Güemes Documentado 13

Total Page:16

File Type:pdf, Size:1020Kb

Güemes Documentado 13 LUIS GUEMES EDICIONES OUEMES GUEMES DOCUMENTADO TOMO 12 El retrato de Güemes que aparece en la tapa, fue reconocido como el más fidedigno por el Poder Ejecutivo de Sdta, el '5 de junio de 1965 previa consulta a "eminentes autorida& en la ma- teria, como el doctor Luis Güemes (bimieto del héroe) y el dqctor Atilio Cornejo". Y "por ello el Gobernador de la Provincia decreta: Artículo 10- Dispónese la certificación 9 declárase legalizado el retrato del general Martín Miguel de Güemes, realizado por e1 afamado artista don Eduardo Schiaffino, en mérito a las conside- raciones expuestas precedentemente". Queda hecho el depósito que previene la ley 11.723 Impreso en la Argentina - Printed in Argentina - - - - O 1990 by EDICIONES GUEMES ARENALES 2908, 1425 Buenos Aires INDICE PAG. 154. San Martín entró en ha. Misión Gutiérrez de la Fuente. Ur- dininea proyecta entrar al Perú. Apuesta de Gorriti . 11 155. Traslado de los restos del general Martin Miguel de Oiiernes (años 1832. 1877 . 1918) ..........137 156. Acervo hereditario .............. 143 157. Ajustes póst~~nzosde los sueldos de Gtremei ....... 147 158. Casas en que habitó Güemes ...........157 159. Algunos documentos sobre los Partidarios de la E'rontdra con el indio del Ckco ............161 160. Pretensa de Alberro ..............181 161. Servicios de Juan Fran.Giseo Pastor .........201 162.Anexo .................. 221 163. Generalidades. Algunos documentos de nuestro archivo que con- sideramos de interés darlos a publicidad ....... 251 1.64. Iconografia de Giiemes .............275 165. Apuntaciones y otras apuntaoiones .........287 Indice onomástico de las personas citada* en los doce tamos de esta obra ................... 299 Queremos dedicar este tomo 12 de esta obra a la me- moria del arquitecto Francisco Miguel Güemes que dirigió su publicación desde el principio, cumpliendo con el pedido de su padre el doctor Luis Güemes. Cuando ya veía coro- nados sus esfuerzos con la entrada en prensa de este volu- men, enlerdada por múltiples razones, un accidente auto- movilístico tronchó su vida. Su hijo, el también arquitecto Juan Martín Güemes, se encargó de continuar el trabajo con la ayuda de toda la familia. Esto posibilitó ver concre- tado el anhelo de tantos años de intensas investigaciones históricas: tener en una sola colección todo lo que docu- mental y verídicamente sobre Güemes quiera conocerse, des- cartando, por errónea, toda versión sobre hechos, contraria a Io que se dice en esta publicación, que pretendemos sea el monumento más firme a la gloria del Prócer y la guía precisa para cualquier trabajo histórico que quiera reali- zarse sobre su persona y actuación en todo el desarrollo de la guerra de la Independencia argentina y americana. 154 SAN MARTIN ENTRO EN LIMA. MISION GUTIERREZ DE LA FUENTE. URDININEA PROYECTA ENTRAR AL PERU. APUESTA DE GORRITI [BORRADOR DE CIRCULAR DE O'HIGGINS AL PRESIDENTE DE TUCUMAN Y A OTROS] Tengo la dulce satisfacción de comunicar a V. E. la libertad de la capital del Perú, debida a los esfuerzos del Ejército desti- nado a esa grande empresa, y que comprueban los impresos que incluyo. Felicito a V. E. por este suceso que seguramente va a decidir de la suerte de la América meridional. Quiera el cielo que su influencia sea tan benéfica, que prontamente extinga el ger- men de la discordia que desgraciadamente ha devastado las pro- vincias del Río de la Plata. Después que Chile ha hecho esfuerzos que parecía no caber en su posibilidad, no debe dudar de que los pueblos trasandinos que en el discurso de la revolución se dis- tinguieron con hechos heroicos en favor de la libertad americana; darán ahora un nuevo impulso a su genio para cooperar a los iiltimos pasos que nos restan emprender en esta grande obra. Bastará que la provincia del Tucumán como más inmediata a los puntos que ocupa el enemigo, con los auxilios que las demás pue- dan suministrarle, marche sobre e1 enemigo que tiene cerca. Su destrucción no puede ser un problema, ni menos el penetrar a las provincias del Alto Perú, al mismo tiempo que se acercarán por la parte del Norte las fuerzas del Ejército Libertador, para dar el ultimo golpe a ese resto de enemigos, que desamparando co- bardemente el centro del poder y de los recursos se han retirado a lo Interior por un efecto de desesperación propia de su carácter. Dios guarde, etc. Agosto, 16 de 1821. [Archivo de Santiago de Chile, Ministerio de Relaciones Exteriores, copiado- res de la correspondencia, 1810/1825, fojas 240/240 vts. Testimonio en N. A.1 [FRAGMENTO DE CARTA DE SANCHEZ DE BUSTAMANTE A ZORRILLA] Sr. Dr. don Marcos Salomé Zorrilla Córdoba y agosto 20 de 1821. Mi amigo estimadísimo : .................... Me encarga Ud., mi amigo, que me interese por la ida de Urdininea y porque las tropas aliadas hagan algún esfuerzo en auxilio de nuestra provincia abandonada. Urdininea marchó a tomar el mando de las tropas de San Juan contra Carrera (que se halla ocupando la Punta de San Luis) porque con la muerte de Morón no se encontraba en toda aquella provincia un solo jefe capaz de dirigir sus fuerzas. iQué lindos son nuestros esta- ditos federales! Y todo su poder combinado no ha sido bastante para concluir con un salteador que a la cabeza de 200 hombres los insulta, los provoca y se burla de todos impunemente. iY sue- ña Ud., mi amigo, que las fuerzas aliadas en el presente estado de cosas sean capaces de algo en alivio de esa provincia distante y desprovista de toda clase de recursos! No nos cansemos, mi amigo; sólo al que le duele, le duele. Aunque me dé contra una esquina, no es posible emprender nada de provecho, mientras no se establezca una autoridad vigorosa que dé impulso a la de- fensa general. Cada gobernante de estos no tiene ni lo preciso para sostenerse: este es su primer cuidado; ¿y se desvelarán mucho por acudir a la defensa de una provincia extraña, por no decir extranjera en el sistema del día? No hay recurso, mi ami- go: es preciso preparar el cuello a la cuchilla, si no queremos o no podemos constituir una autoridad que nos salve. .................... Adiós, mi amigo: no hay que dormirse. Teodoro Sánehez de Busturnante [M.o. y fotocopia en N.A.] [OFICIO DEL GOBERNADOR SUSTITUTO DE CORDOBA A O'HIGGINS] Córdoba, agosto 31 de 1821. Excelentísimo señor : GÜEMES DOCUMENTADO 13 Ya creo a V. E. bastantemente instruido del aspecto hostil en que se consideran estas provincias por mis anteriores comuni- caciones de 20 y 30 del próximo pasado julio. Por el momento sólo hay digno de la noticia de V. E. la pron- ta retirada que ha verificado el enemigo español de la ciudad de Salta que ocupaba anteriormente como se lo comuniqué a V. E. en una de las citadas notas. Yo he creído de mis primeros cui- dados el avisarlo a V. E. para que se sirva ponerlo en conoci- miento del Excelentísimo señor General Libertador del Alto Perú don José de San Martín, para el arreglo y operaciones de aquél digno jefe. La provincia de Buenos Aires hace asomos de retirar sus diputados que se hallaban en ésta para la próxima instalación del Congreso General: este tribunal primero de la Nación, cuya augusta inauguración ya se tocaba con la reunión de todos los representantes por las provincias en esta ciudad, se ha paralizado por ahora y mientras los pueblos contestan la adjunta copia de la circular que he dirigido al efecto. Por noticias fidedignas se dispone Buenos Aires a retomar la Bajada y provincia de de Entre Ríos. Calculo que no omitirá proporción de vengarse de tan antigua rival, y como por el mo- mento con la destrucción del jefe de ésta (como se hallará ins- truido por el detalle que en nota de 20 de julio último comuniqué a V. E.) está aquella provincia dividida y débil, es más verosímil la enunciada expedición. Por otra parte los que dirigen la opi- nión pública, que son los escritores de un país, parece que se han comprometido corromper a todos los gobiernos de aquella desgra- ciada provincia, pues en lugar de ilustrar no hacen más que man- char la prensa con libelos y dicterios vergonzosos : así es que siem- pre tienen en compromisos a su provincia, y asimismo, que nada debe sorprendernos tan expectable conducta. Protesto a V. E. mis consideraciones las más distinguidas. Francisco de Bedoya Doctor Francisco Ignacio Bustos Secretario Excelentísimo Señor Director Supremo de la República de Chiie. [Archivo de Santiago de Chile, Ministerio de Relaciones Exteriores, Gobier- no y agentes diplomáticos de Ia República Argentina en Chile, 1821/182 >, t. 111, págs. 195 y 195 vta. Fotocopia en N.A.] [CARTA DE SAN MARTIN A GORRITI] Lima, 16 de mayo de 1822. Señor Gorriti : Paisano y amigo querido: El comandante de Escuadrón don Antonio Gutiérrez de 18 Fuente, de quien me valgo para proponer a Ud. la terminación de la guerra, es la voz viva mía, y de consiguiente impondrá a Ud. de todos mis planes; sí, mi amigo, la campaña es segura, si Ud. me ayuda con alguna fuerza de esa benemérita y heroica provincia, la que unida a la del general Bustos, la del coronel Urdininea, y la que va a embarcarse para Puertos Intermedios del 5 al 6 del venidero al mando del general don Rudecindo Alvarado compuesta de 4.500 hombres. Estoy seguro que en com- binación con la fuerza principal del resto de mi ejército con- cluiremos en todo este año con los restos de enemigos que hay en el Alto Perú. No hay que perder un solo momento, mi querido amigo: la cooperación de todas esas fuerzas va a decidir ente- ?.amente Ea suerte de la América: la patria así lo exige, y el honov de .nuestras provincias así lo reclama.
Recommended publications
  • Now We Are All Sons of Bitches
    Now We Are All Sons of Bitches MICHAEL BONTATIBUS “Wake up, Mr. Freeman. Wake up and smell the ashes,” the enigmat- ic G-Man murmurs as he leers into the camera, finishing an eerie opening monologue—and so begins Half-Life 2, Valve Corporation’s flagship game. The last time we saw Gordon Freeman, the protagonist, the same rigid and mysterious (though more poorly animated, since the prequel was released six years earlier) G-Man was handing him a job offer after witnessing the former scientist transform into a warrior, bent on escaping from the besieged Black Mesa Research Facility alive. Now, suddenly, Freeman finds himself on a train. No context.1 Is it a prison train? The three other individuals on it wear uniforms like those the inmates wore in Cool Hand Luke. The train soon stops at its destination, and we realize that it is a prison train, in a way—Freeman has arrived at the Orwellian “City 17,” where the ironically named Civil Protection abuses and oppresses, where antagonist Dr. Breen preaches poet- ic propaganda from large monitors hung high above the town. In the years since scientists at the facility accidentally opened a gateway between dimen- sions and allowed a bevy of grotesque creatures to spill into our universe, Earth has been taken over by the Combine, an alien multiplanetary empire. Breen is merely Earth’s administrator—and we realize that the ashes the G- Man spoke of were the ashes of the prelapsarian world. It’s classic dystopia, complete with a Resistance, of which Freeman soon finds himself the “mes- sianic” leader (HL2).
    [Show full text]
  • Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015
    Repositorium für die Medienwissenschaft Jennifer deWinter; Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2 2015 https://doi.org/10.25969/mediarep/14996 Veröffentlichungsversion / published version Sammelbandbeitrag / collection article Empfohlene Zitierung / Suggested Citation: deWinter, Jennifer; Kocurek, Carly A.: Chell Game: Representation, Identification, and Racial Ambiguity in PORTAL and PORTAL 2. In: Thomas Hensel, Britta Neitzel, Rolf F. Nohr (Hg.): »The cake is a lie!« Polyperspektivische Betrachtungen des Computerspiels am Beispiel von PORTAL. Münster: LIT 2015, S. 31– 48. DOI: https://doi.org/10.25969/mediarep/14996. Erstmalig hier erschienen / Initial publication here: http://nuetzliche-bilder.de/bilder/wp-content/uploads/2020/10/Hensel_Neitzel_Nohr_Portal_Onlienausgabe.pdf Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Creative Commons - This document is made available under a creative commons - Namensnennung - Nicht kommerziell - Weitergabe unter Attribution - Non Commercial - Share Alike 3.0/ License. For more gleichen Bedingungen 3.0/ Lizenz zur Verfügung gestellt. Nähere information see: Auskünfte zu dieser Lizenz finden Sie hier: http://creativecommons.org/licenses/by-nc-sa/3.0/ http://creativecommons.org/licenses/by-nc-sa/3.0/ ­­­Jennifer deWinter / Carly A. Kocurek Chell Game: Representation, Identification, and Racial Ambiguity in ›Portal‹ and ›Portal 2‹ Chell stands in a corner facing a portal, then takes aim at the adjacent wall with the Aperture Science Handheld Portal Device. Between the two portals, one ringed in blue, one ringed in orange, Chell is revealed, reflected in both. And, so, we, the player, see Chell. She is a young woman with a ponytail, wearing an orange jumpsuit pulled down to her waist and an Aperture Science-branded white tank top.
    [Show full text]
  • Silvester Mit Portal 29 an Silvester Haben Wir Unseren Eigenen Domino Ralph Reicht‘S, Ein Disney-Film Für Gamer
    „Zum nächsten Heft gehören Seiten. Erinnerst du dich? Diese flachen weißen Dinger voller Buchstaben.“ „Oh, warte, das liest du in fünf Sekunden!“ verse Merchandise-Artikel wie etwa die Neca Portal Gun dürfen nicht vergessen In diesem Sinne: werden. Also lest noch einmal nach, was 2012 alles passiert ist! Willkommen zur zwölften Ausgabe des Portal-Magazins! Ansonsten haben wir wieder fleißig Mods und Maps getestet. Außerdem erwartet Und nachträglich einen guten Rutsch ins euch in dieser Ausgabe ein umfangreicher neue Jahr 2013! Artikel über die Gele, in dem ihr sogar ein Gel kennenlernt, das zwar von Valve pro- Sorry für zwei Wochen Verspätung, aber grammiert wurde, aber im offiziellen Spiel jetzt sind wir in alter Frische wieder da. nicht vorkommt. Seid gespannt! Ausgabe 13 setzen wir jetzt allerdings erst für Anfang März an - würde sie bereits in Übrigens, wenn ihr Kontakt mit uns Möch- zwei Wochen (also Anfang Februar) er- tegern-Redakteuren aufnehmen wollt, scheinen, würde sich das nämlich kaum dann schreibt an: noch lohnen. Ab März versuchen wir dann wieder, uns monatlich einzupendeln. [email protected] Den Anfang dieser Ausgabe macht ein Oder meldet euch in unserem Forum an: großer Jahresrückblick, dessen Schwer- punkt natürlich auf Portal und Valve liegt. http://portal-forum.xobor.de Dieses Jahr war nämlich ganz schön viel los, was unser Lieblingsspiel betrifft, allem Und jetzt wünschen wir euch viel Spaß voran die Perpetual Testing Initiative. Aber beim Lesen! Und vergesst nicht: The cake auch das Fan-Jump‘n‘Run Mari0 und di- is a lie! Flo2912 Mit diesem QR-Code die aktuelle Ausgabe auf‘s Handy holen: Chikorita Portal-Magazin 2 www.portal-mag.de >>> Inhaltsverzeichnis Special: 2012 4 Der große Jahresrückblick: Wir werfen einen Blick zurück auf das Portal-Jahr 2012, gehen aber auch auf Games allgemein und weitere Er- eignisse ein.
    [Show full text]
  • PORTAL 2: PLAYER IMPACT GUIDE Ages 8+ | 1-2 Hours
    Spatial Awareness PORTAL 2: PLAYER IMPACT GUIDE Ages 8+ | 1-2 Hours “There’s a lot of challenge in trying to figure out how as the player is moving through this, in terms of a story space, how can you make a gameplay space out of this so they can travel through it in an interesting way.” --Jeep Barnett, designer and engineer In Portal 2, portals are used to navigate obstacle courses filled with deadly hazards inside the mysterious Aperture Science Laboratories. To navigate the game, you must move through the space by following a simple concept: anything that enters one portal—including boxes, lasers, bridges, and you yourself—will exit the other without changing speed. In order to escape Aperture Science and defeat GLaDOS, the lab’s computerized overlord, you must think in three dimensions and use physics to solve puzzles in unusual ways. In this guide we invite you to think about the ways Portal 2 challenges players’ special awareness. As you play, reflect HOW TO on your experience. How is spatial awareness important in Portal 2? How is it important in your life? What kind of USE THIS impact does it leave on your understanding of how the world works? GUIDE Answer the questions below and add up your points when you’re finished! What is a “portal?” How do portals work? [+1] What are some tricks for using portals? What happens when you put a portal directly above you and another one directly under you? [+1] GAME What do the different types of gels do? [+1] How do the Excursion Funnels work? How are they different from Hard Light Bridges? [+2] How does the game indicate the steps you need to take when solving a puzzle? [+3] Many Portal 2 marketing materials use the tagline “Now you’re thinking with portals!” What do you think it means to “think with portals?” Do you find yourself “thinking” in this way as you play the game? [+1] What challenged you when thinking about using “space” in the game (e.g.
    [Show full text]
  • Portal: Impact Guide for Players
    Portal: Impact Guide For Players Portal and Portal 2 are games developed by Valve Corporation available for consoles and PCs. The games are first-person puzzle solving games but also provide rich narrative development, interesting characters, and have developed a strong cultural impact including merchandise and a popular series of internet memes. The popularity of the Portal series stems from the quality of the games and from the way the games teach players how to play them so seamlessly. Indeed, Portal is one of the very best games at presenting players with embodied learning and scaffolded instruction – a model for 21st century teaching. How to use this guide: Players – We’ve identified several interesting or important themes in the game. As you play through, reflect on your play. How have you experienced these themes? Are there other important ones present in the game? What kind of impact does your play allow in the larger world? Answer the questions we’ve provided – but feel free to add more at www.gamesandimpact.org. Warning: Questions contain some spoilers about the games. Theme: Problem Solving Portal begins with a player alone in a test chamber; solving puzzles is a key mechanic for both the gameplay and for the story of the game. Puzzles gradually get more difficult as players are given tools sequentially in order to build on top of their previous solutions. Game Why do you think the game doesn’t give you the portal gun immediately? What is the point of limiting you in the early part of the game? Why do you think the test chambers are designed the way they are? What do you think the game’s designers are trying to teach you? At the end of the 19 test chambers, you begin the second part of the game where you get to face GLaDOS directly.
    [Show full text]
  • Portal Prima Official Mini Eguide.Pdf 2008-05-31 12:20 3.1 MB
    PRIMA OFFICIAL GAME GUIDE DAVID SJ HODGSON STEPHEN STRATTON MIGUEL LOPEZ Prima Games David SJ Hodgson A Division of Random House, Inc. Originally hailing from the United Kingdom, David left his role as a writer of numerous 3000 Lava Ridge Court, Suite 100 British video game magazines (including Mean Machines, Computer & Video Games, Roseville, CA 95661 and the Offi cial Nintendo and Sega Saturn magazines) and a bohemian lifestyle on a dry-docked German fi shing trawler to work on the infamous GameFan magazine in www.primagames.com 1996. David helped to launch the fl edgling GameFan Books and helped form Gamers’ The Prima Games logo is a registered trademark of Random House, Inc., Republic in 1998, authoring many strategy guides for Millennium Publications, registered in the United States and other countries. Primagames.com is including The Offi cial Metal Gear Solid Mission Handbook. After launching the wildly a registered trademark of Random House, Inc., registered in the United unsuccessful incite Video Gaming and Gamers.com, David found his calling, and States. began authoring guides for Prima Games. He has written over 30 Prima strategy guides, including The Godfather: The Game, Knights of the Old Republic, Perfect Dark © 2007 by Prima Games. All rights reserved. No part of this book may be Zero, Half-Life 2, and Burnout Revenge. He lives in the Pacifi c Northwest with his reproduced or transmitted in any form or by any means, electronic or mechanical, wife, Melanie, and an eight-foot statue of Great Cthulhu. including photocopying, recording, or by any information storage or retrieval system without written permission from Prima Games.
    [Show full text]
  • Super Mario Portal Game
    1 / 2 Super Mario Portal Game Lessons of Game Design learned from Super Mario Maker ... The portal gun is one of those mechanics that sounds like it has an unlimited .... The game combines the elements of the two popular video games: the platforming Super Mario Bros and the puzzle solving Portal. The game retains the traditional .... It's a mashup of Nintendo's classic Super Mario Bros. platform game with Portal. That's right – Mario now has a portal gun, which he can use to .... New Super Mario Bros. U is a game ... Portal 2, like Minecraft, is a highly popular console game that encourages experimentation and flexibility.. Last August we were promised to be able to play the classic Super Mario Bros. with 1 major difference integrated into the game. Aperature ... mario portal game · super mario bros meets portal game · blue television games portal mario.. Mario Bros Mappack Portal Mappack Mari0 Bros Mappack No WW Mari0 ... If you enjoy this game then also play games Super Mario Bros. and Super Mario 64.. Much like nuts and gum, Portal and Super Mario Bros. are together at last.. Click on this exciting game of the classic Super Mario bros, Portal Mario bros 64. You must help the famous Mario bros to defend himself from all his enemies in .... and Portal hybrid from indie game developer Stabyourself.net. Yup, it's the old Super Mario Bros. with portal guns, user created content, a map .... Mario and Portal, a perfect mix. Super Smash Flash 2. A fun game inspired by Super Smash Bros.
    [Show full text]
  • Science of Gaming
    Science of Gaming Learn about the effects of gaming on your brain and learning capacity! Discuss whether or not games like Portal, Bioshock or Fallout are plausible in reality! February 23rd, 2015 3:30 PM - 4:30 PM Mitchell Hall 121 Attend S3 event for a chance to win a FREE Kaplan course, Explora! Membership or $40 to Rude Boy Cookies Like Our Page At: Facebook.com/S3UNM Support, Strength, Success Support, Strength, Success S3 is dedicated to creating a community of support, friendship, and resources for your journey as a Science, Technology, Engineering, and Math (STEM) student at UNM and CNM. @S3UNM Facebook.com/S3UNM [email protected] http://goo.gl/pNs0qB What Is Happening? Main Character: Chell Robot narrator: GLaDOs (Genetic Lifeform and Disk Operating system) Weapon: the Aperture Science Handheld Portal Device The Aperture Science Handheld Portal Device Nature of Portals A doorway that connects two distant locations separated by spacetime Instantaneous transport of an object Could be used for teleportation, time portal, other planes of existence Fun with Portals: Perpetual Motion Inconsistencies There must be a power source with a finite level of power Cannot create energy, no free energy Possible solution: energy is generated as objects are moving through the portals What happens if the portal closes when there’s something in it? Object should be bisected or object blocks the portal from closing but are instead ejected from portal Bioshock Trailer http://youtu.be/zHRNLIx6qwY What are Plasmids? Small, circular DNA found in bacteria Different bacterial plasmids do different things Plasmids traits can be passed to different organisms via horizontal gene transfer Can be manipulated for use in genetic research Inconsistencies Sea slugs are not bacteria Why inject them into orphaned girls? Superpowers? Questions/Discussion Time!.
    [Show full text]
  • The Heroic Journey of a Villain
    Háskóli Íslands Hugvísindasvið Enska The Heroic Journey of a Villain The Lost and Found Humanity of an Artificial Intelligence Ritgerð til MA-prófs í Ensku Ásta Karen Ólafsdóttir Kt.: 150390-2499 Leiðbeinandi: Guðrún B. Guðsteinsdóttir Maí 2017 Abstract In this essay, we will look at the villain of the Portal franchise, the artificial intelligence GLaDOS, in context with Maureen Murdock’s theory of the “Heroine’s Journey,” from her book The Heroine’s Journey: Woman’s Quest for Wholeness. The essay argues that although GLaDOS is not a heroine in the conventional sense, she is just as important of a figure in the franchise as its protagonist, Chell. GLaDOS acts both as the first game’s narrator and villain, as she runs the Aperture Science Enrichment Center where the games take place. Unlike Chell, GLaDOS is a speaking character with a complex backstory and goes through real character development as the franchise’s story progresses. The essay is divided into four chapters, a short history of women’s part as characters in video games, an introduction to Murdock’s “The Heroine’s Journey,” and its context to John Campbell’s “The Hero’s Journey,” a chapter on the Portal franchises, and then we go through “The Heroine’s Journey,” in regards to GLaDOS, and each step in its own subchapter. Our main focus will be on the second installment in the series, Portal 2. Since, in that game, GLaDOS goes through most of her heroine’s journey. In the first game, Portal, GLaDOS separates from her femininity and embraces the masculine, causing her fractured psyche, and as the player goes through Portal 2 along with her, she reclaims her femininity, finds her inner masculinity, and regains wholeness.
    [Show full text]
  • The Cake Is a Lie!« Polyperspektivische Betrachtungen
    Michelle E. Ouellette/ Marc A. Ouellette Make Lemonade: The Pleasantly Unpleasant Aesthetics of Playing ›Portal‹ This paper takes its title and an important cue from the folksy premise of the axiom, »When life gives you lemons, make lemonade«. The paradoxical posi- tion that something unpleasant can be turned into something pleasant offers not only an entry point for an engagement with the Portal series, but also an opportunity to consider directly the applicability of Friedrich Schiller’s model of three inherent drives to the study of video games. Thus, our paper will sit- uate Schiller’s aesthetic principles within existing game studies scholarship, will examine how these apply to the Portal series’ implementation of rules, play and affirmation, and will consider the ramifications of the commentary which inheres in the process. Most importantly, the three drives – normative, sensuous, and play – map directly onto the rules and the rewards of the games. As well, this pattern appears in the form and in the content of the games so that the ways in which rules, affirmation and their linkage through play produce en- joyment also make the Portal series obvious examples of good art. In the case of affirmation, the fact that these rewards are through negative affirmation makes no difference. GLaDOS and Wheatley’s taunts and barbs, and the jour- ney on which they lead us, engages both the cognitive and affective responses of the players. The pleasure of this game is located in both of these responses; we are driven to think about the game, and the game makes us feel (bad).
    [Show full text]
  • Mari0 Schirmer
    LNVESTIGATION OF MULTISCALE BIODEGRADATION PROCESSES: A MODELLING APPROACH MARI0 SCHIRMER A thesis presented to the University of Waterloo in fulfillment of the thesis requirement for the degree of Doctor of Philosophy in Earth Sciences Waterloo, Ontario, Canada, 1998 @Mari0 Schirmer 1998 National Library Bibliothèque nationale 191 ofC,Ch du Canada Acquisitions and Acquisitions et Bibliogaphic Services services bibliographiques 395 Wellington Street 395, nie Wellington OtiawaON KtAON4 OltawaON K1AON4 Canada Canada Yautbii vanlu- Our tlia Nom The author has granted a non- L'auteur a accordé une licence non exclusive licence allowing the exclusive permettant a la National Library of Canada to Bibliothèque nationale du Canada de reproduce, loan, distri'bute or sell reproduire, prêter, distri'buer ou copies of this thesis in microfonn, vendre des copies de cette thése sous paper or electronic formats. la forme de microfiche/nlm, de reproduction sur papier ou sur format électronique. The author retains ownership of the L'auteur consexve la propriété du copyright in this thesis. Neither the droit d'auteur qui protège cette thèse. thesis nor substantial extracts fiom it Ni la thèse ni des exîraîts substantiels may be printed or otherwise de celle-ci ne doivent être imprimes reproduced without the author's ou autrement reproduits sans son permission. autorisation. The University of Waterloo requires the signatures of al1 penons using or photocopying this thesis. Please sign below, and give address and date. ABSTRACT This thesis attempts to link processes involved in biodegradation of BTEX (benzene, toluene, ethylbenzene and the xylenes) compounds in groundwater environments at three different observation scales. the micro-, meso- and macroscale, by means of numerical modelling.
    [Show full text]
  • GRID Broadband Content Delivery Platform
    Integrating Narrative and Design: A Portal Post-Mortem KIM SWIFT and ERIK WOLPAW, VALVE SPOILER ALERT!! Leave the room now if you hate spoilers Topics Why Should You Care? Our Narrative Philosophy Our Development Process Why Should You Care? Why should you care about Portal? • We had a small team. • Portal has been both a critical and commercial success for Valve. • After all is said and done and we don't have any regrets. Why Should You Care? Why Should You Care? Why should you care about how we integrated narrative and design? • By itself, the story wouldn’t make much of a novel. • The gameplay on its own would be dry. • The tight integration of our story and gameplay resonated with people. • Team size imposed constraints on our design choices. • Our design methods: • Low impact on both our time and energy budgets. • Helped creatively sidestep our constraints. Our Narrative Philosophy Delta Theory • Two Stories • Story-story • Gameplay story • Lowering the delta will make your story more satisfying. Our Narrative Philosophy Games with a high story delta: Our Narrative Philosophy Games with a high story delta: • Clive Barker’s Undying Our Narrative Philosophy Games with a high story delta: • Clive Barker’s Undying Our Narrative Philosophy Games with a high story delta: • Clive Barker’s Undying Our Narrative Philosophy Portal Narrative Design Goals • “Story” story must never intrude on “Gameplay” story • Less is more • Be ruthless about trimming narrative fat Our Process Playtesting Reflecting Story in Your Environment Evolve Narrative Out of Gameplay Evolve Gameplay Out of Narrative Playtesting Important to Narrative and Gameplay • Watch your playtests • Find out what your players actually want • Adjust gameplay to what players look like they need.
    [Show full text]