case study - the warriorskatie&lisa

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Rockstar Games The Warriors

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Page 1: Case Study - The WarriorsKatie&Lisa

Rockstar Games

The Warriors

Page 2: Case Study - The WarriorsKatie&Lisa

• The warriors was developed by Rockstar Toronto.

• The release date was October 17th 2005 and was based on the 1979 film The Warriors.

• The Warriors film is about a street gang in Brooklyn. The gang has an overall theme of Native American Indians.

• It is available on playstation 2 and Xbox

Page 3: Case Study - The WarriorsKatie&Lisa

Marketing Cover Art• The cover art takes the influence from the film

cover. From this cover we can establish the target audience because of the content. For example, the red title connotes blood, anger and danger. This is also linked to the characters as they are all wearing red bandanas. This shows they are all working as a team. The characters appear intimidating, as they all have strong eye contact to the consumer. This is generally related to violent films. The age of the characters implies what the target audience should be.

• The unique selling point of this game, is that it is based on a 80s film, this is quite unusual as the graphics are dated and doesn’t compare to the quality of today.

• An interesting point, is that although the film cover is a photograph of the characters, the poster is caricatures of the actors. This means that the game version did not have to design characters, they were already in existence.

Page 4: Case Study - The WarriorsKatie&Lisa

Marketing: trailer• http://www.youtube.com/watch?v=HAvldhE4FnU

• At the beginning of the trailer, Rockstar have decided to show it’s game play rating and what the content consists of. This is interesting as Rockstar games generally advertise for a variety of ages rather than the specified age.

• The trailer consists of the main characters that will be involved and an over view of the story line.

• The trailer could be considered provocative because of the following reasons:

• The use of violence. In the trailer the violence is used as a method of achieving a person or gang’s target or goal. Therefore this is then giving the player the impression that this is the only way to attain what you want.

• The use of speech and public speaking: the speech within the game is primarily to be provocative for the other characters and to be spirit lifting for the deprived. This could be interpreted as a message to the game player and therefore irrational action could take place.

Page 5: Case Study - The WarriorsKatie&Lisa

Reviews• This is by Game spot:http://uk.gamespot.com/ps2/action/

warriors/review.html?om_act=convert&om_clk=gssummary&tag=summary;read-review

• Good• * Satisfying, smart combat that can be enjoyably

unpredictable • * Environments bust up real good • * Stretches out a two-hour movie into a well-

written, entertaining 12-hour game • * Many of the original actors reprise their roles,

and the soundtrack and audio are excellent • * Plenty of extra modes, including unlockable

games and co-op multiplayer.

• Bad • * Core graphics aren't very attractive • * Co-op play isn't exactly remarkable, just

serviceable • * A few extremely frustrating sequences.

This is by XBOX • http://uk.xbox.ign.com/articles/

659/659062p1.html• Color me surprised. Rockstar Toronto has taken

a cult favorite license that's aged more than 25 years and turned it into something that's truly worth playing. After spending the better part of three years in the planning stages, The Warriors joins Mortal Kombat: Shaolin Monks as one of the few real successors to the previously dead beat 'em up genre (while pushing the category beyond the simple mold of "punch, punch, kick, and kick").

• On the surface, The Warriors looks very much like a mish-mash of the titles that Rockstar has seen success with over the last couple of years -- in other words, it's Grand Theft Auto crossed with Manhunt without the huge streaming world or questionable psychopathic weirdness. Luckily it's a lot more than that too, as it also boasts a pretty hefty combat engine, better artificial intelligence, and an easier to access mission-based design that will allow players to jump in and do exactly what they want without too much of a mess.

Overall, I think that the U.S.P. of the game is the general game play. Although the graphics may not be “attractive” they are generally better and along with the “well written” story line, it makes it enjoyable and entertaining.

Page 6: Case Study - The WarriorsKatie&Lisa

Target Audience

• The target audience for ‘The warriors’ are young adults upwards. This is because it has a BBFC 18 classification and a PEGI 18+, but a ESRB 17+ classification. We can also tell this by just seeing the content of the game and the level of violence and language that is used.