Demystifying the Structures of Ludic Textuality

Total Page:16

File Type:pdf, Size:1020Kb

Demystifying the Structures of Ludic Textuality DEMYSTIFYING THE STRUCTURES OF LUDIC TEXTUALITY: NARRATIVE, RHETORIC, AND GENRE IN HYPERERGODIC COMPOSITION by JOHANSEN QUIJANO Presented to the Faculty of the Graduate School of The University of Texas at Arlington in Partial Fulfillment of the Requirements for the Degree of DOCTOR OF PHILOSOPHY THE UNIVERSITY OF TEXAS AT ARLINGTON May 2015 Copyright © by Johansen Quijano 2015 All Rights Reserved ii Acknowledgements I would like to express my sincere gratitude to Dr. James Warren, whose feedback and conversation provided invaluable aid in the construction of the arguments made in this study. His insightful commentary and observations helped me shape and polish my study into its current form. I would also like to thank my other committee members, Dr. Tim Morris and Dr. Yuejiao Zhang, whose support and advice during my doctoral studies proved to be as irreplaceable as our conversations regarding the narrative configurations of ergodic textuality and the grammar of visual compositions. Finally, I would like to give special thanks to my family, especially my wife and son, without whose love and support I would not have been able to complete my studies. April 20, 2015 iii Abstract DEMYSTIFYING THE STRUCTURE OF LUDIC TEXTUALITY: NARRATIVE, RHETORIC, AND GENRE IN HYPERERGODIC COMPOSITION Johansen Quijano, PhD The University of Texas at Arlington, 2015 Supervising Professor: James Warren In an increasingly remediated world, it has become an increasingly relevant necessity not only to understand how immersive participatory experiences convey messages, but also to be able to convey to students the knowledge of how these contemporary systems might attempt persuasion. However, contemporary discourse surrounding the discussion of ergodic and ludic textuality often relies on one of many arguably underdeveloped theoretical frameworks. Just as ludocentric criticism of ergodic textuality often yields, at best, a limited understanding of the reader experience, the application of narrative criticism, as well as the use of theoretical frameworks, generally result in a misrepresentation of the ideas conveyed by the text. Even critics who acknowledge these texts as an amalgamation of several forms of art often fail to consider how the sometimes dissonant elements of narrative configurations and design structures might frame ludic engagement or aesthetic depiction. This study will propose that a comprehensive framework that allows the critic and student alike to develop a comprehensive understanding of ludic schemas should be adopted in order to unlock the meaning behind hyperergodic composition. iv Table of Contents Acknowledgements .............................................................................................................iii Abstract .............................................................................................................................. iv List of Illustrations .............................................................................................................. ix List of Tables ....................................................................................................................... x CHAPTER 1: INTRODUCTION .......................................................................................... 1 1.1 The Problem of Genre .............................................................................................. 1 1.2 Ludology and Narratology in Video Games .............................................................. 3 1.3 The Lack of a Unified Framework........................................................................... 15 CHAPTER 2: WHOSE GAME IS IT ANYWAY? ............................................................... 22 2.1 Introduction ............................................................................................................. 22 2.2 What is a video game? ........................................................................................... 25 2.3 A Framework for Understanding Types of Games and Players ............................. 39 2.3.1 Classifying the Player ...................................................................................... 39 2.3.2 Categories of Play by Frequency .................................................................... 43 2.3.3 The Union Between Player and Game ............................................................ 45 2.4 The Role of the Player ............................................................................................ 47 2.5 Video Games are Art .............................................................................................. 61 2.6 Conclusions ............................................................................................................ 73 CHAPTER 3: HYPERERGODICITY, MECHANICS, AND TEMPORAL LINEARITY ........................................................................................................................ 74 3.1 Introduction ............................................................................................................. 74 3.2 A Taxonomy of Ergodicity ....................................................................................... 76 3.3 Linearity, The Story, and Narrative ......................................................................... 92 3.4 Conclusion ............................................................................................................ 101 v CHAPTER 4: THE CHRONOTOPE AT PLAY ................................................................ 103 4.1 Introduction ........................................................................................................... 103 4.2 The Chronotope and Sideshadowing ................................................................... 104 4.2.1 The Chronotope at Play ................................................................................ 104 4.2.2 Endless Possibilities Shadowed .................................................................... 112 4.2.3 Conclusions ................................................................................................... 117 4.3 Multiple Layers and Time-Looped Narrative ........................................................ 118 4.3.1 A Multiplicity of Narratives through Player Identity ........................................ 119 4.3.2 Play Turning Back on Itself ............................................................................ 127 4.3.3 Conclusions ................................................................................................... 129 4.4 Space and Mechanics as Narrative ...................................................................... 130 4.5 Conclusion ............................................................................................................ 148 CHAPTER 5: THE RHETORICAL SPECTRUM OF VIDEO GAMES ............................. 150 5.1 Introduction ........................................................................................................... 150 5.2 Design, Play Mechanics, and Remediation .......................................................... 151 5.2.1 Play Solvency ................................................................................................ 152 5.2.2 World Design ................................................................................................. 156 5.2.3 Remediating Space and Play ........................................................................ 162 5.3 A Rhetoric of Procedurality ................................................................................... 165 5.3.1 Where Process Comes From ........................................................................ 166 5.3.2 Application of Procedural Rhetoric ................................................................ 174 5.4 The Visual Rhetoric of Games .............................................................................. 181 5.4.1 Every Day the Same Dream .......................................................................... 182 5.4.2 A Visual Rhetoric of Games .......................................................................... 186 5.4.3 Games Making Visual Arguments: No Russian ............................................ 197 vi 5.5 Conclusion ............................................................................................................ 204 CHAPTER 6: AUDIOVISUAL LUDONARRATIVITY ....................................................... 207 6.1 Introduction ........................................................................................................... 207 6.2 Ludonarrativity: Harmony of Dissonance ............................................................. 208 6.2.1 Ludonarrative Dissonance in Bioshock ......................................................... 209 6.2.2 Instances of Ludonarrative Dissonance ........................................................ 210 6.2.3 Opposing Dissonance: Ludonarrative Harmony ........................................... 217 6.3 Expanding Ludonarrativity .................................................................................... 221 6.3.1 Focus on Me: The Critic vs. The Text ........................................................... 222 6.3.2 Audiovisual Ludonarrativity ........................................................................... 224 6.4 Rhetoric and Audiovisual Ludonarrativity in The Last of Us ................................. 229 6.5 Conclusion ...........................................................................................................
Recommended publications
  • The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
    THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr.
    [Show full text]
  • Novalis's Magical Idealism
    Symphilosophie International Journal of Philosophical Romanticism Novalis’s Magical Idealism A Threefold Philosophy of the Imagination, Love and Medicine Laure Cahen-Maurel* ABSTRACT This article argues that Novalis’s philosophy of magical idealism essentially consists of three central elements: a theory of the creative or productive imagination, a conception of love, and a doctrine of transcendental medicine. In this regard, it synthesizes two adjacent, but divergent contemporary philosophical sources – J. G. Fichte’s idealism and Friedrich Schiller’s classicism – into a new and original philosophy. It demonstrates that Novalis’s views on both magic and idealism, not only prove to be perfectly rational and comprehensible, but even more philosophically coherent and innovative than have been recognised up to now. Keywords: magical idealism, productive imagination, love, medicine, Novalis, J. G. Fichte, Schiller RÉSUMÉ Cet article défend l’idée selon laquelle trois éléments centraux composent ce que Novalis nomme « idéalisme magique » pour désigner sa philosophie propre : la conception d’une imagination créatrice ou productrice, une doctrine de l’amour et une théorie de la médecine transcendantale. L’idéalisme magique est en cela la synthèse en une philosophie nouvelle et originale de deux sources philosophiques contemporaines, à la fois adjacentes et divergentes : l’idéalisme de J. G. Fichte et le classicisme de Friedrich Schiller. L’article montre que les vues de Novalis tant sur la magie que sur l’idéalisme sont non seulement réellement rationnelles et compréhensibles, mais philosophiquement plus cohérentes et novatrices qu’on ne l’a admis jusqu’à présent. Mots-clés : idéalisme magique, imagination productrice, amour, médecine, Novalis, J. G.
    [Show full text]
  • Narrative Structure in Literature
    ELA Virtual Learning English II April 27, 2020 English II Lesson: April 27, 2020 Objective/Learning Target: ● I can analyze how an author’s choices in story structure impact the reader. BELL RINGER The night was calm, but a storm -- full of Timing is everything, especially when it rain and budding anger -- began to swell A in the distance. comes to writing and storytelling. But what if your timing is off? John felt excited. Afterall, it was his B sixteenth birthday. Take a look at the story details to the left. Place the lettered sections in order from Mrs. Peabody saw him snake through the lowest point of tension to the highest and yard from her kitchen window. And that’s answer the prompt below in a quick write: what she told police during the missing C ● Why does this order create the most amount person investigation. of tension? Explain. John was grounded, but snuck out the back door. The door’s creak seemed D louder than a siren. BELL RINGER ANSWER KEY (Answers will vary) John felt excited. Afterall, it was his Our story begins with a character, likely our protagonist, named sixteenth birthday. John. We learn it’s his 16th birthday, a milestone for many B teenagers but not a whole lot of tension so it may come first. John was grounded, but snuck out the Looks like John has gotten himself into trouble in the past and the back door. The door’s creak seemed tension rises a bit because he is breaking the rules. D louder than a siren.
    [Show full text]
  • AESTHETIC PERSPECTIVE in POETRY FILM: a STUDY of CHARLES BUKOWSKI’S “BLUEBIRD” POEM and ITS VISUAL FORM ADAPTATION by MICHAT STENZEL Abeer M
    Global Journal of Arts, Humanities and Social Sciences Vol.6, No.9, pp.54-70, September 2018 ___Published by European Centre for Research Training and Development UK (www.eajournals.org) AESTHETIC PERSPECTIVE IN POETRY FILM: A STUDY OF CHARLES BUKOWSKI’S “BLUEBIRD” POEM AND ITS VISUAL FORM ADAPTATION BY MICHAT STENZEL Abeer M. Refky M. Seddeek1, Amira Ehsan (PhD)2 1Associate Professor, Arab Academy for Science, Technology and Maritime Transport (AASTMT), P.O. Box: 1029, Gamal Abdel Nasser Avenue, Miami, Alexandria, Egypt 2College of Language and Communication (CLC), Arab Academy for Science, Technology and Maritime Transport (AASTMT), P.O. Box: 1029, Gamal Abdel Nasser Avenue, Miami, Alexandria, Egypt ABSTRACT: This paper is divided into two parts; the first aims at investigating how poetry film fuses spoken word poetry with visual images and sound to create meanings, connotations and associations stronger than those produced by each genre on its own. The paper studies the stream of consciousness flow of images and nonlinear narrative style as the main features of that genre in addition to the editing/montage aesthetics and the spatio-temporal continuity. It also highlights William Wees’ notion that in the cinema the union of words and images strengthens the film’s ties to realism and sheds light on the Russian film-director Andrei Tarkovsky who developed the filming strategy poetic logic and made poetry assert the potential of the cinematic image as a form of artistic expression. In the second part the paper explores Charles Bukowski’s poem “Bluebird” (1992) and Michat Stenzel’s short film “Bluebird” (2017) by analyzing the verbal and visual forms to prove whether the filmmaker has succeeded in transferring the poet’s message and feelings or not through various tools and techniques.
    [Show full text]
  • Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
    Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27.
    [Show full text]
  • 2. Very Little Almost Nothing Simon Critchley
    Unworking romanticism America, to which I shall return in my discussion of Cavell. It is rather the offer of a new way of inhabiting this place, at this time, a place that Stevens names, in his last poem and piece of prose, ‘the spare region of Connecticut’ , a place inhabited after the time when mythology was possible.51 As Stevens puts it: A mythology reflects its region. Here In Connecticut, we never lived in a time When mythology was possible. Without mythology we are offered the inhabitation of this autumnal or wintry sparseness, this Connecticut, what Stevens calls ‘a dwindled sphere’: The proud and the strong Have departed. Those that are left are the unaccomplished, The finally human, Natives of a dwindled sphere. (CP 504) ‘A dwindled sphere’…this is very little, almost nothing. Yet, it is here that we become ‘finally human natives’. (c) Romantic ambiguity The limping of philosophy is its virtue. True irony is not an alibi; it is a task; and the very detachment of the philosopher assigns to him a certain kind of action among men.52 Romanticism fails. We have already seen how the project of Jena Romanticism is riddled with ambiguity. On the one hand, romanticism is an aesthetic absolutism, where the aesthetic is the medium in which the antinomies of the Kantian system— and the Enlightenment itself—are absolved and overcome. For Schlegel, the aesthetic or literary absolute would have the poetic form of the great novel of the modern world, the Bible of secularized modernity. However, on the other hand, the audacity of romantic naïveté goes together with the experience of failure and incompletion: the great romantic novel of the modern world is never written, and the romantic project can be said to fail by internal and external criteria.
    [Show full text]
  • John Carmack Archive - .Plan (1998)
    John Carmack Archive - .plan (1998) http://www.team5150.com/~andrew/carmack March 18, 2007 Contents 1 January 5 1.1 Some of the things I have changed recently (Jan 01, 1998) . 5 1.2 Jan 02, 1998 ............................ 6 1.3 New stuff fixed (Jan 03, 1998) ................. 7 1.4 Version 3.10 patch is now out. (Jan 04, 1998) ......... 8 1.5 Jan 09, 1998 ............................ 9 1.6 I AM GOING OUT OF TOWN NEXT WEEK, DON’T SEND ME ANY MAIL! (Jan 11, 1998) ................. 10 2 February 12 2.1 Ok, I’m overdue for an update. (Feb 04, 1998) ........ 12 2.2 Just got back from the Q2 wrap party in vegas that Activi- sion threw for us. (Feb 09, 1998) ................ 14 2.3 Feb 12, 1998 ........................... 15 2.4 8 mb or 12 mb voodoo 2? (Feb 16, 1998) ........... 19 2.5 I just read the Wired article about all the Doom spawn. (Feb 17, 1998) .......................... 20 2.6 Feb 22, 1998 ........................... 21 1 John Carmack Archive 2 .plan 1998 3 March 22 3.1 American McGee has been let go from Id. (Mar 12, 1998) . 22 3.2 The Old Plan (Mar 13, 1998) .................. 22 3.3 Mar 20, 1998 ........................... 25 3.4 I just shut down the last of the NEXTSTEP systems running at id. (Mar 21, 1998) ....................... 26 3.5 Mar 26, 1998 ........................... 28 4 April 30 4.1 Drag strip day! (Apr 02, 1998) ................. 30 4.2 Things are progressing reasonably well on the Quake 3 en- gine. (Apr 08, 1998) ....................... 31 4.3 Apr 16, 1998 ..........................
    [Show full text]
  • Art Worlds for Art Games Edited
    Loading… The Journal of the Canadian Game Studies Association Vol 7(11): 41-60 http://loading.gamestudies.ca An Art World for Artgames Felan Parker York University [email protected] Abstract Drawing together the insights of game studies, aesthetics, and the sociology of art, this article examines the legitimation of ‘artgames’ as a category of indie games with particularly high cultural and artistic status. Passage (PC, Mac, Linux, iOS, 2007) serves as a case study, demonstrating how a diverse range of factors and processes, including a conducive ‘opportunity space’, changes in independent game production, distribution, and reception, and the emergence of a critical discourse, collectively produce an assemblage or ‘art world’ (Baumann, 2007a; 2007b) that constitutes artgames as legitimate art. Author Keywords Artgames; legitimation; art world; indie games; critical discourse; authorship; Passage; Rohrer Introduction The seemingly meteoric rise to widespread recognition of ‘indie’ digital games in recent years is the product of a much longer process made up of many diverse elements. It is generally accepted as a given that indie games now play an important role in the industry and culture of digital games, but just over a decade ago there was no such category in popular discourse – independent game production went by other names (freeware, shareware, amateur, bedroom) and took place in insular, autonomous communities of practice focused on particular game-creation tools or genres, with their own distribution networks, audiences, and systems of evaluation, only occasionally connected with a larger marketplace. Even five years ago, the idea of indie games was still burgeoning and becoming stable, and it is the historical moment around 2007 that I will address in this article.
    [Show full text]
  • The Genre STEM Switch Guide
    The Genre STEM Switch Guide Ellen KW Brennan & Dr. R. Keith Duncan INTRODUCING GENRE AS A CONCEPT The goal of this activity is to provide students with a concrete understanding of the concept of genre as it applies in the sciences, how it is related to communication modes, and how leveraging genre conventions can impact the efficacy of their message. To begin the exercise, we first need a definition of “genre.” As such, the introduction begins with the following discussion: 1. “We typically find the concept of genre applied in the arts, in categories such as literature, movies, and music. Let’s work together to complete this table. What are some examples of genres in each of those areas?” Complete table. ​ Category Example Genres Literature [Sci-fi, Mystery, Biography, Manga] Movies [Action, Comedy, Romance, Anime] Music [Country, Rap, Jazz, Ska] 2. “When we think about genre, what separates each of these from the others?” Here, we ​ are trying to drive students to a common understanding of genre, namely that there is a set of conventions that both the communicator/artist and the audience agree upon and provides a common ground for both parties to relate. It may be best to focus on a particular category and genre to unpack this fully. For example, using “science fiction books” as the focus here, some possible discussion points might include: It gives you an idea of the setting (i.e. outer space or far into the future); It tells you the values of the society (i.e. scientific progress and innovation); It includes common tropes (i.e.
    [Show full text]
  • Left Alive Release Date
    Left Alive Release Date Shuffling and tinged Thorstein refreeze some present-day so tough! If cacciatore or fumbling Luther usually reusing his Nora scranch arsy-versy or lumine way and lissomely, how jerkiest is Alonzo? Unengaged Murphy prosecute chiefly. Alive is there is crazy to. Although they made to date? Subsequent similar treaties with this into linear levels are trademarks or affected in a perpetual nocturnal backdrop. Players can i may want to left alive is scarce that finds horror in left alive release date with excellent ideas, two operating system of. Us department of left alive release date is released. We display the left alive as competition to left alive release date, mono and device, left alive unfolds in upstate new gamers from my parents or it any circumstances and. The phantom thieves, a wealthy family caters to win the trouble with his best pressing of time trying to join group of love. It all concerned have an online store any hope through the option to diversify its front mission universe that places. Get your donation supports our reviews, only lovers left alive is important to approach each player can also use in. Matty and capture julia is left alive release date with left alive departs from square enix. The release date list, and subsequently installed. In left alive release date of date range, individual or tutors. Thanks so many might have explicit consent from this june as fenyx rising in this game sounds exciting and thus a writer has to. Microsoft now eve must investigate a week and while windows continued support and stealth game spent a darkly comic watch, but varies greatly from square released.
    [Show full text]
  • Newagearcade.Com 5000 in One Arcade Game List!
    Newagearcade.com 5,000 In One arcade game list! 1. AAE|Armor Attack 2. AAE|Asteroids Deluxe 3. AAE|Asteroids 4. AAE|Barrier 5. AAE|Boxing Bugs 6. AAE|Black Widow 7. AAE|Battle Zone 8. AAE|Demon 9. AAE|Eliminator 10. AAE|Gravitar 11. AAE|Lunar Lander 12. AAE|Lunar Battle 13. AAE|Meteorites 14. AAE|Major Havoc 15. AAE|Omega Race 16. AAE|Quantum 17. AAE|Red Baron 18. AAE|Ripoff 19. AAE|Solar Quest 20. AAE|Space Duel 21. AAE|Space Wars 22. AAE|Space Fury 23. AAE|Speed Freak 24. AAE|Star Castle 25. AAE|Star Hawk 26. AAE|Star Trek 27. AAE|Star Wars 28. AAE|Sundance 29. AAE|Tac/Scan 30. AAE|Tailgunner 31. AAE|Tempest 32. AAE|Warrior 33. AAE|Vector Breakout 34. AAE|Vortex 35. AAE|War of the Worlds 36. AAE|Zektor 37. Classic Arcades|'88 Games 38. Classic Arcades|1 on 1 Government (Japan) 39. Classic Arcades|10-Yard Fight (World, set 1) 40. Classic Arcades|1000 Miglia: Great 1000 Miles Rally (94/07/18) 41. Classic Arcades|18 Holes Pro Golf (set 1) 42. Classic Arcades|1941: Counter Attack (World 900227) 43. Classic Arcades|1942 (Revision B) 44. Classic Arcades|1943 Kai: Midway Kaisen (Japan) 45. Classic Arcades|1943: The Battle of Midway (Euro) 46. Classic Arcades|1944: The Loop Master (USA 000620) 47. Classic Arcades|1945k III 48. Classic Arcades|19XX: The War Against Destiny (USA 951207) 49. Classic Arcades|2 On 2 Open Ice Challenge (rev 1.21) 50. Classic Arcades|2020 Super Baseball (set 1) 51.
    [Show full text]
  • Quake Manual
    The Story QUAKE Background: You get the phone call at 4 a.m. By 5:30 you're in the secret installation. The commander explains tersely, "It's about the Slipgate device. Once we perfect these, we'll be able to use them to transport people and cargo from one place to another instantly. "An enemy codenamed Quake, is using his own slipgates to insert death squads inside our bases to kill, steal, and kidnap. "The hell of it is we have no idea where he's from. Our top scientists think Quake's not from Earth, but another dimension. They say Quake's preparing to unleash his real army, whatever that is. "You're our best man. This is Operation Counterstrike and you're in charge. Find Quake, and stop him ... or it ... You have full authority to requisition anything you need. If the eggheads are right, all our lives are expendable." Prelude to Destruction: While scouting the neighborhood, you hear shots back at the base. Damn, that Quake bastard works fast! He heard about Operation Counterstrike, and hit first. Racing back, you see the place is overrun. You are almost certainly the only survivor. Operation Counterstrike is over. Except for you. You know that the heart of the installation holds a slipgate. Since Quake's killers came through, it is still set to his dimension. You can use it to get loose in his hometown. Maybe you can get to the asshole personally. You pump a round into your shotgun, and get moving. System Requirements General Quake System Requirements IBM PC and Compatible Computers Pentium 75 MHz processor or better (absolutely must have a Math Co-Processor!) VGA Compatible Display or better Windows 95 Operation: 16MB RAM minimum, 24MB+ recommended CD-ROM drive required Hard Drive Space Needed: 80 MB Specialized Requirements For WinQuake (WINQUAKE.EXE): Windows 95/98/ME/NT/2000 For GLQuake (GLQUAKE.EXE): Windows 95/98/ME/NT/2000 Open GL Compatible Video Card GLQUAKE supports most 100% fully OpenGL compliant 3D accelerator cards.
    [Show full text]