Media Studies - Video Games (Horizon Forbidden West + The Sims Freeplay)

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Last updated 10:46 AM on 3/13/26
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40 Terms

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Guerilla Games

-published Horizon Forbidden West

-owned by SONY

-created as a result of a merger of three earlier companies and then later owned by SONY

→ reflects gaming origins in small, independent companies in contrast to its current status as a global, billion dollar industry

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SONY gaming revenue and ranking as of 2026

$24.9 billion and #1 gaming company globally

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Horizon Forbidden West's Platforms, Genre and Sequelality

Platform PS4/5

Action RPG

Sequel to 2017's Horizon Zero Dawn

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Horizon Forbidden West's Release

-Officially announced in 2020 by SONY with a release date of 2021

-Delayed as the COVID-19 pandemic disrupted production cycles and the team didn't want to overwork employees

-Released 2022

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Hesmonhalgh + Horizon Forrbiden West

Diversification: HFW Lego Boxes (synergy), Music video

Genre: Action RPG, Fantasy, Open-world

Vertical integration: SONY owning Guerilla Games

Globalisation: Guerilla Games based in Amsterdam, owned by Sony (American), range of personnel (staff), HFW released globally

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PEGI (Pan European Game Regulation)

-established to help European parents to make informed decisions on buying computer games

-launched in 2003

-Game publishers sign up to receive a PEGI rating (not compulsory)

-Age ratings: 3, 7, 12, 16, 18

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Horizon Forbidden West's PEGI Age Rating

16 - reasons: strong violence, bad language and in-game purchases

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HFW's setting

Set in a open world, dystopian, post-apocalyptic California, Utah and Nevada, the game explores the setting of a mysterious location known as the Forbidden West (which was suggested in the previous game to be barbaric and savage)

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Intertextual references in the game

-San Francisco (via the Isle of Spires in the game)

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HFW Story Summary

In the six months following her victory over HADES, Aloy, alone, has been searching for a backup of GAIA to repair the terraforming system, with her efforts so far being in vain.

Meanwhile, the terraforming system has been spiraling out of control, causing a poisonous red blight and catastrophic storms, all of which will bring life on Earth closer to extinction.

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HFW Gameplay

-New ability to explore underwater

-New ability to upgrade weapons and wear outfits that add specific skills

-New ability to ride on flying machines

-Players able to explore a bigger map compared to Zero Dawn

-Main gameplay element is strategically fighting against enormous machines and mounted human enemies using a multitude of gear, weapons and traps from salvage parts

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Schatz, 1981 - Genres of Order and Integration

-believed genre films were a social force because they reflected our values and ideologies

-argued genre filmmaking followed two dominant narrative strategies, Order and Intergration:

Genre of Order:

-focused on a protagonist who wants to defeat a physical threat

Genre of Intergration:

-celebrates the values of social intergration

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HFW + Genre of Order (Schatz, 1981)

Hero (individual, male-dominant): Half-true → Female protagonist

Setting (ideologically unstable, contested space): True → Machines vs Nature, Tribal Civil Wars, The Forbidden West

Conflict (externalised violence): True → Aloy vs Villains

Resolution/ending (death): True → Tilda killed

Thematics (isolated self-reliance): True → Aloy as an outcast who determines herself the only one who can save this world

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HFW and Todorov's Narrative

Equilibrium: Aftermath of Hades, Blight and animal robots killing everyone

Disruption: Hades is alive and Far Zeniths are trying to steal GAIA

Recognition: Finds GAIA minus subsystem but attacked by Erik

Attempt to Repair: Finding subsystems and battle with Tilda

New Equilibrium: GAIA is back but Nemesis is a new problem. Tilda and Gerard are dead.

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HFW + Lévi-Strauss's Binary Opposites

Good vs Evil

Nature vs Technology

Humans vs Machines

Health vs Illness (Blight)

Life vs Death

Tribal vs Futuristic

Aloy vs Villains

GAIA and Elizabet vs Ted Farro

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HFW + Enigma codes

-Far Zenith facility

-The abandoned camp

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HFW + Action codes (actions that progress the story)

-Weapon mechanics

-finding the Far Zenith facility

-Rope glide mechanic

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Visceral gratifications

Emotional feelings, not physical

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Neale's Genre Theory + HFW

Repetiton:

-Large, detailed open-world

-Follows the trend of increased realistic visuals and cinematic cutscenes

-Action RPG = Boss fights, exotic setting, conflict + violence

-Sci-Fi = robots and futuristic elements

-Adventure = exploration, item collection, quests

Differences:

-Non-sexualised female protag

-Ethnic diversity

-Motion capture technology

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Orientalism

The imitation or depiction of aspects of the Eastern world as fearful or fascinatingly alien by people from the Western world

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Tribal representation in HFW (Tribes Trailer)

Oserom - “builders”, “tinkers”, "revellers” (as in drinking, having a good time) → positive

Carja - guards their border, afraid of outsiders, intelligent, civilised → nuanced

Utaru (from the Forrbiden West) - “sing to heal the land, but no hymn will save them”, patronised and presented as helpless, weak, helpless (has a matriarch and based on healing → anti-feminist) → negative (but in the game less so)

Tenakth - 3 clans, “generations of bloodshed”, has the most tribal signification, presented as “savage” and violent → negative

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Orientalism + HFW

Orientalism is embedded at the core of HFW'S narrative of exploring exotic lands and Aloy is both an explorer and a white saviour

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HFW's ethnic representation - Pros

-More NPCs of black characters

-Skin shading and texture

-Doesn't use the stereotypes of gangsters, athletes or promiscuous

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HFW's ethnic representation - Cons

-Stereotypes of the dangerous and the pited (alvarado)

-Bad indigenous representation

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HFW + Ethnic Representation (Orientalism)

-Rebels riding a Tremortusk, a massive mechanical elephant → elephants are symbols of the Orient even though they weren't often used for combat

-Use of words like “braves”, “savages” and “primal”

-”The Seas of Sands” quest has a lot of oriental imagery → a red dragon hanging from the ceiling, red lanterns and red decorative knots

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HFW + Gender Stereotypes

Women:

-"compassionate”, “care", “comfort”

-Tilda's figure-hugging outfit

-feminine outfits (skirts, dresses)

-long hair

-no pauldrons (shoulder armor) nor exaggerated muscles

Men:

-masculine features (beards)

-pauldrons (shoulder armor)

-larger mass

-”courageous”, “humorous”, “warrior”

-tattoos/war paint

-short hair

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Van Zoonen + HFW

Stereotypical:

-Zo + Varl romance

-Agressive + violent = male

-Caring + nurturing = female

Non-stereotypical:

-Aloy

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Bell hooks + HFW

Regalla → Sapphire stereotype

Diverse characters but doesn't address racisms → post-racial society

Only patriarchal, capitalist group is a group of white people (Far Zeniths) who had the wealth and privilege to escape a dying earth

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Judith Butler + HFW

Supports:

-Varl wanting to go with Aloy → protector

-Erik → toxic masculinity

-Tilda → tight fitting outfit

-Zo → maternal, cares for Aloy

Doesn't Support:

-Aloy is a strong female character (literal sense)

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HFW + Glued to Games (Scott Rigby, 2011)

Competence (development of skills):

-Aloy vs Tilda (have to mastered a lot of the weapons, have to mastered strategies)

Autonomy (being in control):

-Player controls Aloy and is given the choice to make decisions in certain scenarios

Relatedness (game brings fans and players together):

-Online fandome, Cosplay and game conventions

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HFW's Target Audience

-Women

-Male gamers who find sexualised female protags uncomfortable

-White and Black gamers

-Teens to 30s

-Explorers, Reformers

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HFW + Uses and Gratifications Theory

Entertainment - exciting conflicts, obstacles

Identity - Aloy as role model, cosplay

Social interaction - Fandom, cosplay

Information - mechanics of game, game lore

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HFW + Reception Theory

Preferred: Aloy = strong hero, diverse representation, exciting and engaging

Negotiated: Can see the problems but still enjoy the game

Oppositional: Women are presented as weaker and less war ready, stereotypical male rep, Aloy = white saviour, Tribal representation

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HFW + Cultivation Theory

Stigmatisation (The media demonised groups through rep): Regalla, Tenakth tribe

Enculturation (process of learning through engaging with culture): Learning to play as Aloy

HOWEVER, it is clear that villains and storyline aren't real life

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HFW + Bandura's Bobo Doll Experiment

Aloy as a role model → aspirational copying

Immersive → story lore and praised for graphics

Have to kill Tilda for the game to progess → rewarded for violent actions

HOWEVER, reasons are given for violence in the game explores e.g. saving the planet and people know it's not real

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Jenkin's defence of video games

-flawed studies

-gameplay but solitary

-audiences can tell it's not real

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Fans influencing the production of HFW

-Fans bring players in → more players mean more want for content

-Fan realigning hetreonormativity→ causes DLC where you can have Aloy kiss Seyka

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HFW + Shirky's End of Audience

-One of GG's head people's intro to a new Horizon game on website → directly talking to audience

-Criticisms of game online e.g. representation of tribes

-GG's website encourages active audience (links their Twitter, Insta, Email) → also encourages cosplay via guides

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HFW + Jenkin's Fandom

-Mode of reception (intense engagement)

-Cultural production (textual poaching) → Fanart and Fanfiction

-Social comminity → Cosplay conventions

-Interpretative community → YouTube analysis and criticism videos

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HFW + Queerness

-Aloy canonically sapphic → only addressed in a DLC and you can chose to have her kiss Seyka (BUT it never gives you the option to say you don't like her)

Audience reaction:

-Already readings of Aloy being queer

-On AO3, all of the top Aloy ships are F/M and the top category is F/M (not surprisingly for how androcentric fandoms are → normally goes M/M to F/M to F/F)

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