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Life Is Strange 2: Tutti I Dettagli
Life is Strange 2: tutti i dettagli Non è semplice sviluppare un gioco che possa legare emotivamente giocatore e protagonista, ma Dontnod ce l’ha fatta. Con Life is Strange ha creato un mondo del tutto nuovo, con personaggi comuni sotto alcuni punti di vista, ma unici nel complesso. Già dal primo episodio, pubblicato il 30 gennaio 2015, la critica e soprattutto i giocatori, di tutte le età, hanno elogiato il titolo, tanto da permettere a Square Enix di pubblicare altri due giochi: Life is Strange: Before The Storm e, un solo episodio di The Awesome Adventures of Captain Spirit, un assaggio di quel ci aspetterà in Life is Strange 2. Proprio quest’ultimo è stato il protagonista di un trailer e un video gameplay pubblicato prima dell’apertura al pubblico di una delle fiere più importanti d’Europa: la Gamescom di Colonia. Dontnod ha, sin dal primo capitolo della saga, creato e sviluppato dei personaggi semplici, con vite comuni, dei soggetti mai stereotipati, in modo che ogni giocatore, indipendentemente dall’età, possa immergersi, possa identificarsi in uno dei personaggi. I problemi che affliggono i protagonisti sono di vita quotidiana nell’adolescenza: amori non corrisposti, litigi e incomprensioni con i genitori, amicizie che finiscono e altre che cominciano, bullismo, droga e molto altro. Dontnod, con Chloe e Max è riuscita a fare tutto ciò: due ragazzine che si affacciano al mondo “adulto”, due semplici adolescenti, che con la loro naturalezza hanno stregato milioni di giocatori. Questa volta, però, i protagonisti saranno due ragazzi e la storia sarà ambientata non più ad Arcadia Bay, ma a Seattle. -
Rewriting the Story: Videogames Within the Post-Gamergate Society
Jones 1 Abigail Jones English 4995 Joanna Hearne Rewriting the Story: Videogames within the Post-Gamergate Society “Begin like this: If photographs are images, and films are moving images, then video games are actions.” - Gaming: Essays on Algorithmic Culture, Alexander Galloway Staring through the scope in Call of Duty Modern Warfare (2007), as you navigate through the boggy swamps of some exotic jungle, there is never any doubt that you are in control. The operator’s thumbs roll over the toggles of the controller signaling to the consul how the character on screen must move. By enacting actions within the real world, players affect the actions of the avatar within the game world. To any well-versed videogame player, this is common knowledge; when one plays a videogame it is to be engaged within the world of the game and to ultimately achieve the programmed goal of the game. Up until the creation of the videogame, mediums of entertainment were largely spectator based. While reading a book you may turn the page, but you do not affect the ending of the book. When viewing a movie you may be actively watching, but you are not able to change the ending of the movie. But when playing a videogame the decisions made within the game determine whether the goal is reached, or if it is not: game over. In Alexander Galloway’s essay, “Gaming: Essays on Algorithmic Culture,” he defines videogames as a medium based upon action; “There has emerged in recent years a whole new medium, computers and in particular videogames, whose foundation is not in looking and reading but in the instigation of material change through action.” It is this Jones 2 action that appeals to players--the level of interactivity and agency. -
An Analysis of Gendered Violence in Life Is Strange and Before the Storm Mitchi Anne Maja University of South Carolina - Columbia, [email protected]
University of South Carolina Scholar Commons Senior Theses Honors College Spring 2019 Violence in the Hands of Women: An Analysis of Gendered Violence in Life is Strange and Before the Storm Mitchi Anne Maja University of South Carolina - Columbia, [email protected] Follow this and additional works at: https://scholarcommons.sc.edu/senior_theses Part of the Feminist, Gender, and Sexuality Studies Commons, Gender and Sexuality Commons, and the Other Film and Media Studies Commons Recommended Citation Maja, Mitchi Anne, "Violence in the Hands of Women: An Analysis of Gendered Violence in Life is Strange and Before the Storm" (2019). Senior Theses. 287. https://scholarcommons.sc.edu/senior_theses/287 This Thesis is brought to you by the Honors College at Scholar Commons. It has been accepted for inclusion in Senior Theses by an authorized administrator of Scholar Commons. For more information, please contact [email protected]. Maja 2 TABLE OF CONTENTS Abstract 3 Introduction 4 Method and Gameplay 15 Female Violence 23 Male Violence 48 Works Cited 52 Maja 3 ABSTRACT This thesis is an analysis of the video games Life is Strange and Before the Storm and how they serve to reflect social expectations and norms placed upon both women and men even today. Cultural studies recently accepted video games as a form of media to study, especially with the prevalence and accessibility of video games in various platforms. Violence in video games is culturally associated with men and the male audience; my analysis focuses on violence in the hands of women. By analyzing the choices I made as a player and how these games present their narratives and characters, I conclude that these video games, which are thus a reflection of society, still hold both women and men to a traditionalist standard. -
An Analysis and Expansion of Queerbaiting in Video Games
Wilfrid Laurier University Scholars Commons @ Laurier Cultural Analysis and Social Theory Major Research Papers Cultural Analysis and Social Theory 8-2018 Queering Player Agency and Paratexts: An Analysis and Expansion of Queerbaiting in Video Games Jessica Kathryn Needham Wilfrid Laurier University Follow this and additional works at: https://scholars.wlu.ca/cast_mrp Part of the Communication Technology and New Media Commons, Gender and Sexuality Commons, and the Gender, Race, Sexuality, and Ethnicity in Communication Commons Recommended Citation Needham, Jessica Kathryn, "Queering Player Agency and Paratexts: An Analysis and Expansion of Queerbaiting in Video Games" (2018). Cultural Analysis and Social Theory Major Research Papers. 6. https://scholars.wlu.ca/cast_mrp/6 This Article is brought to you for free and open access by the Cultural Analysis and Social Theory at Scholars Commons @ Laurier. It has been accepted for inclusion in Cultural Analysis and Social Theory Major Research Papers by an authorized administrator of Scholars Commons @ Laurier. For more information, please contact [email protected]. Queering player agency and paratexts: An analysis and expansion of queerbaiting in video games by Jessica Kathryn Needham Honours Rhetoric and Professional Writing, Arts and Business, University of Waterloo, 2016 Major Research Paper Submitted to the M.A. in Cultural Analysis and Social Theory in partial fulfillment of the requirements for Master of Arts Wilfrid Laurier University 2018 © Jessica Kathryn Needham 2018 1 Abstract Queerbaiting refers to the way that consumers are lured in with a queer storyline only to have it taken away, collapse into tragic cliché, or fail to offer affirmative representation. Recent queerbaiting research has focused almost exclusively on television, leaving gaps in the ways queer representation is negotiated in other media forms. -
New Slimmer and Lighter Playstation®3
FOR IMMEDIATE RELEASE NEW SLIMMER AND LIGHTER PLAYSTATION®3 TO HIT WORLDWIDE MARKET THIS SEPTEMBER Lower Price to Further Accelerate Expansion of the PlayStation®3 Platform Along with Extensive Software Title Line-up for Upcoming Holiday Season Tokyo, August 18, 2009 – Sony Computer Entertainment Inc. (SCE) today unveiled the new PlayStation®3 (CECH-2000A) (body color: charcoal black) computer entertainment system, featuring an extremely streamlined form factor with a 120GB Hard Disk Drive (HDD). The new PlayStation®3 (PS3®) system will become available in stores from September 1, 2009, in North America, Europe/ PAL territories and Asian countries and regions at a very attractive recommended retail price (RRP) of US$299 and €299, respectively. The system will become available in Japan on September 3, 2009, at a RRP of 29,980 yen (including tax). With the introduction of the new PS3 system, SCE will also reduce the price of the current PS3 with 80GB HDD to a RRP of US$299 from August 18 and €299 from August 19. Also in North America, the price of PS3 with 160GB HDD will be reduced to a RRP of US$399 from August 18. By launching a vast library of exciting and attractive software titles for PS3 this holiday season and offering customers a line-up of hardware models and pricing to match their preference, SCE will build on the momentum and further accelerate the expansion of the PS3 platform. The internal design architecture of the new PS3 system, from the main semiconductors and power supply unit to the cooling mechanism, has been completely redesigned, achieving a much slimmer and lighter body. -
Two Souls and Detroit: Become Human Are Avai- Lable on Steam
PARIS, JUNE 18 2020 HEAVY RAIN, BEYOND: TWO SOULS AND DETROIT: BECOME HUMAN ARE AVAI- LABLE ON STEAM. The Detroit: Community Play Twitch extension and two Stream Packs are also available for free at DetroitCom- munityPlay.com. Quantic Dream’s official eshop launches today preorders for the Detroit: Become Human Collector’s Edition on PC Quantic Dream S.A. announces the availability of its flagship titles on PC, on the online digital distribution service Steam: Heavy RainTM, Beyond: Two SoulsTM and Detroit: Become HumanTM. These three games are available directly on their dedicated Steam pages: • Heavy Rain : https://store.steampowered.com/app/960910/Heavy_Rain • Beyond: Two Souls : https://store.steampowered.com/app/960990/Beyond_Two_Souls • Detroit: Become Human : https://store.steampowered.com/app/1222140/Detroit_Become_Human Heavy RainTM and Beyond: Two SoulsTM are each available for 19,90€. Detroit: Become HumanTM is available for 39,90€. The Detroit: Become Human Collector’s Edition, exclusive to PC, is now available for preorders on the official Quan- tic Dream eshop: https://shop.quanticdream.com/products/detroit-become-human-collectors-edition This limited edition, with only 2500 units available worldwide, contains an exclusive set of 3 pins featuring key icons from the game, as well as a new 27-cm statue of the Android “Kara”, set atop a base illuminated by a halo of LED lights, with integrated movable robot arms. Meanwhile, the Detroit: Community Play experience is also making its debut and is available here: DetroitCommunityPlay.com Announced during the first-ever Quantic Stream on the studio’s official Twitch channel at twitch.com/QuanticDream, this interactive stream extension for the PC version of Detroit: Become HumanTM was designed by the team behind the game and is exclusively available for Twitch. -
Download Life Is Strange Before the Storm Pc Life Is Strange Before the Storm Farewell Full Pc Game + Crack Cpy CODEX Torrent Free 2021
download life is strange before the storm pc Life Is Strange Before The Storm Farewell Full Pc Game + Crack Cpy CODEX Torrent Free 2021. Life Is Strange Before The Storm Farewell Full Pc Game + Crack Cpy CODEX Torrent Free 2021. Life Is Strange Before The Storm Farewell Pc Game + Crack indie adventure set three years before the first game in the BAFTA award-winning franchise. You play as 16-year-old Chloe Price, who forms an unlikely friendship with Rachel Amber, a beautiful and popular girl destined for success. When Rachel discovers a secret about her family that threatens to destroy her world, it is her new friendship with Chloe that gives her the strength to move on. They are no longer alone, the girls must face each other’s demons and together, find a way to overcome them. This download includes all previous episodes and content. Life Is Strange Before The Storm Farewell Crack Cpy: Life Is Strange Before The Storm Farewell Pc Game the releases of Life is Strange Before the Storm Farewell signals a lot. With this bonus episode, we end the arc “Before the Storm”, “Decks Nine Games” complete their foray into the Life universe – it’s strange, and we invite you to say goodbye to Max, Chloe, Rachel, and all fans of Arcadia Bay. We hope the hard work and love we forgive clears up, and you feel like we’re doing justice to the characters DONTNOD has created. Not knowing when or when we will see these characters again, Deck Nine Games took some extra time and took it upon themselves to create this farewell episode into something meaningful that will stick with everyone who plays it. -
Interaction Leads to Identification in Heavy Rain
Press X for Meaning: Interaction Leads to Identification in Heavy Rain Michael Nixon, Jim Bizzocchi School of Interactive Arts & Technology, Simon Fraser University 250 - 13450 102 Avenue Surrey, BC V3T 0A3 CANADA +1 778.782.7474 [email protected], [email protected] ABSTRACT Our phenomenological study of Heavy Rain reveals the pleasure found in the discovery of the game’s interaction schema and the immersion into each character that this somewhat paradoxically enables. This schema is presented through diegetic quick time events presented in a way that is faithful to the conditions the game characters find themselves in. The match between player action and character action contributes to the process of identification and serves to make the choices feel more real to the player. A new type of “interaction-image” is theorized as a hybrid of game action and controller options that invites the contemplation of the virtual, further reinforcing the process of identification with the game’s characters. The interaction-image evolves from Deleuze’s categorization of cinema images and their relationship to space and time. Keywords Interaction scheme, phenomenology, Heavy Rain, Deleuze, character identification INTRODUCTION “How far are you prepared to go to save someone you love?” That is the question posed to Ethan Mars by his son’s kidnapper in the game Heavy Rain (Quantic Dream 2010). It turns out that this question is more heavily loaded than its surface interpretation entails, due to its deeper implications for the player controlling him. Heavy Rain, produced by Quantic Dream and released for the PlayStation 3 in 2010, immerses players in a film noir-styled interactive narrative videogame with a plot that centers on investigating the “Origami Killer”, and the difficult trials that the kidnapper forces upon Ethan to save his son. -
SUBJECT to CHANGE: Queer Coming-Of-Age Narratives in Award-Winning Video Games
SUBJECT TO CHANGE: Queer Coming-of-age Narratives in Award-winning Video games Juri Honkanen Master’s Thesis English Department of Language and Communication Studies University of Jyväskylä Spring 2021 JYVÄSKYLÄN YLIOPISTO Tiedekunta – Faculty Laitos – Department HUMANISTIS-YHTEISKUNTATIETEELLINEN KIELI- JA VIESTINTÄTIETEIDEN LAITOS TIEDEKUNTA Tekijä – Author Juri Honkanen Työn nimi – Title Subject to Change: Queer Coming-of-age Narratives in Award-winning Video Games Oppiaine – Subject Työn laji – Level englannin kieli pro gradu -tutkielma Aika – Month and year Sivumäärä – Number of pages kesäkuu 2021 75 Tiivistelmä – Abstract Pelitutkimusta on jo pitkään kiinnostanut, miten valtavirtapelit esittävät aliedustettuja ihmisryhmiä. Sukupuoli- ja seksuaalivähemmistöjen kehityskertomusten tutkimus on verrattain olematonta. The Game Awards (TGA) -peligaala ja Games for Change (G4C) -järjestö ovat kuitenkin jo vuosien ajan antaneet tunnustusta useille indie- ja AA-peleille niiden tavoista lähestyä aihetta. Ottaen huomioon palkintogaalojen tuoman näkyvyyden voittajapelejä on syytä tarkastella lähemmin. Tutkielma pyrkii vakiinnuttamaan uudenlaisia narratiiveja tuottamalla tietoa vaihtoehtoisista esitys- ja kerrontatavoista. Tutkielma tarkastelee sukupuoli- ja seksuaalivähemmistöjä käsitteleviä kehityskertomuksia videopeleissä, joille on vuosien varrella myönnetty jompikumpi seuraavista palkinnoista: Games for Impact (TGA) tai Most Significant Impact (G4C). Hyödyntäen kriittisen ja multimodaalisen diskurssintutkimuksen menettelytapoja tutkielma -
Player's Choices Impact on Music in Beyond: Two Souls Henna
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by UTUPub DIRECT AND INDIRECT IMPACT: Player’s Choices Impact on Music in Beyond: Two Souls Henna-Juulia Riikonen Pro Gradu Thesis University of Turku School of History, Culture and Arts Studies Musicology June 2020 The originality of this thesis has been checked in accordance with the University of Turku quality assurance system using the Turnitin OriginalityCheck service. UNIVERSITY OF TURKU School of History, Culture and Arts Studies/ Faculty of Humanities RIIKONEN HENNA-JUULIA: Direct and Indirect Impact: Player’s Choices impact on Music in Beyond: Two Souls Master’s thesis, 69 p., 2 appendix pages Musicology June 2020 This thesis investigates how the player’s choices in the story-centric game Beyond: Two Souls (Quantic Dream 2013) impact the game’s music. I approach the subject through audiovisual analysis and analytical play. I use terminology that has been established in earlier videogame and film studies. On top of mapping changes and their relationship to the player’s choices I also analyse how these choices reflect the game’s story and its characters. The thesis states that the player can impact the music in two ways: directly and indirectly. Player can have a direct impact on the music when they are offered to choose music accompanying the gameplay or have a chance to interact with an instrument whereas the player impacts the music indirectly through choices that do not indicate changes in music. In other words when the player impacts the music directly, they make what Elizabeth Medina-Gray calls musical choices, whereas indirect impact happens while making non-musical choices. -
S O U T H F L O R I D a G a Y N E
local name CHECK OUT THE NEW global coverage WMG BEGINS IN CENTER August 3, 2016 vol. 7 // issue 31 south florida gay news AN OLYMPIC FEAT Page 20 This year’s games will feature 43 out athletes ANNUAL UNDERWEAR DNC: SPECIAL AUCTION AT THE ALIBI IN-DEPTH LOOK Page 34 Page 14 - 17 SOUTHFLORIDAGAYNEWS SOFLAGAYNEWS SFGN.COM SouthFloridaGayNews.com Comments from sFGn’s online outlets AUGUST 3, 2016 • VOLUME 7 • ISSUE 31 THE OPENING LINE Compiled by John McDonald 2520 N. DIXIE HIGHWAY • WILTON MANORS, FL 33305 PHONE: 954-530-4970 FAX: 954-530-7943 Photos: Facebook, Twitter. Publisher • Norm Kent [email protected] CONSULTANTS PITCH TRUMP SUPPORTER CLAIMS CHIEF EXECUTIVE OFFICER • PIER ANGELO GUIDUGLI WILTON DRIVE RE-DESIGN ASSOCIATE PUBLISHER / EXECUTIVE EDITOR • BULLYING BY GAYS JASON PARSLEY [email protected] Attilio DP – Just look at Las Olas and Editorial hit copy paste. ART DIRECTOR • BRENDON LIES Evan Darling – [email protected] Yea well growing up Gay was different for everyone. He is lucky DESIGNER • CHARLES PRATT Chuck Baum – EDITORIAL ASSISTANT • TUCKER BERARDI There's no mystery to he didn't have a bad experience. As a group, LGBTQ people [email protected] improving a streetscape. Add generally look out for each other. There is nothing good about a WEBMASTER • BRITTANY FERRENDI trees, implement an attractive Trump presidency for the LGBTQ Community. Especially with his [email protected] and uniform sidewalk material ARTS/ENTERTAINMENT EDITOR • JW ARNOLD VP pick. Trump wants a wall built so we can hide behind it. And yell [email protected] & street lighting. Spend $$ on Public really loud. -
Handling Storms at Sea : the Five Secrets of Heavy Weather Sailing
HANDLING STORMS AT SEA Overleaf: What is blue-water sailing really like when it’s stormy and big seas are running? Here’s my Santa Cruz 50 hurrying eastward near Marion Island in the Southern Ocean. The ever-faithful windvane is steering nicely while I play with the mainsail reefs and adjust the sails as the boat races through the water and makes great whooshing sounds as she surfs forward on a wave. You know that the yacht will rise up as the next crest comes, but sometimes you wonder if she is buoyant enough. You take a deep breath and say a silent prayer. ALSO BY HAL ROTH Pathway in the Sky (1965) Two on a Big Ocean (1972) After 50,000 Miles (1977) Two Against Cape Horn (1978) The Longest Race (1983) Always a Distant Anchorage (1988) Chasing the Long Rainbow (1990) Chasing the Wind (1994) We Followed Odysseus (1999) How to Sail Around the World (2004) The Hal Roth Seafaring Trilogy (2006) HANDLING STORMS AT SEA The 5 Secrets of Heavy Weather Sailing Hal Roth INTERNATIONAL MARINE / MCGRAW-HILL CAMDEN, MAINE • NEW YORK • CHICAGO • SAN FRANCISCO • LISBON • LONDON • MADRID • MEXICO CITY • MILAN • NEW DELHI • SAN JUAN • SEOUL • SINGAPORE • SYDNEY • TORONTO Copyright © 2009 by Hal Roth. All rights reserved. Except as permitted under the United States Copyright Act of 1976, no part of this publication may be reproduced or distributed in any form or by any means, or stored in a database or retrieval system, without the prior written permission of the publisher. ISBN: 978-0-07-164345-0 MHID: 0-07-164345-1 The material in this eBook also appears in the print version of this title: ISBN: 978-0-07-149648-3, MHID: 0-07-149648-3.