Videogames: Horizon Forbidden West - Language & Representations
Videogames: Horizon Forbidden West - Language & Representations
Read this review of Horizon Forbidden West in the Financial Times (should be non-paywalled but you can read the text of article here if needed). Answer the following questions:
2) What is the narrative for the original game Horizon Zero Dawn?
The games take place a thousand years after rampaging machines have wiped out most of humanity. Survivors have clustered into tribal communities who view relics of technology as objects of either suspicion or religious reverence. The dramas of warring clans are narrated alongside the tale of how our world came to ruin. Guerrilla struck gold with flame-haired heroine Aloy, who balances grit and tenderness as one of the most memorable new characters of its console generation.
Flame-haired heroine Aloy, who balances grit and tenderness as one of the most memorable new characters of its console generation.
1) How does the game use media language to communicate ideas about narrative and genre?
The trailer uses establishing and wide shots to display the vast scale of the world, emphasising the open-world genre. Costume design and weaponry highlight the action-adventure elements, reinforcing the genre conventions through visual style and character presentation.
2) What representations of people, places or groups can you find in the gameplay video?
The gameplay may portray Native American-inspired groups as outsiders or “othered” communities. It could also present East Asian culture as mysterious or exotic, particularly in scenes featuring holographic dragons and floating East Asian script surrounding Aloy, which can contribute to orientalist imagery.
3) What audience pleasures are suggested by this gameplay trailer?
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Diversion – Players can immerse themselves in exploring a vast open world.
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Personal Identity – Players may see aspects of themselves reflected in certain characters.
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Personal Relationships – Audiences can build emotional connections with characters across the franchise.
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Surveillance – Exploring spaces such as Tilda’s art-filled vault provides pleasure through observation and discovery.
1) Read the opening to the article. How can we apply Steve Neale's genre theory to Horizon Forbidden West?
According to Steve Neale’s theory of repetition and difference, the sequel repeats successful elements from the previous game while introducing new narrative developments. This balance allows the franchise to remain recognisable while still offering fresh content to audiences.
2) How many copies did the Horizon Zero Dawn sell and why did this influence the design of the sequel?
Horizon Zero Dawn sold over 20 million copies. Due to this commercial success, the developers chose to retain many of the core mechanics and themes in Horizon Forbidden West to replicate the formula that had already proven popular.
3) How does the article criticise the story in Horizon Forbidden West?
The article argues that simply expanding the narrative does not automatically improve its quality. It suggests that while the story is larger and more detailed, this does not necessarily make it stronger or more impactful.
4) What do we learn about the gameplay?
The game includes a significant number of side quests and additional content. While some players appreciate this depth, others feel that it can become excessive or distracting from the main storyline.
5) What is the article's overall summary of the game?
Overall, the article views the game positively, particularly praising its visuals and animation quality. However, it suggests that the sequel stays very close to the original formula and does not introduce enough innovation or major changes.
Race representations in Horizon Forbidden West
Representations
1) How does Horizon Forbidden West use narrative to create a fully diverse cast of characters?
The game includes characters from a range of different backgrounds and cultures. However, some groups—particularly those inspired by Native American cultures—may be depicted as primitive or savage, which risks reinforcing stereotypical portrayals rather than fully challenging them.
2) What is orientalism?
Orientalism refers to the representation of Eastern cultures from a Western perspective, often portraying them as exotic, mysterious, or inferior in ways that reinforce Western dominance.
3) How does the article suggest orientalism applies to Horizon Forbidden West?
The article suggests that the game frames Aloy as a “white saviour” figure exploring and entering “forbidden” lands. This narrative structure can reflect orientalist ideas by positioning non-Western-inspired cultures as exotic spaces that need to be explored or saved.
4) Who is the player encouraged to identify with in the game and how does this influence how representations are constructed?
Players are positioned to identify primarily with Aloy. As a result, other groups may be framed from her perspective, which can influence how they are represented and potentially reinforce certain stereotypes.
5) Finally, what did the writer of the article (an Asian American) feel when playing the game?
The writer expressed discomfort with how certain cultural groups were portrayed. Despite the game being set in a supposedly post-racial future, they felt that some stereotypes persisted, which could contribute to real-world prejudices experienced by marginalised communities.
1) What is the debate regarding Aloy in Horizon Forbidden West?
The debate centres around online criticism of Aloy’s appearance, with some arguing she does not look traditionally attractive. However, the article suggests that this criticism misses the point, as the intention was to portray her as a realistic and authentic woman rather than an idealised or sexualised character.
2) What examples are provided of other female characters and representations in videogames?
The article references Tomb Raider, particularly its protagonist Lara Croft, as an example of how female characters have historically been sexualised within the industry.
3) What are the issues facing the videogame industry in terms of gender?
A key issue is the ongoing tension between empowerment and sexualisation. It can be unclear whether a female character’s presentation is genuinely empowering or primarily designed to appeal to the male gaze, highlighting wider structural inequalities within the gaming industry.
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