Chronic'art Interviewed Me for the Supplementary Web Portion of Their Review of Capcom's 2005 Release Killer7
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Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West. -
KUZPO's VIDEO GAME WISHLIST Latest Update: September 4, 2018
KUZPO'S VIDEO GAME WISHLIST Latest update: September 4, 2018 Too much is never enough. Here are some guidelines to the wishlist before you start browsing: – The condition classifications of NES and SNES cartridges don't matter, as long as the cartridges work properly and are in decent condition (clean, scratchless, with the labels still intact on all sides). Starting with PS1, I demand all the games are at least classified B (Boxed). – I am ALWAYS interested in tips on game/peripheral retailers previously unknown to me. At the moment, GameStop is the only local, public retailer of video games (and their selection is limited to the last two or three console generations), and online shopping is still a bit foreign to me after all these years and all this experience, so I certainly don't know of all my options. – If you want to do your part in shortening this list, READ the limitations and preferences CAREFULLY. Here's something that will never happen: ”You bought me PROBOTECTOR? I wanted CONTRA, you stupid mommylover!” In reality, I am more than satisfied with what I can get. But, IF – in regards to the example I just mentioned – you can get the preferred choice with small effort and about the same price, I can guarantee I would be way beyond pleased. (For those who don't know what I'm talking about, let me explain that Probotector and Contra are one and the same in terms of gameplay – I just consider Contra the ”real” version of the game, it's visually cooler than its European counterpart and it fits into my already existing collection better.) – NO CONSOLE THAT I OWN IS A PRIORITY OVER ANOTHER. -
TOKYO GAME SHOW 2003」Titles on Exhibit Page.1
「TOKYO GAME SHOW 2003」Titles On Exhibit Page.1 Exhibitor Game Title on Exhibit (Japanese) Game Title on Exhibit Genre Platform Price Release date OnlineGame General Area outbreak ラストウィスパー LAST WHISPER Adventure PC ¥6,800 30-May 静寂の風 Seijyaku no kaze Adventure PC ¥4,800 2-May ATLUS CO., LTD. BUSIN 0 BUSIN 0 Roll-Playing PS2 ¥6,800 13-Nov Regular ¥6,800 グローランサー4 GROWLANSER4 Roll-Playing PS2 18-Dec Deluxe ¥9,800 真・女神転生3~NOCTURNE マニアクス SHIN・MEGAMITENSEI 3~NOCTURNE MANIAKUSU Roll-Playing PS2 ¥5,800 Jan-04 九龍妖魔学園紀 KUHRONYOUMAGAKUENKI Other PS2 TBD Next Year 真・女神転生2 SHIN・MEGAMITENSEI 2 Roll-Playing GBA ¥4,800 26-Sep 真・女神転生デビルチルドレン 炎の書 SHIN・MEGAMITENSEI DEBIRUTIRUDOREN HONOWONOSYO Roll-Playing GBA ¥4,800 12-Sep 真・女神転生デビルチルドレン 氷の書 SHIN・MEGAMITENSEI DEBIRUTIRUDOREN KOORINOSYO Roll-Playing GBA ¥4,800 12-Sep 真・女神転生デビルチルドレン メシアライザー SHIN・MEGAMITENSEI Simulation・Roll-Playing GBA TBD Next Year TAKARA CO., LTD. EX人生ゲームⅡ EX JINSEI GAME Ⅱ Board Game PS2 ¥6,800 7-Nov ドリームミックスTV ワールドファイターズ DreamMix TV World Fighters Action PS2/GC TBD December デュエル・マスターズGC(仮) DUEL MASTERS VirtualCardGame GC ¥6,800 19-Dec チョロQHG4 CHORO Q HG4 Racing PS2 ¥6,800 27-Nov トランスフォーマー TRANSFORMERS Action PS2 ¥6,800 30-Oct D・N・ANGEL ~紅の翼~ D・N・ANGEL Adventure PS2 ¥6,800 25-Sep 冒険遊記プラスターワールド 伝説のプラストゲートEX PLUSTERWORLD EX Roll-Playing GBA ¥6,800 4-Dec トランスフォーマーシリーズ TRANSFORMERS Toys on display たいこでポピラ TAIKO DE POPIRA Free trials for visitors / Product Price: ¥5,980 サンダーバードシリーズ THUNDERBIRDS Toys on display KADOKAWA CO., LTD. D.C.P.S~ダ・カーポ~プラスシチュエーション D.C. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
Spilling Hot Coffee? Grand Theft Auto As Contested Cultural Product
Aphra Kerr/IGTA book/2006 Spilling Hot Coffee? Grand Theft Auto as contested cultural product Dr. Aphra Kerr National University of Ireland Maynooth, Maynooth, Co. Kildare, Ireland. [email protected] Grand Theft Auto (GTA) games are highly successful, in terms of sales, and their content is part of an explicit business strategy which aims to exploit the latest technologies and platforms to develop content aimed at adult game players in certain markets. By all accounts this has been a highly successful strategy with the GTA franchise selling more than 30 million units across platforms by 2004, even before Grand Theft Auto: San Andreas (GTA SA) was launched in late 2004 (Take Two Interactive 2004). The latter was the top selling console game in the USA and in the top ten in the UK in 2005. At the same time the GTA series are arguably the most maligned of game products in many markets attracting much negative commentary and numerous legal actions in the USA. This chapter argues that the GTA case demonstrates a key tension within the cultural industries between the need to maximise sales globally and the need to conform to, or be seen to conform to, local distribution, social and moral systems. At the same time the story demonstrates that despite the widespread rhetoric of free trade and the dismantling of state sanctioned censorship systems in the USA, most parts of Europe and Australia, the censorship of cultural products continues and is perhaps a less overt, but nonetheless, highly political, socially negotiated and nationally specific process. GTA games are produced by a network of companies in the UK and in the USA. -
Revisiting Video Game Ratings: Shift from Content-Centric to Parent-Centric Approach
DOI: 10.1051/ shsconf/20173300065 SHS Web of Conferences 33, 00065 (2017) i-COME'16 Revisiting video game ratings: Shift from content-centric to parent-centric approach Hee Jhee Jiow1,* , Rayvinder Athwal, Ling Ling Chew1, Muhammad Helmi Elias1, Nina Lim1, Kenneth Woo1 1Singapore Institute of Technology, 10 Dover Drive, Singapore 138683, Singapore Abstract. The rapid adoption of video gaming among children has placed tremendous strain on parents’ ability to manage their children’s consumption. While parents refer online to video games ratings (VGR) information to support their mediation efforts, there are many difficulties associated with such practice. This paper explores the popular VGR sites, and highlights the inadequacies of VGRs to capture the parents’ concerns, such as time displacement, social interactions, financial spending and various video game effects, beyond the widespread panics over content issues, that is subjective, ever-changing and irrelevant. As such, this paper argues for a shift from content-centric to a parent-centric approach in VGRs, that captures the evolving nature of video gaming, and support parents, the main users of VGRs, in their management of their young video gaming children. This paper proposes a Video Games Repository for Parents to represent that shift. 1 Introduction The rapid adoption of video gaming among children has placed tremendous strain on parents’ ability to manage their children’s consumption [1]. To which parents rely on video games ratings (VGR) for information to support their mediation efforts [2]. Yet, there are many difficulties associated with such practice. This paper will highlight the challenges associated with current VGRs and argues for a shift from content-centric VGR approach to a parent-centric approach. -
The BG News August 26, 2005
Bowling Green State University ScholarWorks@BGSU BG News (Student Newspaper) University Publications 8-26-2005 The BG News August 26, 2005 Bowling Green State University Follow this and additional works at: https://scholarworks.bgsu.edu/bg-news Recommended Citation Bowling Green State University, "The BG News August 26, 2005" (2005). BG News (Student Newspaper). 7464. https://scholarworks.bgsu.edu/bg-news/7464 This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 4.0 License. This Article is brought to you for free and open access by the University Publications at ScholarWorks@BGSU. It has been accepted for inclusion in BG News (Student Newspaper) by an authorized administrator of ScholarWorks@BGSU. State University FRIDAY August 26, 2005 OPENUP:Plastinates reveal a new world of CLOUDY anatomy and new face of HIGH: 66 LOW: 82 science; PAGE 7 www.bgnews.com independent student press VOLUME 100 ISSUE 6 Arties and Apartment hog complaints continue smarties do Smell, noise cited by those who did not get a discount for views of slaughterhouse a flip-flop By Laren Weber CUT NEWS EDITOR across mall 3 After attention was brought to students' living condi- Honors Program tions at The Enclave apartments — which neighbors a NAP0LEANRD LAYOUT OF THE ENCLAVE slaughterhouse — rent was cut by $10 for those in the moves into the former two buildings closest In blue are the management's office and home of Arts Village building 1, where prospective tenants are By Johnny Payne But many students are com- week, Brigadoi and his room- taken on tour to see a model apartment. -
Entertainment Software Rating Board - Wikipedia, the Free Encyclopedia Visited on 10/04/2016 Not Logged in Talk Contributions Create Account Log In
Entertainment Software Rating Board - Wikipedia, the free encyclopedia Visited on 10/04/2016 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Entertainment Software Rating Board From Wikipedia, the free encyclopedia Main page Contents "ESRB" redirects here. For the European financial agency, see European Systemic Risk Featured content Board. Current events "Mature content" redirects here. For other uses, see Pornography. Random article The Entertainment Software Rating Board Donate to Wikipedia Entertainment Software Rating Wikipedia store (ESRB) is a self-regulatory organization that Board assigns age and content ratings, enforces Interaction industry-adopted advertising guidelines, and Help About Wikipedia ensures responsible online privacy principles for Community portal computer and video games in the United States, Recent changes nearly all of Canada, and Mexico. The ESRB was Contact page established in 1994 by the Entertainment Software 2006 – present logo Tools Association (formerly the Interactive Digital What links here Software Association), in response to criticism of Type Non-profit, self-regulatory Related changes violent content found in video games such as Industry Organization and rating system Upload file Night Trap, Mortal Kombat, and other controversial Predecessor 3DO Rating System Special pages Recreational Software Advisory video games with excessively violent or sexual Permanent link Council content. Videogame Rating Council Page information September 16, 1994; 22 years Wikidata -
Emergent Gameplay: the Limits of Ludology and Narratology in Analyzing Video Game
1 Emergent Gameplay: The Limits of Ludology and Narratology in Analyzing Video Game Narrative A Senior Honors Thesis Presented in Partial Fulfillment of the Requirements for graduation with distinction in English in the undergraduate colleges of The Ohio State University by Benjamin Nanamaker The Ohio State University December 2005 Project Advisers: Professors Jared Gardner and David Herman, Department of English 2 Introduction Ever since the 1976 release of Death Race, an arcade game that let gamers run over stick people, there have been plenty of politicians, media outlets and watchdog groups monitoring video games for inappropriate content (Kent 90). Controversy has never been too far behind the video game industry as it has grown over the last 30 years from its small-scale roots into a $10 billion a year industry that rivals Hollywood (Riley). The industry has managed to overcome a 1993 Senate meeting about violent video games as well as a rash of school shootings in the late 90s that some attributed to the shooters’ obsession with first-person shooter games like Doom (Kent 467, 545). The latest video game series to receive attention from politicians and watchdog groups is the Grand Theft Auto series. Although the first game was released in 1997 on the Playstation home system, it wasn’t until the gameplay and graphics were refined in the 2001 release of Grand Theft Auto III that the game drew serious criticism. Its “go anywhere, do anything” aesthetic allowed gamers to engage in morally questionable acts like car jacking, arson, prostitution and murder. In June, the controversy came to a head when one gamer discovered a sex-based mini-game hidden deep in the code of the latest version of the game, Grand Theft Auto: San Andreas (Lohr). -
Ludic Dysnarrativa: How Can Fictional Inconsistency in Games Be Reduced? by Rory Keir Summerley
Ludic Dysnarrativa: How Can Fictional Inconsistency In Games Be Reduced? by Rory Keir Summerley A Thesis submitted in partial fulfilment of the requirements for the Degree of Doctor of Philosophy (PhD) at the University of the Arts London In Collaboration with Falmouth University December 2017 Abstract The experience of fictional inconsistencies in games is surprisingly common. The goal was to determine if solutions exist for this problem and if there are inherent limitations to games as a medium that make storytelling uncommonly difficult. Termed ‘ludic dysnarrativa’, this phenomenon can cause a loss of immersion in the fictional world of a game and lead to greater difficulty in intuitively understanding a game’s rules. Through close textual analysis of The Stanley Parable and other games, common trends are identified that lead a player to experience dysnarrativa. Contemporary cognitive theory is examined alongside how other media deal with fictional inconsistency to develop a model of how information (fictional and otherwise) is structured in media generally. After determining that gaps in information are largely the cause of a player feeling dysnarrativa, it is proposed that a game must encourage imaginative acts from the player to prevent these gaps being perceived. Thus a property of games, termed ‘imaginability’, was determined desirable for fictionally consistent game worlds. Many specific case studies are cited to refine a list of principles that serve as guidelines for achieving imaginability. To further refine these models and principles, multiplayer games such as Dungeons and Dragons were analysed specifically for how multiple players navigate fictional inconsistencies within them. While they operate very differently to most single-player games in terms of their fiction, multiplayer games still provide useful clarifications and principles for reducing fictional inconsistencies in all games. -
Why Game? 1 2 the Gamer’S Quarter Issue #3 Table of Contents
Why Game? 1 2 The Gamer’s Quarter Issue #3 Table Of Contents 4 - How Nippon Ichi Saved My Life Disgaea, Phantom Brave, Makai Kingdom – PS2 8 - Phantom Publisher An Interview With NIS America 12 - Soldier of Lost Fortune Missing a Once-in-a-Lifetime Opportunity 18 - Within the Shell of a License Ghost in the Shell: Stand Alone Complex – PS2 23 - We Shall Meet in the Place Where There is No Darkness Half-Life 2 - PC 27 - Anomoly Discrimination Force S^2 Chapter 02: The Coparcener 34 - A Calculated Assault on Starcraft and All it Stands For: Why I Am Not a Gamer Starcraft - PC 43 - Speed Runs and You I Like to Watch 46 - A Story of Fable Fable - Xbox 50 - Guilty Pleasures XXX – Part 1 Welcome to the Guilty Gear! 53 - Innovation in Game Design An Exercise in Creativity by The Gamer’s Quarter Staff and Their Friends 54 - Salaryman Suicide 56 - Skylarking 58 - Project FTL 60 - An RPG Without Saves 64 - Real Dog vs. Nintendog (Real Dog Wins) Nintendogs – NDS 70 - “at how many komas do jou get gogeta?” Jump Superstars - NDS 72 - Life, Non-Warp: DX Super Mario Bros. 3 - NES 90 - Misters and Miss... Crossword 92 - Untold Tales of the Arcade 3: Taito Think Tank A Look Into Old and Obscure Arcade Games 98 - The Gamer’s Quarter EXCLUSIVE Preview of The Legend of Zelda: Twilight Princess The Legend of Zelda: Twilight Princess - NGC 102 - Frustration in an Aerial Fantasy World SkyGunner – PS2 106 - Guilty Pleasures XXX – Part 2 Phallic Gay Jokes 108 - Open Letter to Rockstar Hot Coffee Controversy 110 - Reaching Adulthood Through Street Fighter 2 How I Learned to Love the Fight 114 - Raystorm and Its Legacy Rayforce, Raystorm, Raycrisis - AC 121 - In a Sea of Intellectual Property, Pirates Arise Morality and Emulation on the PSP 124 - Guilty Pleasures XXX – Part 3 OMG!! WTF?! 128 - Why Game? Reason #2: Internationalism Editorial 1 Editor’s Desk - September 15th, 2005 That’s how it feels anyway. -
Video Games Struggle on Violence Thinkpiece
Christopher Navarrete Project 1: Video Games Struggle on Violence The creation of the Nintendo Entertainment System spawned the belief that video games were toys targeted towards children. However, as the video game industry grew so did its audience. Games were not only being marketed to young children but young adults. As a result extremely violent video games such as Mortal Kombat and Grand Theft Auto were created. Both video games were infamous for the controversy they generated, particularly Mortal Kombat as it was one of the first video games to have sparked the debate of video games causing children to commit violent acts. Mortal Kombat’s Controversy Mortal Kombat, a fighting game inspired by the rated R action film Bloodsport, was placed in arcades in 1992. However what attracted audiences was not its gameplay, but its blood and gore. Mortal Kombat featured secret finishing moves called fatalities that gave players the ability to decapitate and burn opponents alive among others. Because most arcades contain no age restrictions, parents, politicians, and the media reacted negatively to this as they believed children would emulate Mortal Kombat’s violence after playing. According to BBC News, this backlash led to a court case in 1993 where Former Chief of staff Joe Lieberman vowed to have a rating system for video games to be created. Lieberman was successful as The Entertainment Software Rating Board (ESRB) was introduced within five months; its first act was to give Mortal Kombat an M rating, making it illegal for those who are underage to purchase the game. Grand Theft Auto’s Controversy The ESRB would take action once again, but this time, against Rockstar’s Grand Theft Auto San Andreas (GTASA) for its controversial hot coffee mod in 2005.