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Resident Evil 5 Analysis

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Resident Evil 5 Analysis
In the article of Andre Brock, dated 2011, When keeping it real goes wrong: Resident Evil 5, Racial Representations, and Games, the following is a summary of the article in which it focuses on the representation of the game Resident Evil 5 describing the features or stereotypical strategies used to establish Sheva Alomar’s character.
Resident Evil 5 was found that it had depiction of raced and gendered characters trades upon stereotypes which are essential to the public’s understanding of the game. The games’ representation of race was through software, play e.g. mechanics, narrative and genre, discourse, the game reviews and gamer’s reactions. In the game, two primary objectives are met, “keep your partner alive” and “finish the game”. Sheva Alomar was programmed to follow Chris. She defends for Chris when he is in danger and
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She picks up objects e.g. ammunition, grenades, healing herbs, money tokens unprompted but does not use them, a mule. Sheva’s agency is minimised and treated like a beast of burden for the white. A character that is limited in such, she is not reflected anywhere in the game narrative as a dominant character, thus cannot advance the game.
She requires Chris’s assistance to fight off enemies and for cure. In the game, Sheva’s skin is lighter than the other Africans i.e. the NPC’s. She rendered to represent two racial groups in one figure, maybe an Ethiopian or Somalian. She can translate and understand Swahili but doesn’t speak it during the game. Completing the game, additional unlockable costumes for Sheva can be unlocked, the “clubbin’ outfit and the “tribal” outfit. Although the developers exaggerate the dimensions


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