cannot restrain.
In addition, the colour schemes are largely dark and absent of brightness. This is
a suggestion of the subject matter, atmosphere, emotions and the fact that
those involved have likely been deprived of a theoretical light and have been
cast into a chasm absent of hope or escape; they are despondent and
dangerous, with no telling to the lengths that they will go to. Assassins Creed:
Syndicate and its predecessor Unity portray this through the use of pathetic
fallacy. The dark clouds, and eventual rain in the impoverished neighbourhoods,
in England and Paris respectively, correspond with the feelings of helplessness
and fear. Whilst the precipitation in the former is randomly generated, the
Kingdom of Beggars mission in the latter illustrates this incredibly well.
This is not always the case, however. Grand Theft Auto V and Just Cause offset
the aggression against aesthetically appealing and attractive locations, i.e. Los
Santos. This may be satirical in how it implies that the most beautiful of places,
and even people, possess the ugliest of truths. In the case of Just Cause 2, the
mechanic of causing as much chaos as can be, whilst playing as a US Agent,
could be parodying the said countrys reputation for responding to events with
violence, effectively destroying aspects of their society. Likewise, GTA V subtly
criticises what some do for fame, wealth and adoration, alongside the
shallowness that has seemingly taken over them.
The crimson of the blood is symbolic of the anger consuming the character and
the ferocity that deaths are committed with; it is a figurative example of
someone seeing red, and what they feel when they perceive a target to be a
threat. The splatter displays the intensity of the attacks, and just how
remorseless the perpetrator can be. The lack of excretion of internal fluid could
be a sign of respect, and that they are not seen to warrant such a fuss as to
make to grand display of their death.
The characters are largely believable/relatable, despite their unrealistic
situations. This helps to make them aspirational for the user; it is unlikely, but
there is the slightest of chances that this could become a reality for them. Geralt
of Rivia, for instance, appears to be the antithesis of this assumption based upon
his unworldly abilities, but on closer inspection we can acknowledge that he is
not so different; he has the same desires, feelings and longings, and has reasons
for being outwardly cold. Likewise, because some of his responses and
relationships are based around our choices, we are able to shape him, and
identify parts of ourselves in his behaviour.
The lead protagonists will conventionally be a young, Caucasian, middle class
male with stereotypical good-looks. Jason Brody from Far Cry 3, for example,
epitomises this with his all-American appearance and group of friends, before he
PORTRAYAL OF ACTION-ADVENTURE:
Metal Gear Solid V: The Phantom Pain was commended for graphics and stealth
elements. In addition, The Witcher 3 was lauded for its dark fantasy adventure,
set in a stunning world of blood and black magic. These aspects help to alleviate
the concerns placed on the genre; it is not completely bleak, nor is it all about
causing as much outrage as possible. Instead, it is set to portray that we can
create anything with modern technology and stories do not have just remain so,
but can become visual manifestations that we cannot only see and hear, but be a
part of. They have also heralded the new age of interactive media and shown
that the impossible-be it technological or fantastical-can, in fact, be
accomplished. It is simply unfortunate that this perspective is not as widely
publicised.
This authors investigations have found that the typical age rating for games in
the action-adventure genre is 15 and over, suggesting that this helps to shape
the target audience. The violence and explicit language is what contributes to
this classification, not unlike in cinema. In turn, this leads to the debate as to
whether the psychological development of the underage player is detrimentally
effected. Furthermore, as the casts tend to mostly consist of men, we can infer
that this gender will be the primary consumer of the products. This links back to
the notion that the characters are aspirational and an ideal version of an
individual.
Some do believe that the genre is just too large and attempts to incorporate too
much. There is a belief that developers should refine their ideas in order to make
it more individualistic and less as though it is attempting to encompass
everything that has made its parents so popular. This could prove beneficial as
something which is only an average Action Adventure game, could be a brilliant
Action game simply by removing lacklustre puzzle elements. This would also help
to make it easier to distinguish between games which just conform to the codes
and conventions and those which strongly adhere to these descriptors, hence
making it become a cleaner cut category, with more definitive boundaries.
DISTRIBUTION:
The most notable means of distribution is on a disk. Like a DVD, these are
inserted into the console where it is installed and can be enjoyed. These are
purchasable from any number of retailers from Tesco to Shop-To. This displays
the vast availability of the products and how diverse they must be; if these were
a niche market, they would not be sold in everyday supermarkets. Alternatively,
they can be downloaded via codes, and the XBOX Marketplace. This allows
players the upmost in flexibility when it comes to how one chooses to acquire
their games; someone with little space can merely download them over the
internet and store them directly to the hardrive, whereas an individual with a
poor broadband connection can buy a physical copy. Somewhat inevitably, the
largest consumption is on disc, with millions being sold every year.
Promotional material for these games, however, can present themselves in a
number of ways, leading to a great deal of cross media. TV Spots, for example,
raise awareness of the product, inform us of the price, the age rating and so on.
These are essential as the exposure being granted is insurmountable; how many
hours a day do we spend watching television, and how much of this period
consists of adverts? When we consider how many times we see the same
commercial, we realise just how powerful this tool is and how large an audience
it can reach. At the same time, it can help to build hype for a product, so to
speak. To elaborate, if we see exciting gameplay, it will make us want to explore
this title further and even look into buying or pre-ordering it.
Companion apps and variations for mobile devices are sometimes released in
addition to the main product. This helps make the game even more immersive in
the fact that we are not restricted to one platform when we play and can make
our journeys transcend the boundaries presented by our devices. Similarly, we
can check in on our characters wherever we are, ensuring that our game does
not end when we have finished on our consoles. This helps to further our interest
in the product as the iFruit app for GTA V demonstrates. Not only are we
permitted to manage in-game activities, we can train Chop the Dog, something
which proves to be rather popular. In turn, how he is treated here is reflected in
the game itself, providing us with the motivation to not only use these, but see
what effect they have on the main storyline.
pulsating letters. This was sign of things to come with these elements not only
presenting themselves in, but becoming a staple of, later games. GTA, for
instance, has countless secrets to discover.
This genre has changed drastically, evolved even, since its humble origins. No
longer are they 8bit, pixelated or polygonal (like the early Tomb Raider products),
but increasingly humanoid and realistic; people look like people and scenery is as
awe-inspiring as it is in actuality. Likewise, the plotlines are more developed and
engaging, with a plethora of avenues being investigate; these range from
relationships to their childhoods, to battles they must partake in. Most notably,
though, is the increase in blood, violence and gore. It is more of a challenge to
name a game today without one of these components than one that has. This
could be in response to our desire for controversy and horror as a source of
rebellion, and what is demanded by the target audience; players of these games
are not going to want an interactive version of a romance movie.
An example of this theorem could be Grand Theft Auto V in how it follows the
lives of three characters whose lives are intertwined with one another. The plot is
detailed in how it allows us to get to know the men, their backstories, how they
relate to one another and their characteristics. In addition, there is a prologue
scene which conveys the events leading to this point. This is a stark comparison
to a moveable square with no identifying features or information.
Likewise, we can see how Ice Palace for the Commodore 64 differs from
BioShock: Infinite. The former has you navigate through a honeycomb shaped
maze, engage in combat and escape from traps. The latter, on the other hand,
utilises the FPS play mechanism leading to more explicit violence, and debatably
more interesting gameplay. The top-down appearance of Ice Palace has been
adapted over the years so that we either become the character (first person
style) or see the details in those we are playing as (third person style). This
influences how we interact with our surroundings and others as we have different
perspectives and feelings in regards to them; if we adopt them as our secondary
personalities, it makes us more cautious as we do not wish to harm them or put
them in a potentially dangerous situation.
Within the gaming community, it is argued that we expect a lot from our
products, especially in terms of their presentation. In an age where we can see
just how impressive graphics can be, we do not anticipate second rate imagery.
In addition, we can be rather hesitant about purchasing a game with less
publicity and praise than some mainstream titles due to the expense incurred
when buying them. What we look for in our games is equally dependent on the
developer and the brand; we would expect the next Metal Gear Solid instalment
to have a great appearance and new features to refresh the stealth based play.
For instance, without the recent Star Wars reboot, and waxing nostalgic,
Battlefront would likely be criticised for its lack of content and generic shooter
nature.
NARRATIVES:
Typically, most modern narratives follow Tzvetan Todorovs narrative theory of
equilibrium, although they may not all observe it:
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protagonist possesses; they must only move into the future, whilst keeping their
wits-and sanity-about them.
The non-linear concept can convey the fragmented state of mind that is obtained
by the character. It can help display that they do not fully comprehend the
scenario, or may simply suggest the sheer size of the issue (through the large
open-worlds and ability to progress when one chooses). Furthermore, if the
individual is experiencing psychosis, we are able to build empathy with them and
better understand what they are going through. In turn, this makes the game
more personal and truly injects us into the play; this is no longer a stranger we
are placing in unfortunate events, but someone we have grown to recognise and
care about.
How the story is told, be it in the first or third person, can influence how we feel
whilst playing, as discussed previously. For a game such as The Legend of Zelda,
whilst we do wish to protect Link and keep him from trouble, we are able to stand
back and observe the occurrences without being completely involved in the
event and the emotions, so to speak. When shown through the first person,
however, we are wherever the plot takes us, we are the ones who must face a
hulking monster from our worst nightmares. From engaging with the product, we
input ourselves into the most dire of places and situations. Within a matter of
moments, we are transported from a comfortable existence to having to defend
ourselves, and potentially the world, against unimaginable threats.
Females are seen on occasion, although they may be overly sexualised as way of
making them seem more appealing to the target audience; a male player would
much rather have an attractive woman as the central character than a morbidly
obese, speedo-clad man. Lollypop Chainsaw perfectly exemplifies this, with the
pro/antagonist Juliet Starling conforming to the all-American stereotype of blonde
hair, blue eyes and so on. Accompanying this is her risqu assortment of outfits
including the sexy rider suit and the sexy seashell bikini. Although arguably
exploitative of young women, it does convey females in a strong, powerful
position and not as the damsel in distress; surely the next logical step is to
provide them with less revealing costumes and ordinary clothing?
Saints Row IV, alongside an increasing number of games, allows for the creation
and customisation of characters of both sexes. There is usually the option to
adjust the weight, and (in some instances) the chest size. This puts the player in
control and allows them to make their virtual self in such a way that fulfils their
notion of a perfect avatar and does not impose those such as Juliet Starling on
the unassuming gamer. Typically, a wide range of outfits will be available for use,
with some being more bold than others. This is an improvement on the age
where we were forced to only play as pre-defined characters with little creative
expression on our part, or variety regarding which roles we can assume.
Through my own observations, I have noted that the games where one is in
control of designing their own characters have fewer discriminative inclination
than those which do not have this mechanic. For example, both my brother and I
played Sunset Overdrive and created male and female avatars respectively.
Neither of us could identify any variances in in dialogue (other than the sound of
the voice), abilities or skills. Additionally, as the clothing choices are independent
and left to the player to decide, no one was left cringing at what was presented
before them.
This element can boast further positives as if we not only like the character, but
can stand to look at them, we are more likely to dedicate our time and effort to
completing the game, and potentially replaying it. Likewise, by only using
extremely masculine males, or impossible representations of women, a
significant proportion of the audience could become alienated as they may feel
that their interests are not being fairly portrayed.