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Interactive Media Products (first teaching 2022) GapFill
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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 .
The game could be seen as an example of as it incorporates elements of both the puzzle-based game and the adventure game.
It is fairly flexible in terms of since it works perfectly as a single-player game and a turn-based game.
The for the game depend entirely on whether the user is playing on Android or PlayStation – on Android, the player swipes and taps the in order to have Croft take action.
The game was praised by critics for its high resolution and impressively stylish (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 to the game.
This, in turn, helps the game feel more realistic and immersive.
The 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 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 tranquility that complements the character's ability to freely explore the exciting environment.
This is accompanied by 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 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 , e.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 , e.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 , such as the key of snakes, which can be used to unlock new levels and costumes later in the game.