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  • Essay / Analysis of the “Believe” ad campaign

    In 2007, when the Xbox 360 was just starting to take off in terms of sales, two years after its debut, the “Believe” ad campaign was launched, ready for last two weeks before the release. of the video game Halo 3. With a budget of 10 million US dollars, the campaign included 5 advertisements, including four shots in one style and one in another. To give a brief overview before explaining the commercials, Halo is essentially a video game popular with children as young as 12 and adults aged 25-30 (usually). The series revolves around a war between aliens and humans, with a distinct human protagonist known as "Master Chief". That being said, on to the ads. These ads were commissioned by Microsoft-owned game development company Bungie with the aim of appealing to the target audience's desire to both "finish the fight" (experience the next installment in the trilogy's story ) and take on the role of one of the most powerful characters in the trilogy. video game heroes idolized to this day. By creating such elaborate war stories and action-packed scenes for the commercials, Bungie's intention was to entice viewers to step into the shoes of the courageous war hero Master Chief. While the diorama commercial presents a scene of chaos and brutality with Chief as a tangible, shining beacon of hope, the live-action commercials paint the mental picture of an honored veteran, who is clearly memorialized, having never been found. If Bungie wanted to captivate a wide audience of story buffs, action junkies, and sci-fi nerds, they definitely hit the nail on the head as this campaign was a phenomenal success. Say no to plagiarism. Get a tailor-made essay on “Why violent video games should not be banned”?Get the original essayHalo, which has mastered the video game market with its first opus in 2001 and its sequel in 2004, has attracted both a relatively young audience and an old audience. Although the game was rated and rated for ages 17 and up, these ESRB restrictions never stopped young children's minds like me from idolizing and flocking to this action-packed sci-fi universe. 'action. A big, armored space marine that fights aliens and speaks in a deep voice? It might as well have been the comic book era again, because I know for a fact that when I first played Halo 2 at age 10, that was what I and all my friends wanted to be. We can therefore approach it from this angle, or from another angle. The game had a pre-existing fanbase from its previous two installments, dating back 6 years prior. This means that by the time Halo 3 was released, some players were at least 17 years old when the first installment in the franchise came out in 2001. Follow those players all the way to the third installment, and you have people who could be between 25 and 30 and looking forward to this new game. This means that ads are now served to audiences ranging from young teens to adults under 30, who may share the same tastes in gaming, but enjoy different gameplay elements. So one ad is created with a very childlike appeal to explosions and carefully cast alien models, while another is created to appeal to a young adult's heroism and thirst for rich stories. Sometimes they even overlapped, giving a live action location the opportunity to show old replica weapons or a healed war wound from a battle many years before, or carefully transforming the agony and the 'emotion.