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Interactive (last assessment 2023) GapFill

Target Level
C
Running Total
0
0%
Attempt
1 of 3

You must fill all the gaps before clicking ‘Check Answers!’

Watch the seven minutes of gameplay through the following link: https://www.youtube.com/watch?v=zFWL6c1l6Aw

Fill in the gaps below to complete the analysis of how Lara Croft Go conveys meaning through the use of interactive media techniques.

Lara Croft Go was released in 2015 on Android and Microsoft Windows as well as PlayStation 4 and PlayStation Vita in 2016 – therefore, it is a game supported on multiple media  devicesaudiencesplatformsgenres. The game could be seen as an example of  genre hybridityopen storytellingsubgenrenon-linear narrative as it incorporates elements of both the puzzle-based game and the adventure game. It is fairly flexible in terms of  narrativebuttonsgameplay modelayout since it works perfectly as a single-player game and a turn-based game. The  sound effectslighting schemesmenucontrols for the game depend entirely on whether the user is playing on Android or PlayStation – on Android, the player swipes and taps the  graphics padcontrollerremotetouchscreen in order to have Croft take action. 

The game was praised by critics for its high resolution and impressively stylish  spritescharactersgraphics2D models (particularly for an Android game). It is clear from the gameplay video that there are different shades of light and colour on every object, adding a greater layer of  alignmenttexturemise en scènecontrast to the game. This, in turn, helps the game feel more realistic and immersive. The  colour schemebuttonsdialogueimage gallery was also praised for its beauty, varying from level to level as locations change – generally it is made up of greens, browns and blues, invoking a sense of the 'wilderness'. The creators also used  natural lightingsprites3D modelling4K Design to redesign the popular character of Lara Croft and make her slightly less sexualised than she had been in the franchise's previous games. 

The game has an epic sweeping soundtrack, similar to those found in action/adventure films – there is also a sense of tranquillity that complement's the characters ability to freely explore the exciting environment. This is accompanied by  non-diegeticjingleambientmontage sound that immerses the player in the world of the game – these sounds range from stream water to animal noises. Finally, there are sounds that are  non-diegeticrunning on looptransferred from other gamestriggered by game events such as Croft shooting her gun, or a moving platform. This helps make the user feel in control of the character's progression through the world.

The progression of the game is fairly simple – the character of Lara Croft has to make her way through a series of treacherous environments without being killed. This comes with a host of individual  narrative momentschallengesstoriesactionse.g. ledges with deep drops, puzzles controlled by levers, monstrous creatures standing in her way. In order to maintain this simple structure, the game comes with its own specific set of  rulesdesign elementslevelsrewardse.g. the character can move only in straight lines with individual strides, if Croft walks into an antagonist she immediately dies – without this, the game would cease to have a puzzle-based, board-game-like identity. As an added incentive for the player, there are also  losersvillainshelperspickups, such as the key of snakes, which can be used to unlock new levels and costumes later in the game.  

 

This is your 1st attempt! You get 3 marks for each one you get right. Good luck!

Pass Mark
72%