Game As Old As Empire—Is Even More Astonishing and Explosive
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The Urban Weird
OPEN GRAVES, OPEN MINDS & SUPERNATURAL CITIES PRESENT: THE URBAN WEIRD Conference 6-7 April Schedule 2018 University of Hertfordshire www.opengravesopenminds.com www.supernaturalcities.co.uk Open Graves, GA17515_DS_03/18 Open Minds Conference Schedule 06 April 2018 Registration Coffee and Chair: Carina Hart 09:00 - 09:45 Atrium 4 China Mieville pastries Seminar Room M015 Dr Sam George, Dr Karl Bell, Dr Kaja The space out of joint: haunted urban 09:45 - 10:00 Welcome Lecture Hall 9 András Fodor (University of Szeged, Hungary) Franck spaces in China Miéville’s Un Lun Dun 10:00 - 11:00 Boggart Workshop Dr Ceri Houlbrook Lecture Hall N003 ‘Up’s no longer out of bounds, and down’s 11:00 - 12:20 Parallel Session 1 30 nothing to fear’: Verticality and Locomotion Sarah Neef (TU Dortmund University, Germany) in China Miéville’s Urban Fantasy Chair: Ceri Houlbrook 1 Urban Myths and Fairy Tales Chair: Kaja Franck Seminar Room M015 5 The Virtual Weird Seminar Room M021 Fairy Tales of the Neoliberal Gothic City: Dr Carina Hart (University of Nottingham Malaysia 14 Michael Cunningham’s The Snow Queen Campus) “Welcome Home, Good Hunter”: 17 The Gothic and Environmental Storytelling Dr Madelon Hoedt (University of South Wales) Mind the doors! Folk horror on the London 35 David Powell (University of Birmingham) in From Software’s Bloodborne Underground Ghosts of the Shadow City: adventures in Hell Finding Cabs Round Here: Taxi Rides 20 Debbie Kent (Goldsmiths, University of London) 36 Dr William Redwood (Supernatural Cities) the CGI dreamscapes of urban development through the Urban Weird “Everything is True” A Weird Tale: Urban 21 Gothic meets Urban Myth in Multiplayer Prof. -
The New Confessions of an Economic Hit Man by John Perkins
Journal of Social Change 2017, Volume 9, Issue 1, Pages 1–3 ©Walden University, LLC, Minneapolis, MN DOI: 10.5590/JOSC.2017.09.1.01 Book Review The New Confessions of an Economic Hit Man, by John Perkins. Oakland, CA: Berrett-Koehler, 2016, ISBN: 978-1-62656-674-3, 353 pp. $12.20, paperback. Reviewed by Natalie Disque Walden University Author John Perkins writes a bold, yet compelling, account of his personal experiences as an economic hit man (EHM), involving manipulating data and foreign government officials, deception, lies, sex, assassinations, and attempted murder. His true story recounted in the book The New Confessions of an Economic Hit Man is an eye-opener for those who are unaware of the underpinnings of the government’s ability to bully other countries into large debt to benefit American multinational corporations and secure our place as the sole superpower. Dodging the Vietnam draft, Perkins took an opportunity with the Peace Corps where he and his wife Ann were placed in Ecuador to help local Incan brick makers improve their rudimentary methods and sales. Due to his sympathies with the indigenous people, John helped them to do whatever it took in order to prosper. This led to the forming of a co-op, enabling the brick makers to work together to make money. While in Ecuador, he met a businessman from an international consulting company called MAIN who saw John’s ability to understand the natives and probed John on his thoughts regarding whether or not he thought the World Bank, which funded MAIN, should lend Ecuador billions of dollars for infrastructure projects. -
Confessions of an Economic Hit Man
An Excerpt From Confessions of an Economic Hit Man by John Perkins Published by Berrett-Koehler Publishers ৶ CONTENTS Preface ix Prologue xvi PART I: 1963–1971 1. An Economic Hit Man Is Born 3 2 “In for Life” 12 3 Indonesia: Lessons for an EHM 20 4 Saving a Country from Communism 23 5 Selling My Soul 28 PART II: 1971–1975 6 My Role as Inquisitor 37 7 Civilization on Trial 42 8 Jesus, Seen Differently 47 9 Opportunity of a Lifetime 52 10 Panama’s President and Hero 58 11. Pirates in the Canal Zone 63 12 Soldiers and Prostitutes 67 13 Conversations with the General 71 14 Entering a New and Sinister Period in Economic History 76 15 The Saudi Arabian Money-laundering Affair 81 16 Pimping, and Financing Osama bin Laden 93 vii PART III: 1975–1981 17 Panama Canal Negotiations and Graham Greene 101 18 Iran’s King of Kings 108 19 Confessions of a Tortured Man 113 20 The Fall of a King 117 21. Colombia: Keystone of Latin America 120 22 American Republic versus Global Empire 124 23 The Deceptive Résumé 131 24 Ecuador’s President Battles Big Oil 141 25 I Quit 146 PART IV: 1981–PRESENT 26 Ecuador’s Presidential Death 153 27 Panama: Another Presidential Death 158 28 My Energy Company, Enron, and George W. Bush 162 29 I Take a Bribe 167 30 The United States Invades Panama 173 31. An EHM Failure in Iraq 182 32 September 11 and its Aftermath for Me, Personally 189 33 Venezuela: Saved by Saddam 196 34 Ecuador Revisited 203 35 Piercing the Veneer 211 Epilogue 221 John Perkins Personal History 226 Notes 230 Index 240 About the Author 248 viii Confessions of an Economic Hit Man ৶ PROLOGUE Quito, Ecuador’s capital, stretches across a volcanic valley high in the Andes, at an altitude of nine thousand feet. -
The New Confessions of an Economic Hit Man Pdf, Epub, Ebook
THE NEW CONFESSIONS OF AN ECONOMIC HIT MAN PDF, EPUB, EBOOK John Perkins | 336 pages | 09 Feb 2016 | BERRETT-KOEHLER | 9781626566743 | English | San Francisco, United States The New Confessions of an Economic Hit Man PDF Book Then, last year, I was retained by Berrett-Koehler as one of several advance reviewers to critique a draft of the book. Penguin gifts. Invisible Americans. Sure the author has started a non-profit or two, but he still hasn't really done much to create real change except for talking and no doubt getting speaker fees from about how terrible of a person he was. He would overinflate his figures to encourage the developing company to overextend themselves into debt. So what to think? Out of Many, One. He also disputes Perkins' claim that 51 of the top world economies belong to companies. I guess that's human nature, but man did it get annoying to hear him feel bad for himself over and over. This is not a U. If we look at the current state of the world, Perkins paints a different picture of what happened in the last decade and what is happening now. George W. Isokon Penguin Donkey: Pink. I got very ill, and my life was saved in one night by a shaman. Share at. He never really overcame my initial skepticism. Eventually the poor countries end up as debt slaves to the rich ones, albeit with some electrify, new roads and airport. But the EU was not exactly something for nothing. Also available from:. He wanted to raise the minimum wage to a reasonable level, and he wanted some land reform that would make sure that his own people were able to make money off their own land, rather than having big international corporations do it. -
All but War Is Simulation: the Military Entertainment Complex
1 THEATERS OF WAR: THE MILITARY-ENTERTAINMENT COMPLEX Tim Lenoir and Henry Lowood Stanford University To appear in Jan Lazardzig, Helmar Schramm, Ludger Schwarte, eds., Kunstkammer, Laboratorium, Bühne--Schauplätze des Wissens im 17. Jahrhundert/ Collection, Laboratory, Theater, Berlin; Walter de Gruyter Publishers, 2003 in both German and in English War games are simulations combining game, experiment and performance. The U.S. Department of Defense (DoD) has been the primary proponent of war game design since the 1950s. Yet, commercial game designers produced many of the ideas shaping the design of military simulations, both before and after the advent of computer-based games. By the 1980s, the seeds of a deeper collaboration among military, commercial designers, the entertainment industry, and academic researchers in the development of high-end computer simulations for military training had been planted. They built “distributed interactive simulations” (DIS) such as SIMNET that created virtual theaters of war by linking participants interacting with distributed software or hardware simulators in real time. The simulators themselves presented synthetic environments—virtual worlds—by utilizing advances in computer graphics and virtual reality research. With the rapid development of DIS technology during the 1990s, content and compelling story development became increasingly important. The necessity of realistic scenarios and backstory in military simulations led designers to build databases of historical, geographic and physical data, reconsider the role of synthetic agents in their simulations and consult with game design and entertainment talents for the latest word on narrative and performance. Even when this has not been the intention of their designers and sponsors, military simulations have been deeply embedded in commercial forms of entertainment, for example, by providing content and technology deployed in computer and video games. -
A Thesis Entitled a Socio-Historical Analysis of U.S. State Terrorism
A Thesis Entitled A Socio-Historical Analysis of U.S. State Terrorism from 1948 to 2008 By Chad A. Malone Submitted as partial fulfillment of the requirements for The Master of Arts in Sociology ___________________________________ Advisor: Dr. Elias Nigem ___________________________________ Committee Member: Dr. Dwight Haase ___________________________________ Committee Member: Dr. Marietta Morrissey ___________________________________ College of Graduate Studies The University of Toledo August 2008 An Abstract of A Socio-Historical Analysis of U.S. State Terrorism from 1948 to 2008 Chad A. Malone Submitted as partial fulfillment of the requirements for The Master of Arts in Sociology The University of Toledo August 2008 This thesis is a critical examination of U.S. foreign intervention from 1948 to 2008. Using a comparative/historical analysis of seven cases—Iran, Guatemala, Indonesia, Chile, Nicaragua, Panama, and Iraq—this study finds patterns of U.S. state/state-sponsored terror and intervention. Using world-system theory and G. William Domhoff’s class-domination theory of power, this study explains how and why the U.S. government, the U.S. military, the CIA, and U.S. corporations participate in economically motivated terrorist acts to support the capitalist mode of production, U.S. investments, and access to markets and natural resources. Finally, this study reveals patterns (in addition to the use of terror) that the U.S. government follows while intervening in the affairs of foreign nations. ii Dedication This thesis is dedicated to my parents. While they may not always agree with what I say or write, they have always been supportive of my education and my goals. -
The Video Game Asset Pipeline a Pattern Approach to Visualization
The Video Game Asset Pipeline A Pattern Approach to Visualization James Lear Student ID: 91002002 [email protected] The University of the West of England Faculty of Environment and Technology This thesis is submitted for the degree of Doctor of Philosophy March 2021 Director of Studies Supervisor Professor Richard McClatchey Dr Simon Scarle [email protected] [email protected] a Abstract Video games consist of virtual worlds modelled as an approximation of either a real or imaginary environment. The amount of content required to populate the environments for Triple-A (AAA) video games doubles every few years to satisfy the expectations of the end-users. For this reason, the art and design discipline now constitute the maJority of those employed in a video game studio. The artists use Digital Content Creation (DCC) tools to design and create their content; tools not originally designed for video game asset creation. Ultimately the artists require to preview their content in the form of source assets in the runtime environment, the game engine, to ensure they provide an accurate rendering of their original vision. However, there exists a barrier to achieve this workflow; the original source assets are persisted in a proprietary format, information rich to handle future edits, and the final runtime environment requires the assets to be lightweight ready for fast and efficient loading into the game engine. The video game industry has solved this problem by introducing a fast and efficient workflow known as the asset pipeline. The asset pipeline is recognized within video games technology as a general reusable solution to the common problem of converting source assets into their final runtime form as expected by the runtime game engine. -
Magazines V17N9.Qxd
GAMES TOWED TANK DESTROYER ALLIANCE GAME DISTRIBUTORS PLATOON (M5 3”) BFM UBX22..............................$35.00 VINEYARDS BFM BB116 ..............................$25.00 WARGAMES ILLUSTRATED #273 Scheduled to ship in June 2010. GAMES BFM WI273 ..............................$8.00 GAME TRADE CEACO MAGAZINE #124 GTM contains articles on game- play, previews and reviews, game related fiction, and self MAD ZEPPELIN contained games or game mod- At the height of the industrial revolution, ules, along with solicitation infor- the Great Empire is about to take delivery mation on upcoming game, and of many secret crates from its colonies. video releases. These crates contain all the Emperor GTM 124 ........................$3.99 needs to strengthen his rule on the Empire: steel, coal, ore, and above all: gold! For security reasons, the Emperor himself has hand-picked the crew of the Nostria, one of the armored zeppelins of NOT ACTUAL ART the imperial fleet. However, neighboring CAN YOU SEE nations are organizing the resistance, WHAT I SEE? BINGO LINK and traitors are secretly boarding the air- A picture-matching game based on the ALDERAC ENTERTAINMENT GROUP ship to thwart the Emperor’s plans. Mad Can You See What I See? books of Zeppelin is a fast-paced card game of Walter Wick, complete with delightful sabotage, as you use your traitors to images from the series. Scheduled to ship throw the most cargo off the Nostria and in April 2010. ruin the Emperor’s plans. Scheduled to GWI 7109 ..............................$15.99 ship in May 2010. AEG 5202 ..............................$29.95 APE GAMES DUCK! DUCK! GO! (2ND PRINTING) Every year rubber duckies from all walks of life train in bathtubs, spas, and small DWEEBIES ponds around the world to prepare for the annual Kenducky Derby, the premier Wacky and colorful characters called bathtub ducky race. -
Precautions to Take During Use Installation Starting the Game
EPILEPSY WARNING CONTENTS Please read before using this game or allowing your children to use it. 1. ENTERING THE SECRET WORLD 19. MISSIONS Some people are susceptible to epileptic seizures or loss of consciousness when exposed to certain 3. THE SECRET SOCIETIES 21. JOURNAL flashing lights or light patterns in everyday life. Such people may have a seizure while watching 4. CHARACTER CREATION 22. LORE & ACHIEVEMENTS television images or playing certain video games. This may happen even if the person has no 5. CONTROLS 22. CRAFTING medical history of epilepsy or has never had any epileptic seizures. If you or anyone in your family has ever had symptoms related to epilepsy (seizures or loss of consciousness) when exposed to 7. H U D 23. PHYSICAL EXHAUSTION flashing lights, consult your doctor prior to playing. 12. CHARACTER PANEL 24. THE WORLD We advise that parents should monitor the use of video games by their children. If you or your 13. ABILITY WHEEL 27. P E R F O R M A N C E T I P S child experience any of the following symptoms: dizziness, blurred vision, eye or muscle twitches, 15. INVENTORY 28. TECHNICAL SUPPORT loss of consciousness, disorientation, any involuntary movement or convulsion, while playing a 15. PVP 29. LIMITED 90-DAY WARRANTY video game, discontinue use IMMEDIATELY and consult your doctor. 19. SETTINGS PRECAUTIONS TO TAKE DURING USE Do not stand too close to the screen. Sit a good distance away from the screen, as far away ENTERING THE SECRET WORLD as the length of the cable allows. -
The Secret History of the American Empire
THE SECRET HISTORY OF THE AMERICAN EMPIRE ECONOMIC HIT MEN, JACKALS, AND THE TRUTH ABOUT GLOBAL CORRUPTION BY JOHN PERKINS Contents Acknowledgments A Note from the Author Prologue Part 1: Asia i Mystery Woman of Jakarta 2 Pirating Lepers 3 Geishas 4 The Bugiman 5 A Corrupt and Brutal Country 6 Sweatshops 7 United States-Supported Slaughter 8 Tsunami Profiteering 9 Fruits of Corruption 10 Attacked and Beaten in Indonesia 11 Don't Become a Buddhist 12 Biological Imperatives 13 Dictatorships of Finance 14 The Quiet Giant Part 2: Latin America 15 Hired Guns in Guatemala 16 Obsessed with Anger 17 Recruited as President of Bolivia Power 18 Maximizing Profits in La Paz 19 Changing the Dream 20 Venezuela's Chavez 21 Ecuador: Betrayed by a President 22 Bolivia: Bechtel and the Water Wars 23 Brazil: Skeletons in the Closet 24 The Beautiful Carioca 25 Taking on the Empire 26 Kindred Spirits 27 A History of Assassinations 28 Lessons from Latin America Part 3: The Middle East 29 A Bankrupt United States of America 30 King Dollar 31 Manipulating Governments 32 Lebanon: "Stark Raving Mad" 33 USAID Speaks 34 Egypt: Controlling Africa 35 Infidel Dog 36 Iran: Highways and Fortresses 37 Israel: America's Foot Soldier 38 The Iraq-Iran War: Another EHM Victory 39 Qatar and Dubai: Las Vegas in the Land of Mullahs 40 Into the Abyss Part 4: Africa 41 Modern Conquistadors 42 Sitting in America's Lap 43 A Jackal Is Born 44 The "Non-Peoples" of Diego Garcia 45 Assassinating a President 46 The Highjacking of an Air India 707 47 An Environmentalist Is Executed 48 -
Digic Pictures, the Imaginative VFX Studio Behind Some of the Most
GAME Digic Pictures, the imaginative VFX studio behind some of the most high-profile videogame cinematics, discusses its extensive portfolio and looks ahead at the challenges of a rapidly evolving medium alo, Mass Effect, Assassin’s Creed, level of quality seen in Blizzard’s cinematics OUR aiM IS ALWAYS TO Castlevania, Prince of Persia – for Warcraft 3, which was considered to be Hthese are among the most visually the industry standard at that time.” CREATE SOMETHING THAT groundbreaking and recognisable The first challenge in the formation of the IS MORE THAN JUST COOL videogame franchises of recent years. studio was to dip into the talent pool of the But in today’s industry of big-budget Hungarian capital, recruiting a team of AND VISUALLY PRETTY tentpole releases, being among the most experienced artists disciplined in realistic iconic brands doesn’t guarantee success. computer animation. “These artists and – wE WANT TO MAKE OUR Publishers are increasingly turning towards developers had to build a pipeline to deal TRaiLERS MEMORABLE VFX houses to conjure cinematic with such content,” says lead modeller Alex Sándor Rabb, producer showcases to artistically demonstrate the Tamás Varga. “They also had to develop themes and style of upcoming products, workflows and tools to create the with pre-rendered promotional trailers and characters and environments, animate in-game intros becoming synonymous with them, add effects, render it all and then top-tier videogame titles. That’s where composite everything. Perhaps even more Digic Pictures comes in. The pre-eminent importantly, Digic had to learn about Budapest-based 3D animation and visual movie-making in a format very different effects studio has, in the last decade alone, from 30- to 60-second commercials; produced some of the most celebrated and staging scenes, using cameras and basically award-winning in-game and promotional telling a meaningful story in this new way.” sequences for companies such as EA, The gamble paid off, as the success of the Ubisoft and Konami. -
The Age of Video Games: Language and Narrative
Single Cycle Degree programme in Lingue e Letterature Europee, Americane e Post Coloniali ordinamento ex D.M. 270/2004 Final Thesis The Age of Video Games: Language and Narrative Supervisor Ch. Prof. David Newbold Assistant supervisor Ch. Prof. Daniela Cesiri Graduand Pietro Addis Matriculation Number 833471 Academic Year 2016 / 2017 Contents General Introduction 1 Chapter I: The Language of the Gaming Community Introduction 3 1.1 Language Divide 4 1.2 Main Characteristics 15 1.3 Language Censorship 40 1.4 New Varieties 43 Chapter II: The Narrative of Video Games 2.1 Narrative, Ludology and Video Games 50 2.2 Elements of Narrative 56 2.3 Cheating 70 2.4 Furthering the Narrative 72 2.5 Morality and Video Game 77 Chapter III: A Case Study Introduction 87 3.1 The Development Team 88 3.2 The Video Game Project 89 3.3 Plot 94 3.4 The Language of Vapor Knight 111 3.5 The Video Game Soundtrack 116 3.6 Character Development 120 Conclusions 123 Bibliography 125 General Introduction The birth, growth and spreading of the Internet has revolutionised the modes of communications between humans, providing a new form with which people can communicate with each other, even at great geographical distance. It also entails that the interaction between humans has changed, since many instances of communication are mediated by a device or a machine. The rise of the Internet has also introduced new linguistic and narrative aspects, which have embedded themselves into the lives of a vast percentage of the world population and particularly inside pop and youth culture.