Guerrilla Games is the result of a merger of 3 earlier companies (starting in 1993)- reflects gaming origins in small independent companies in contrast to its current status as a global, billion dollar industry
range of platforms the game is available on
Horizon Forbidden West
Guerrilla Games
Sony Interactive
platforms- PS4/5
released February 2022
single player
Action RPG (role play game)
sequel to 2017s Horizon Zero Dawn
game set it post-apocalyptic version of western US recovering from aftermath of an extinction event caused by a rogue robot swarm
player can explore open world and complete quests using ranged and melee weapons against hostile machine creatures
received generally favourable reviews
director- Mathijs de Jonge
narrative director- Benjamin McCaw
Sony has companies across media platforms and it’s horizontally and vertically integrated
Guerrilla Games
one of Europes leading game development studios
founded in 2000
employs over 350 professionals from 50 different nationalities
comic series made by Titan who pay Guerrilla Games to make them
sales- Horizon Forbidden West
UK- best digitally selling game during week of release
at least 49% of sales was digital copies
regulation- Horizon Forbidden West
PEGI- pan-European games information
3,7,12,16,18
HFW is a 16- strong violence and bad language
psychographics- Horizon Forbidden West
explorers
mainstreamers
performers
uses and gratifications- Horizon Forbidden West
female protagonist
social interaction
entertainment
escapism
signifier- robot bird
signified- enemy, past and future
iconic- Aloy
indexical- bridge overgrown with plants- set in dystopian future
symbolic- PS5
paradigm- weapon, creature, stance
syntagm- action, conflict
mise-en-scene: Horizon Forbidden West
a french term meaning “putting on stage”
combines elements such as lighting, composition, art direction, costuming, makeup and texture
almost everything that happens in front of a camera in a particular scene
starts with a screenplay illustrating action, dialogue and the details of particular visual elements such as costumes, properties, period and description of settings
Todorovs narrative structure- Horizon Forbidden West
equilibrium- the world is dying, the Blyt
disruption- Regla, the Far Geniths, trying to make a new world
recognition- Aloy needs help, she needs her focus, she’s the only one who can do this
attempt to repair- Aloy needs to find the Gaia Subordinates
new equilibrium- Aloy and Beta reactivate Gaia but they still need to destroy Nemisis
villain- Nemisi, Regalla
hero- Aloy
princess- Gaia
helper- focus, Varl, Erend
false hero- Sylens
tribes represented
“afraid“
savage- fight others
“rebels“
stereotypically dressed
overall very stereotypical
tribes
Oseram- builders, revellers- clan, productive
Carja- guard border, afraid of outsiders
Utaru- sing to heal the land, patronising view, powerless
Tenakth- 3 clans, chief Hekarro vs Regalla- violent, savage, “generations of bloodshed“, rebels
indigenous stereotyping in film and tv
primitive
violent
passive
afraid of technology
bare chested warrior with a war lance
princess sympathetic to white male quest
noble mystic
basic- rarely speaks, no complexity
“the biggest challenge was that we needed to believably populate the entire world again. this required enough variation and faces of all ages, ethnicities and genders” said the veterian developer from Gurilla Games
narrative function
black and Asian characters historically given negative representations
often in the helper role
rarely the hero
some representations rely on colonial myths or post-war immigration
race is often represented as binary oppositions
differences are exaggerated
similarities are limited
Paul Gilroy
black people represented- racial otherness
criminalised representations of black people in the media
amplification of multicultural disharmony in the UK and US
black people presented as different- humorous, exotic, pitied, dangerous- Alvarados stereotypes
fears that immigrant communities would ‘swamp’ white Britain
imperialist view of many stories- shown the western view- biased through the eyes of the media
Paul Gilroy
media constructed a binary view- separates ethnic groups
nurtures the concept of cultural incompatibility
melancholy and double consciousness- sense of two-ness
concept of diaspora identity
Paul Gilroy states that racial difference and racial identities are the product of racial oppression
racial identities are caused by historical conflicts that have brought different groups into opposition
different human groups existed but their differences weren’t defined by ‘race’ lines
after the Renaissance, lines of race were established as a useful way to legitimise oppression (the slave trade reflected the European perspective that their ‘race’ was superior to those whom they enslaved and as such it was acceptable for less intelligent, less moral races to be taken as slaves for Europeans)
race makes the identity of oppressors and the oppressed seem fixed and uniform
Ethnic Absolutism is the concept that humans are part of different ethnic compartments- Gilroy opposes this way of thinking
the country a group have been forced to leave will be the place that defines the cultural or ethnic identity for those individuals
Paul Gilroy considers a transatlantic diasporic identity, where groups across the Atlantic share cultural practices- as a result of a shared history of oppression and slavery
Gilroy sees black identities as a product of movement
the Black Atlantic diaspora is irreversible because the experince of slavery
Gilroy‘s intervention in the diasporic thinking was an attempt to challenge those that wold see black culture
racial representations- Orientalism- HFW
Regalla- African mask, straight hair, spikes on her shoulders, fierce and dangerous
Tenakth- masks, cant connect to them
Aloy- earthy tones, can see her face- can connect to her
red in Asian building and dragons- stereotypical
AI named GAIA rebuilt life in earth, with the genetic diversity of humanity, but without history
racial representations- Orientalism- HFW
Aloy is both an explorer and a white saviour, only she understands what is at stake in the world and she has to spend time in the petty politics of a bunch of tribes in order to convince them her problems are worse than theirs
Aloy discovers the final resting place of Ted Faro below San Franciscos Transamerica Pyramid, hes the ruler of the “pyramid“ a survival bunker that he names Thebes and his name is Faro, its a bit on the nose
racial representations- Orientalism- HFW
HFW world is filled with thoughtful details about what a rebuilt society could look like. the microcosms of culture in each tribes unique temperament, rituals and obsessions are all carefully chosen and developed
developers repeat orientalism in design choices as perpetually foreign, mysterious and threatening
critical views- HFW
knight and other indigenous games, as well as indigenous game developers have expressed disappointment over the stereotypes of the tribes
“every element of every culture in our world is fictional“- Jan-Bart Van Beek, Guerillas studio head and art director
positive view- HFW
one of the most visually stunning game on PS5
praise on how authentic their black characters appear in the game
noticeable amount of black NPCs in the game
black characters not represented and gangsters, athletes or promiscuous
positive- HFW
black NPCs
female protagonist- isn't sexualised
black charters aren’t represented as gangsters
they’ve had praise about how authentic their black characters appear in the game