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

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Last updated 10:28 AM on 5/2/26
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82 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, quests

-Sci-Fi = robots and futuristic elements

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 and weak (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 fandom, 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 (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 not 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 community → 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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Gamergate

A misogynistic online harassment campaign motivated by right-wing backlash against feminism, diversity and progressivism in video game culture

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HFW (Zero Punctuation's Review)

-Aloy talks like a “charisma vaccum”

-States that it's “bloated with game mechanics layering over each other and getting in the way”

-Only good thing about the game is the visuals

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Some opinions of HFW (POS)

-Better gameplay than Zero Dawn

-Beautiful, cinematic graphics

-Good gameplay mechanics

-”Characters are realistic and their emotions actually made me care about them” → NotJolter on Reddit (unpopular opinoon)

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Some opinions of HFW (Neg)

-”It attempts too many things at once, takes too much time doing said things. And talks to much while doing so” → RollingDownTheHills on Reddit

-Climbing mechanics is worse than Zero Dawn → NotJolter on Reddit

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An In-Depth Critque of Horizon Forbidden West by Adam Srayi - Visuals

-The visuals lack good shape language which causes less readability and clarity

-The tall neck is an example of good monster design (strong clear silhouette with constrasting elements) → others fall flat due to them just looking like their animal counterparts but mechanical

-Transitions between biomes is not smooth

→ ruins Player Immersion

→ problem in many open world games

-Footprints poorly implemented

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An In-Depth Critque of Horizon Forbidden West by Adam Srayi - Gameplay

-The Shield wing: great in theory, bad in practice

→ no real player control when in use + landing is weird

→ have to hold down to deploy (not very fun to do)

-Special moves are disorientating for the player in battle and only stops the player's movements, not the enemy's

-Lack of defense options yet there is a glide ability which uses a shield

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An In-Depth Critque of Horizon Forbidden West by Adam Srayi - Gameplay (BIGGER ISSUE)

-Most of the gameplay problems fit a bigger issue: the systems of the game don't intermingle and only occur in isolation → climbing, sneaking, attacking, swimming + gliding can only be done one at a time → NOT FUN!

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An In-Depth Critque of Horizon Forbidden West by Adam Srayi - Story

-Good premise, bad exucution:

→ Storms, the Blight and poisoned water are all told to affect the world → in gameplay, they do nothing apart from the Blight, in which if you step into it, you lose a bit of health

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Postmodernism

-The belief that all truth claims are infected by belief, that there is no such thing as a ‘view from nowhere’

-That everything is subject to the context it is made in

-That there is no one truth to a media text, not even the intended meaning

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Simulacra

A copy of a copy of a copy/artificial copies usually based on something that is not real (e.g. tropes/stereotypes in media)

→ people often prefer this over than the real thing if it's based on a real thing

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Intertextuality

References to other texts or other stuff in reality in a text

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Pastiche

Where media producers are not looking for originality, but reproducing familiar tropes e.g. shared bike scenes set in Paris

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Hyper reality

The unreal starts to seem more real than reality itself

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Implosion

Real places/people have been lost to an unreal version that is presented by the media

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Baudrillard's Postmodernism

-society has lost a sense of what is real and what is not

-history is being redefined by the media

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Heightened reality

A more intense version of reality

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The Sims Franchise

-A series of life simulation games

-Franchise sold nearly 200 million copies worldwide

-First game released for Microsoft Windows in 2000

-Sims age through seven life stages

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The Sims and Mods

One of the big appeal about the game is the modding community

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History of the Sims

-Game designer, Will Wright was inspired to create a ‘virtual doll house’ after losing his own home to a firestorm

-Originally a satire of US consumer culture

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Sims Freeplay Release

2011

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The Sims and Expansion Packs

-show how the Sims is no longer a satire and even the thing it was paroding in the first place

Benefits:

Player - new content, tailoring your game to your playstyle

Producer: more money with less work, no need to make another game in the series for a while

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The Sims + Hesmondhalgh

Minimise risks, Maximise profits → Expansion packs

Diversification - different expansion packs for different audiences

Globalisation - available in a lot of different countries

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The Sims + Curran and Seaton

-Lack of diversity → same game being published over and over again with minimal changes

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The Sims Freeplay + Reception Theory

Preferred: dream life style, entertaining, utopia

Negotiated: understand traditional ideologies but still enjoy it for it's options of various life styles

Oppostional: capitalist, money-hungry, hegemonic (uses pronouns update to hide that it lacks diversity in the Sim creator)

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The Sims Freeplay + Effects Theory

-Audience should want the American Dream, but a “progessive” version (emphasises myth)

→ you can be gay and not white but you should still follow the traditional values

-Progressive capitalism → traditional but “lenient”

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The Sims Freeplay Trailer - Target Audience

-Female

-White

-8-Mid 20s

-Heterosexual

-Mainstream, Aspirer

-Social Grade B, C1

-People who like life simulation, mobile games and interior designing

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The Sims Freeplay Trailer - Audience Pleasures

-Visceral pleasures

-Voyeuristic

-Catharsis

-Stability

-Dopamine enhancement→ celebratory non-diegitic sound effect for reward system

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The Sims Freeplay - Game encouraging in-app purchases

Constantly in your face:

- embedded in normal Sims gameplay actions (not just in a separate bar)

- index of a shopping cart in bottom right corner

→ when pressed it brings you to the in-app purchases menu

-verbal code “Sir Moleen's Savings”

→ the more you play the game, the more money is saved

→ only way to get that money is by paying real life money (encourages more play so that money spent feels more worth it → trying to hide predatory nature)

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The Sims Freeplay - Narrative (In-Game)

-presents itself as a sandbox, in reality it's multi-stranded (often told what to do and you have to pay money to not do it or wait a long time)

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The Sims Freeplay - Narrative (YouTube Fan Stories - 14 and Pregnant)

-screen recorded gameplay

-added in subtitles and speech bubbles to narrate the plot

-dream sequence → further gameplay in black and white

-non-diegetic sound to create atmosphere

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Criticisms on r/simsfreeplay

-lack of non-house buildings → used to have more non-house buildings in the architect section

-hatred of the market mechanic

→ forced to use it to build stuff

→ limited storage space

→ “sucked the fun out of the game”

-feels like a chore due to the removal of the gardening mechanic

-”Electronic Arts should be Expensive Arts”

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My Criticisms of Sims Freeplay

-Sims with the same skin colour will have the male variant slightly darker, no matter what

-clothes are gender locked

-”Love is in the Air” (verbal code) side quest

→ Time limit (24 hours)

→ Sims have to wohoo multiple times to get married (6+) → characters cannot be ace and get married

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The Sims Freeplay + Butler

-traditional gender roles in advertising BUT some subversion in social media posts (e.g. signifer of a man caring for his child)

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The Sims Freeplay + Van Zoonen

-women presented more traditionally in advertising (repetition of signifer of pregnant women) BUT signifer of female builder and father caring for his child

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The Sims Freeplay + bell hooks

-diverse + exclusive but could be better AND not seen as intersectional media→ capitalistic, trad roles

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The Sims Freeplay + Gilroy

-sense of cosmopolitan conviviality

-The American Dream → western values, white majority

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The Sims Freeplay - Hall's Rep

Reflective - uses real world iconography

Intentional - producers ask fans for ideas

Constructionist - different ways to view the game

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The Sims Freeplay - Hacks

-there is a way to mod unlimited Simeloneons, LP etc in the game

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Louis Althusser

-1918-1990

-Marxist Philosopher

-ISA: term developed by Althusser, describes things that give the values of the system (e.g. schools, churchs, the media)

→ the Sims does this

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Stereotypes

Way of storing generic information about a social group

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The Sims Freeplay (LGR's Review)

“Kind of like if Superman burned your house to the ground and then asks you for your credit card to put the fire out” → criticising how the only way to enjoy the game is through LP but the only way to get them really is real life money

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Machinima

Animation technique using real-time screen capturing, most commonly used for video games (example: SMG4)