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The Craft of the Adventure
The Craft of the Adventure Five articles on the design of adventure games Second edition 1 Intro duction :: ::: :::: ::: :::: :::: ::: :::: ::: :::: :::: ::: :::: ::: :::: ::2 2 In The Beginning ::: :::: ::: :::: :::: ::: :::: ::: :::: :::: ::: :::: ::: ::: 3 3 Bill of Player's Rights : ::: :::: ::: :::: :::: ::: :::: ::: :::: :::: ::: :::: :7 4 A Narrative... ::: ::: :::: ::: :::: :::: ::: :::: ::: :::: :::: ::: :::: ::: :: 12 5 ...AtWar With a Crossword : : :::: ::: :::: :::: ::: :::: ::: :::: :::: :: 21 6 Varnish and Veneer : ::: :::: :::: ::: :::: ::: :::: :::: ::: :::: ::: :::: ::32 1 1 Intro duction 1 Intro duction Skill without imagination is craftsmanship and gives us many useful ob jects such as wickerwork picnic baskets. Imagination without skill gives us mo dern art. {Tom Stoppard, Artist Descending A Staircase Making b o oks is a skilled trade, like making clo cks. { Jean de la Bruy ere 1645-1696 If you're going to have a complicated story you must work to a map; otherwise you'll never make a map of it afterwards. {J.R.R.Tolkien 1892-1973 Designing an adventure game is b oth an art and a craft. Whereas art cannot be taught, only commented up on, craft at least can be handed down: but the tricks of the trade do not make an elegant narrative, only a catalogue. This small collection of essays is just such a string of grits of wisdom and half-baked critical opinions, whichmaywell leave the reader feeling unsatis ed. One can only say to such a reader that any book claiming to reveal the secret of how to paint, or to write novels, should be recycled at once into something more genuinely artistic, say a papier-mach e sculpture. If there is any theme here, it is that standards count: not just of comp etent co ding, but of writing. -
Silent Hill Revelation 3D. Una Piramide Di Dolore a Ritmo Serrato Pubblicato Su Gothicnetwork.Org (
Silent Hill Revelation 3D. Una piramide di dolore a ritmo serrato Pubblicato su gothicNetwork.org (http://www.gothicnetwork.org) Silent Hill Revelation 3D. Una piramide di dolore a ritmo serrato Articolo di: Livia Bidoli [1] Sequel del primo Silent Hill diretto da Christophe Gans (Necronomicon, Patto dei lupi, Crying Freeman), questa pellicola in 3D diretta da Michael J. Bassett (Solomon Kane), e tutta ripresa dal terzo episodio del videogioco omonimo, torna con due dei protagonisti principali: Sean Bean nella parte del padre di Sharon, ovvero Christopher Da Silva qui noto come Harry Mason, e Rhada Mitchell in quelle della madre della ragazzina, Rose Da Silva. La prima attrice è invece la bravissima Adelaide Clemens che, anche in questo caso, è incaricata della doppia parte: la “buona” Heather Mason (nel primo episodio Sharon Da Silva) e Alessa Gillespie, il demone che infesta Silent Hill stavolta in 3D. La cortina fumogena di Silent Hill, come la madre di Alessa ricoperta di cenere, Dahlia Gillespie interpretata da Deborah Kara Unger, la stessa attrice che accoglie la madre di Sharon nel primo film, ci sono entrambe e la maledizione di questa collina ricoperta di odio, ricordi malsani, esseri orrendi e sfigurati, altrettanto. Pyramid Head, la Testa di Piramide (Rossa – Red Pyramid Head nel primo film), sbuca nell'Brookhaven Asylum (and Hospital), il manicomio dove il nonno di Vincent è rinchiuso dalla Setta (o Ordine) di Valtiel di cui ora è a capo la figlia, Claudia Wolf. Pyramid Head è una delle creature che, oltre a comparire come fil rouge in tutti i videogiochi della serie di Silent Hill a firma Konami, è tra i più impressi nella mente di chi ha giocato oppure ha visto il primo Silent Hill. -
Mémoire FX Surinx Lire La Peur Dans Leur Jeu. Exploration Du Potentiel
https://lib.uliege.be https://matheo.uliege.be Lire la peur dans leur jeu. Exploration du potentiel effrayant du texte dans le jeu vidéo Auteur : Surinx, François-Xavier Promoteur(s) : Dozo, Björn-Olav Faculté : Faculté de Philosophie et Lettres Diplôme : Master en langues et lettres françaises et romanes, orientation générale, à finalité spécialisée en analyse et création de savoirs critiques Année académique : 2019-2020 URI/URL : http://hdl.handle.net/2268.2/10602 Avertissement à l'attention des usagers : Tous les documents placés en accès ouvert sur le site le site MatheO sont protégés par le droit d'auteur. Conformément aux principes énoncés par la "Budapest Open Access Initiative"(BOAI, 2002), l'utilisateur du site peut lire, télécharger, copier, transmettre, imprimer, chercher ou faire un lien vers le texte intégral de ces documents, les disséquer pour les indexer, s'en servir de données pour un logiciel, ou s'en servir à toute autre fin légale (ou prévue par la réglementation relative au droit d'auteur). Toute utilisation du document à des fins commerciales est strictement interdite. Par ailleurs, l'utilisateur s'engage à respecter les droits moraux de l'auteur, principalement le droit à l'intégrité de l'oeuvre et le droit de paternité et ce dans toute utilisation que l'utilisateur entreprend. Ainsi, à titre d'exemple, lorsqu'il reproduira un document par extrait ou dans son intégralité, l'utilisateur citera de manière complète les sources telles que mentionnées ci-dessus. Toute utilisation non explicitement autorisée ci-avant (telle que par exemple, la modification du document ou son résumé) nécessite l'autorisation préalable et expresse des auteurs ou de leurs ayants droit. -
Introduction
Small But Vicious Dog (B/X+WFRP hack), ver0 3 Introduction Welcome to a fantasy world where the men are Baldrick, the dwarves are punk, and the dogs are small but vicious. Welcome to a world of bawds, grave robbers, excisemen and witch-hunters; a place where “Blather , “Flee" and “Mime are legitimate skill choices; and where all material on the insidious threat of Chaos is officially interchangeable between settings. Welcome (back) to the Grim World of Perilous Adventure. Whisper it (that fanboys may not hear and descend a-squealing), but for all the charm of its skewed-familiar 1,th century milieu and the lurking horror of Chaos, Warhammer Fantasy Role-Play was little more than a modcop of classic Dungeons & Dragons . -es, our beloved WF.P was yet another /fix 0102 fantasy heartbreaker, albeit one which had the clout of the biggest name in British gaming behind it. Whole chunks of the system were lightly disguised 010 mechanics adapted to a roll-under d3 system 1, and many setting elements not gleefully ripped off from Tolkien, 5eiber or Moorcock were already established 010 tropes by the time WF.P was published. 2 But that7s ok. Indeed, that7s part of why all right-thinking people 9 Brits, Italians and Poles especially 9 love WF.P. To paraphrase a better man than I: we took an American invention, soaked it in a witches7 brew of Bosch, 0urer and 0or;, Mervyn Peake and Tom Sharpe, Blackadder , The Young Ones , pints of bitter, cheap weed, Iron Maiden and The Damned , and then we played the hell out of it. -
Simulmondo: La Nascita Dell’Industria Videoludica Italiana E La Sua Evoluzione
ALMA MATER STUDIORUM - UNIVERSITA' DI BOLOGNA SCUOLA DI LETTERE E BENI CULTURALI Corso di laurea magistrale in Cinema, televisione e produzione multimediale Simulmondo: La nascita dell’industria videoludica italiana e la sua evoluzione Tesi di laurea in Culture dell’intrattenimento Relatore Professor Guglielmo Pescatore Correlatore Dottor Mauro Salvador Presentata da: Francesco Cirica Sessione Seconda Anno accademico 2014-2015 INDICE Introduzione p. 4 Capitolo 1: Storia del videogioco. p.10 1. Caratteristiche del videogioco e del mercato videoludico p.10 2. Prima dei videogiochi p.11 3. I primi videogiochi: ricerca e libera diffusione p.12 4. La nascita dell‟industria video ludica p.13 5. L‟ascesa di Atari e la prima crisi del mercato p.14 6. Space Invaders: il Giappone alla conquista del mercato p.16 7. L‟era di Nintendo p.18 8. La guerra delle console: SEGA contro Nintendo e il declino delle sale arcade p.21 9. L‟introduzione del Cd-Rom e l‟arrivo di Playstation p.23 10. Nuove prospettive p.26 Capitolo 2: Le origini. p.29 1. Francesco Carlà e la teoria del Simulmondo p.29 2. Fare videogiochi: la storia di Ivan Venturi p.35 3. L‟incontro p.40 4. Tre passi nel Simulmondo: Bocce, Simulgolf e Italy ‟90 Soccer p.44 Capitolo 3: I videogiochi sportivi. p.53 1. Simulmondo Party p.53 1 2. Simulmondo: organizzazione e composizione dell‟azienda alla fine degli anni ‟80 p.57 3. Anno 1989 – Parte I: F1 Manager e l‟avvento dei giochi manageriali p.62 4. Anno 1989 – Parte II: Polemiche, litigi e concorrenti p.65 5. -
Technical Manual
Technical Manual for The Lurking Horror If you've never played Infocom's TABLE OF CONTENTS SECTION I: ABOUT THE Sample Transcript and Map interactive fiction before, you should Section I: About The Lurking LURK.ING HORROR This transcript is not from The Lurking read this entire instruction manual. If Horror Horror, but it does show many of the you're an experienced lnfocom game Preface to the Story Preface to the Story Page 3 In The Lurking Horror, you are a usual things you can do in the story. It player, you may only want to read About the Author 3 student at G.U.E. Tech. You have shows a few simple puzzles and their Section I: About The Lurking Horror. solutions, and it will give you a good Sample Transcript and Map 3 braved a snowstorm to get to the Computer Center and finish work on idea of how Infocom's interactive Section II: About lnfocom's an assignment. But the snowstorm has fiction works. The player's commands Interactive Fiction turned into a raging blizzard, and has appear in capital letters after each An Overview: What is trapped you in a complex of buildings prompt (> ). The map shows the layout interactive fiction? 6 late at night. You are not alone, of the rooms in the sample transcript as Starting and Stopping 6 fortunately ... or perhaps, you might have drawn it. •"Booting up" unfortunately. •Saving and restoring •Quitting and restarting TOP OF STt>.IP..'3 Communicating with lnfocom's interactive fiction 8 About the Author D Dave Lebling was born in •Basic sentences Washington, D.C., in a hospital that •Complex sentences u •Talking to characters in the story was torn down soon thereafter. -
Video Game Collection MS 17 00 Game This Collection Includes Early Game Systems and Games As Well As Computer Games
Finding Aid Report Video Game Collection MS 17_00 Game This collection includes early game systems and games as well as computer games. Many of these materials were given to the WPI Archives in 2005 and 2006, around the time Gordon Library hosted a Video Game traveling exhibit from Stanford University. As well as MS 17, which is a general video game collection, there are other game collections in the Archives, with other MS numbers. Container List Container Folder Date Title None Series I - Atari Systems & Games MS 17_01 Game This collection includes video game systems, related equipment, and video games. The following games do not work, per IQP group 2009-2010: Asteroids (1 of 2), Battlezone, Berzerk, Big Bird's Egg Catch, Chopper Command, Frogger, Laser Blast, Maze Craze, Missile Command, RealSports Football, Seaquest, Stampede, Video Olympics Container List Container Folder Date Title Box 1 Atari Video Game Console & Controllers 2 Original Atari Video Game Consoles with 4 of the original joystick controllers Box 2 Atari Electronic Ware This box includes miscellaneous electronic equipment for the Atari videogame system. Includes: 2 Original joystick controllers, 2 TAC-2 Totally Accurate controllers, 1 Red Command controller, Atari 5200 Series Controller, 2 Pong Paddle Controllers, a TV/Antenna Converter, and a power converter. Box 3 Atari Video Games This box includes all Atari video games in the WPI collection: Air Sea Battle, Asteroids (2), Backgammon, Battlezone, Berzerk (2), Big Bird's Egg Catch, Breakout, Casino, Cookie Monster Munch, Chopper Command, Combat, Defender, Donkey Kong, E.T., Frogger, Haunted House, Sneak'n Peek, Surround, Street Racer, Video Chess Box 4 AtariVideo Games This box includes the following videogames for Atari: Word Zapper, Towering Inferno, Football, Stampede, Raiders of the Lost Ark, Ms. -
AD&D® 2Nd Edition Van Richten's Guides
AD&D® 2nd Edition Van Richten's Guides Table of Contents Van Richten's Guide to Vampires Van Richten's Guide to Werebeasts Van Richten's Guide to Created Van Richten's Guide to Ghosts Van Richten's Guide to Liches Van Richten's Guide to Ancient Dead Van Richten's Guide to Fiends Van Richten's Guide to Vistany Van Richten's Guide to Witches file:///E|/Roleplaying/handbooks/TSR/VR Guides/index.htm (1 of 2) [10/03/2001 10:02:09 AM] AD&D® 2nd Edition Van Richten's Guides file:///E|/Roleplaying/handbooks/TSR/VR Guides/index.htm (2 of 2) [10/03/2001 10:02:09 AM] Van Richten's Guide to Werebeasts - Introduction Previous Next Contents Cover < tr align="LEFT" valign="TOP"> file:///E|/Roleplaying/handbooks/TSR/VR Guides/vr01_00.htm (1 of 2) [10/03/2001 10:02:15 AM] Van Richten's Guide to Werebeasts - Introduction Previous Next Up file:///E|/Roleplaying/handbooks/TSR/VR Guides/vr01_00.htm (2 of 2) [10/03/2001 10:02:15 AM] Van Richten's Guide to Vampires - Introduction Previous Next Contents Cover Vampires But first on Earth as vampyr sent Thy corpse shall from its tomb be rent. Then ghastly haunt thy native place And suck the blood of all thy race. - Lord Byron Introduction My name is Dr. Rudolph Van Richten. By my background I am a scholar and a doctor. As I was growing up in Darkon, I believed it was my destiny to heal people, to treat sicknesses of the body with the herbal cures I learned from my grandmother. -
IF Theory Reader
IF Theory Reader edited by Kevin Jackson-Mead J. Robinson Wheeler > Transcript On Press Boston, MA All authors of articles in this book retain their own copyrights. Neither the editors nor the publisher make any copyright claims. Version 1, March 2011. Version 2, April 2011. Please send corrections to [email protected]. Contents Preface Crimes Against Mimesis 1 Roger S. G. Sorolla Theory Toward a Theory of Interactive Fiction 25 Nick Montfort Characterizing, If Not Defining, Interactive Fiction 59 Andrew Plotkin not that you may remember time: Interactive Fiction, Stream-of-Consciousness Writing, and Free Will 67 Mark Silcox 2 Brief Dada Angels 89 Ryan Stevens, writing as Rybread Celsius Object Relations 91 Graham Nelson IF as Argument 101 Duncan Stevens The Success of Genre in Interactive Fiction 111 Neil Yorke-Smith Parser at the Threshold: Lovecraftian Horror in Interactive Fiction 129 Michael Gentry Distinguishing Between Game Design and Analysis: One View 135 Gareth Rees Natural Language, Semantic Analysis, and Interactive Fiction 141 Graham Nelson Afterword: Five Years Later 189 Graham Nelson Craft Challenges of a Broad Geography 203 Emily Short Thinking Into the Box: On the Use and Deployment of Puzzles 229 Jon Ingold PC Personality and Motivations 249 Duncan Stevens Landscape and Character in IF 261 Paul O’Brian Hint Development for IF 279 Lucian Smith Descriptions Constructed 291 Stephen Granade Mapping the Tale: Scene Description in IF 299 J. Robinson Wheeler Repetition of Text in Interactive Fiction 317 Jason Dyer NPC Dialogue Writing 325 Robb Sherwin NPC Conversation Systems 331 Emily Short History 10 Years of IF: 1994–2004 359 Duncan Stevens The Evolution of Short Works: From Sprawling Cave Crawls to Tiny Experiments 369 Stephen Granade History of Italian IF 379 Francesco Cordella Racontons une histoire ensemble: History and Characteristics of French IF 389 Hugo Labrande Preface This is a book for which people in the interactive fiction community have been waiting for quite some time. -
Annual Report2011 Web (Pdf)
ANNUAL REPORT 2 011 INTRODUCTION 3 CHAPTER 1 The PEGI system and how it functions 4 TWO LEVELS OF INFORMATION 5 GEOGRAPHY AND SCOPE 6 HOW A GAME GETS A RATINg 7 PEGI ONLINE 8 PEGI EXPRESS 9 PARENTAL CONTROL SYSTEMS 10 CHAPTER 2 Statistics 12 CHAPTER 3 The PEGI Organisation 18 THE PEGI STRUCTURE 19 PEGI s.a. 19 Boards and Committees 19 PEGI Council 20 PEGI Experts Group 21 THE FOUNDER: ISFE 22 THE PEGI ADMINISTRATORS 23 NICAM 23 VSC 23 PEGI CODERS 23 CHAPTER 4 PEGI communication tools and activities 25 INTRODUCTION 25 SOME EXAMPLES OF 2011 ACTIVITIES 25 PAN-EUROPEAN ACTIVITIES 33 PEGI iPhone/Android app 33 Website 33 ANNEXES 34 ANNEX 1 - PEGI CODE OF CONDUCT 35 ANNEX 2 - PEGI SIGNATORIES 45 ANNEX 3 - PEGI ASSESSMENT FORM 53 ANNEX 4 - PEGI COMPLAINTS 62 INTRODUCTION © Rayman Origins -Ubisoft 3 INTRODUCTION Dear reader, PEGI can look back on another successful year. The good vibes and learning points from the PEGI Congress in November 2010 were taken along into the new year and put to good use. PEGI is well established as the standard system for the “traditional” boxed game market as a trusted source of information for parents and other consumers. We have almost reached the point where PEGI is only unknown to parents if they deliberately choose to ignore video games entirely. A mistake, since practically every child or teenager in Europe enjoys video games. Promoting an active parental involvement in the gaming experiences of their children is a primary objective for PEGI, which situates itself at the heart of that. -
Silent Hill" Franchise
This document is downloaded from DR‑NTU (https://dr.ntu.edu.sg) Nanyang Technological University, Singapore. A world of hurt : representations of suffering in the "Silent Hill" franchise Ong, Sher Li 2018 Ong, S. L. (2018). A world of hurt : representations of suffering in the "Silent Hill" franchise. Master's thesis, Nanyang Technological University, Singapore. http://hdl.handle.net/10356/73370 https://doi.org/10.32657/10356/73370 Downloaded on 26 Sep 2021 10:01:46 SGT Ong 1 A WORLD OF HURT: Representations of Suffering in the Silent Hill Franchise A WORLD OF HURT: Representations of Suffering in the Silent Hill Franchise Ong Sher Li ONG SHER LI SCHOOL OF HUMANITIES 2018 2018 Ong 2 A WORLD OF HURT: Representations of Suffering in the Silent Hill Franchise Ong Sher Li School of Humanities A thesis submitted to Nanyang Technological University in partial fulfilment of the requirement for the degree of Master of Arts. 2018 Ong 3 ACKNOWLEDGEMENTS To those who suffered alongside me and helped me suffer through this thesis, I will never be able to thank you enough. [Abundance of gratitude goes here.] As ever undeserving of your kindness, Sher Li Ong 4 TABLE OF CONTENTS Acknowledgements………………………………………………………………………….3 Table of Contents…………………………………………………………………………...4 Summary…………………………………………………………………………………….5 1) “Sweet! Huge Exit Wounds!”………………………………………………….………..6 2) Fear/Blood/Flesh…………………………………………………………………………22 3) Mutilated Bodies in a Mutilated World………………………………………………...39 4) Earning Your Happy Ending……………………………………………………………59 5) Self-Imposed Suffering…………………………………………………………………..76 6) Conclusion………………………………………………………………………………..92 Works Cited………………………………………………………………………………....95 Ong 5 SUMMARY The conversation surrounding violence in video games has always focused on the morality of violence in video games. -
KONAMI Born from Fun.® the BIG BREAKTHROUGH
KONAMI Born from fun.® THE BIG BREAKTHROUGH This sleek, streamlined package is brimming with innovation. We left no detail to chance, from operator flexibility to proven content to player comfort, inventing a cabinet that does it all, beautifully. ELEGANCE TAKES SHAPE The base has a go-anywhere standard footprint. But the rest is a study in gorgeous contrasts. The frame is slim, with subtle finishes that create a shimmering atmosphere. The lighted, built-in base descends to the simple sloped footrest. But, because we know you love choices, it can be placed on your existing base. In all, it is a sum of graceful parts coming together for attention- grabbing effect. Atmospheric, multi color lighting effects iSYI\KR s i Relaxed slant-top Sloped footrest 5 A SIGHT TO BEHOLD Every title gets the cinematic treatment in 4K Ultra High-definition (UHD), spanning a 49-inch, J-curve portrait screen for optimal player viewing. The interactive button deck is generously sized and custom-engineered for player comfort. HAVE A SEAT AND PLAY A WHILE Comfort is in the details. Drink holders and handbag hooks keep the important things close. And chargers, both USB and wireless pad, ensure compatibility. With generous space to spread out, this one’s designed to attract players and keep them playing. 8 AMAZING IS ON DISPLAY OPTIONS ARE A BEAUTIFUL THING This is your launchpad for a rich library of 4K UHD Konami game content, designed to maximize moment-by-moment excitement and anticipation. From the suspense of our iconic Silent Hill®video game franchise to the proven performance of All Aboard™, a compelling mix of debut launch titles gives you a lot to consider—especially when we add popular play mechanics like Strike Zone™, Stay & Spin™, Bonus Cache™, and more.