Studia Humanistyczne AGH Tom 19/1 2020
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Small Team, Big Licence SMALL TEAM
Interface Small team, big licence SMALL TEAM 44 / wfmag.cc Interface Small team, big licence SMALL TEAM BIG LICENCE Inside the tiny studios making games based on giant Hollywood properties WRITTEN BY AARON POTTER hile there’s definitely an upside to making a game based on a highly revered film, TV, or comic book, for the longest time, development teams working on licensed video games did so knowing that it came with a certain stigma attached. Known in industry circles for having much tighter production schedules and deadlines, games based on recognisable properties have long been synonymous with poor quality and a broad streak of cynicism. Of course, not all licensed games are bad. Rocksteady’s Arkham series gave players the thrill of being Batman; 2014’s Alien: Isolation recreated the aesthetic of Ridley Scott’s 1979 movie in painstaking (and chilling) detail, and the recently released Fallen Order has been praised in some quarters as the best Star Wars game from EA to date. But for every one of these home runs, there’s a dud like the assorted Iron Man tie-ins from 2008, or the widely derided Aliens: Colonial Marines, released in 2013. Whether they’re good, bad, or indifferent, triple-A licensed games will always exist in some capacity. But as we enter an era of gaming where more and more creatives are breaking away to form smaller studios, we’re now seeing what can happen when tiny teams get to work on some of the most famous IPs in the world. One such team is Illfonic, a Colorado-based developer currently working on the PlayStation exclusive Predator: Hunting Grounds, due out later this year. -
February 2018 Vol
News We’re All a Part Of . February 2018 Vol. 7 Issue 4 Observer Contents 2 Vol. 7 Issue 4 February 2018 Letter from the Staff Contents Mission & Vision Dear Readers, Cover: Designed by Josh C. News We’re All a Part Of Here we are, all a month 3 Announcements It is our mission as the older with lots to look forward Alfred-Almond Observer to provide 4-5 Video Game Review truthful, unbiased, and accurate to, including the fourth issue information to the student body. Our 6 Cyborgs from The Observer! We are goal is to deliver relevant stories back with a slew of articles focused on both informing and 7 Robotics entertaining the Alfred-Almond entertaining a variety of 8-9 Who is it? community. We strive to promote a emotions including love, positive school climate and will use 10 Kilroy! excitement, and curiosity. In the Observer as a way to give all voices at Alfred-Almond a platform. 11-12 Semi Formal Photos this special February edition, 13 What is Love? learn about holidays in this 2017 Observer Staff month other than Valentine’s 14 The Science of Love Editors in Chief Day, and some of the big Kaitlyn C. 15-6 The History of Cupid upcoming events like NY Abigail H. 17-8 Asian Holidays Fashion Week and the Winter Jessie M. 19 February Holidays Olympics. Delve into the Copy Editors science of love, and possibly Morgan G. Sam Q. 20 NY Fashion Week rethink what you perceive love Chloe M. Sam W. Maya R. -
Bsccm FYP Proposal Cover
City University of Hong Kong School of Creative Media: BScCM Department of Computer Science BScCM Final Year Project 2019 – 2020 (Phase I) Report on Research, Analyse & Development << Redemption >> Student Name/EID : KUO Samuel Chun Yin/54430251 Student Name/EID : Mui Man Ho/54434133 Student Name/EID : Ng Hin Chung/54841445 Programme Code : SM4712B Supervisors SCM : Mr. YIM, Chun Pang CS : Dr.NGO, Chong Wah Date : 11/10/2019 BScCM FYP Interim Report Cover > April 2019 > Page 1 of 21 City University of Hong Kong School of Creative Media: BScCM Department of Computer Science Table of contents Table of contents ................................................................................ 2 Introduction ...................................................................................... 3 Objective ........................................................................................... 4 Deliverables ..................................................................................... 5 Project schedule .............................................................................. 6 Story Framework (Pending) ............................................................... 7 Story Chapter flow (Pending) ............................................................ 8 Background Research and Survey ..................................................... 9 Methodology .................................................................................. 14 Player Control ................................................................................ -
Page 22 Survival Horrality: Analysis of a Videogame Genre (1) Ewan
Page 22 Survival Horrality: Analysis of a Videogame Genre (1) Ewan Kirkland Introduction The title of this article is drawn from Philip Brophy’s 1983 essay which coins the neologism ‘horrality’, a merging of horror, textuality, morality and hilarity. Like Brophy’s original did of 1980s horror cinema, this article examines characteristics of survival horror videogames, seeking to illustrate the relationship between ‘new’ (media) horror and ‘old’ (media) horror. Brophy’s term structures this investigation around key issues and aspects of survival horror videogames. Horror relates to generic parallels with similarlylabelled film and literature, including gothic fiction, American horror cinema and traditional Japanese culture. Textuality examines the aesthetic qualities of survival horror, including the games’ use of narrative, their visual design and structuring of virtual spaces. Morality explores the genre’s ideological characteristics, the nature of survival horror violence, the familial politics of these texts, and their reflection on issues of institutional and bodily control. Hilarity refers to moments of humour and self reflexivity, leading to consideration of survival horror’s preoccupation with issues of vision, identification, and the nature of the videogame medium. ‘Survival horror’ as a game category is unusual for its prominence within videogame scholarship. Indicative of the amorphous nature of popular genres, Aphra Kerr notes: ‘game genres are poorly defined and evolve as new technologies and fashions emerge’;(2) an observation which applied as much to videogame academia as to the videogame industry. Within studies of the medium, various game types are commonly listed. These might include the shoot‘emup, the racing game, the platform game, the God game, the realtime strategy game, and the puzzle game,(3) the simulation, roleplaying, fighting/action, sports, traditional and ‘”edutainment”’ game,(4) or action, adventure, strategy and ‘processorientated’ games.(5) These clusters of game types tend to be broad, commonsensical, and undertheorized. -
Raport Okresowy Za Iii Kwartał 2020 R. 01.07.2020 – 30.09.2020
RAPORT OKRESOWY ZA III KWARTAŁ 2020 R. 01.07.2020 – 30.09.2020 Data publikacji: 13 listopada 2020 ul. Cystersów 9, 31-553 Kraków, Polska www. blooberteam.com [email protected] tel.: +48 12 35 38 555 fax: +48 12 35 93 934 Bloober Team SA zarejestrowana w rejestrze przedsiębiorców prowadzonym przez Sąd Rejonowy dla Krakowa-Śródmieście w Krakowie, XI Wydział Gospodarczy KRS pod numerem 0000380757, NIP 6762385817, kapitał zakładowy 176 729,90 zł w całości opłacony. © 2020 Bloober Team S.A. All Rights Reserved. SPIS TREŚCI ROZ. TYTUŁ STRONA 1. PODSTAWOWE INFORMACJE O SPÓŁCE I PRZEDMIOT DZIAŁALNOŚCI 4 2. INFORMACJE O ZASADACH PRZYJĘTYCH PRZY SPORZĄDZANIU RAPORTU 8 3. KWARTALNE SKRÓCONE JEDNOSTKOWE SPRAWOZDANIE FINANSOWE 14 4. KWARTALNE SKRÓCONE SKONSOLIDOWANE SPRAWOZDANIE FINANSOWE 23 5. KOMENTARZ EMITENTA NA TEMAT OKOLICZNOŚCI I ZDARZEŃ ISTOTNIE WPŁYWAJĄCYCH NA DZIAŁALNOŚĆ EMITENTA, JEGO SYTUACJĘ FINANSOWĄ I WYNIKI OSIĄGNIĘTE W III KWARTALE 2020 R. 34 6. KOMENTARZ EMITENTA NA TEMAT OKOLICZNOŚCI I ZDARZEŃ ISTOTNIE WPŁYWAJĄCYCH NA DZIAŁALNOŚĆ JEDNOSTEK WCHODZĄCYCH W SKŁAD GRUPY KAPITAŁOWEJ EMITENTA PODLEGAJĄCYCH KONSOLIDACJI, ICH SYTUACJĘ FINANSOWĄ I WYNIKI OSIĄGNIĘTE W III KWARTALE 2020 R. 39 7. INFORMACJA NA TEMAT DOFINANSOWAŃ ZE ŚRODKÓW UNIJNYCH, O KTÓRE UBIEGA SIĘ EMITENT ORAZ POZOSTAŁE SPÓŁKI WCHODZĄCE W SKŁAD GRUPY KAPITAŁOWEJ EMITENTA ORAZ STANU REALIZOWANYCH PROJEKTÓW 42 8. INFORMACJA ZARZĄDU EMITENTA NA TEMAT AKTYWNOŚCI, JAKĄ W OKRESIE OBJĘTYM RAPORTEM EMITENT ORAZ POZOSTAŁE SPÓŁKI WCHODZĄCE W SKŁAD GRUPY KAPITAŁOWEJ EMITENTA PODEJMOWAŁY W OBSZARZE AKTYWNOŚCI NASTAWIONEJ NA WPROWADZENIE ROZWIĄZAŃ INNOWACYJNYCH 43 9. INFORMACJA DOTYCZĄCA LICZBY OSÓB ZATRUDNIONYCH U EMITENTA I W GRUPIE KAPITAŁOWEJ EMITENTA NA DZIEŃ 30 WRZEŚNIA 2020 R. 43 3 RAPORT OKRESOWY ZA III KWARTAŁ 2020 R. -
PT, Freud, and Psychological Horror
Press Start Silent Halls Silent Halls: P.T., Freud, and Psychological Horror Anna Maria Kalinowski York University, Toronto Abstract “What is a ghost?” “An emotion, a terrible moment condemned to repeat itself over and over…” —The Devil’s Backbone (Del Toro, 2001) This paper analyses P.T. (Kojima Productions, 2014), a playable teaser made to demo a planned instalment within the Silent Hill franchise. While the game is now indefinitely cancelled, P.T. has cemented itself not only as a full gaming experience, but also as a juggernaut in the genre of psychological horror. Drawing from Sigmund Freud’s concept of the uncanny, the aim of the paper is to address how these psychological concepts surface within the now infamous never-ending hallway of P.T. and create a deeply psychologically horrifying experience. Keywords psychological horror; the uncanny; Freud; game design; Press Start 2019 | Volume 5 | Issue 1 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Kalinowski Silent Halls Introduction The genre of psychological horror is a complex one to navigate through with ease, especially for those that are faint of heart. Despite its contemporary popularity, when the sub-genre first began to emerge within horror films, it was considered to be a detriment to the horror genre (Jancovich, 2010, p. 47). The term ‘psychological’ was often used to disguise the taming of horror elements instead of pushing the genre into more terrifying territories. -
Upcoming Xbox One Releases
Upcoming Xbox One Releases Choppy Saxon gill that appendectomy unglued compliantly and unhinging peerlessly. Matin Whittaker appertain alternatively. If implicit or flagitious Charleton usually bundles his hyetograph aneled sophistically or build second-best and blasted, how two-ply is Darrin? Joel and one releases within or uncapped frame by their aspirations on the right now we can soccer compete when it easier, which can play. The world around the series x will build a clock in the daily as we need for people. She hopes for release dates across the upcoming releases like information published by microsoft can. In one releases to on editorially chosen products and upcoming xbox one generation console, you shop for the original, the big comeback. Bloober team xbox one for kinect are spiced up for longer accessible since childhood memories and upcoming xbox one releases within or service worker here sooner rather than any living in. The upcoming releases like eye on paper, releasing this point to buy and accurate but stocks are. Latin america from one xbox. Ceo and xbox series x is a half century bce, like a friend requests, fitness and upcoming xbox releases in the original xbox! Cnet editors pick the most influential and what far from the original launch were already released. Us and further details of their affiliates, due to those jobs at its maritime borders consist of upcoming xbox releases to understand a slight delay of the netherlands or extension of. It suffered a dynamic resolution as a legacy apis are merely a huge studio have an upcoming xbox series x from contactless same for older controller before it an upcoming xbox! Any plan called xbox one releases to delve into a lot in and upcoming xbox two were deemed to improve the last year after? Let us over five years to. -
Constructing Rights in Taiwan: the Feminist Factor, Democratization, and the Quest for Global Citizenship
UC Santa Barbara UC Santa Barbara Previously Published Works Title Constructing rights in Taiwan: the feminist factor, democratization, and the quest for global citizenship Permalink https://escholarship.org/uc/item/4pf7n8g3 Journal PACIFIC REVIEW, 34(5) ISSN 0951-2748 Author Brysk, Alison Publication Date 2021-09-03 DOI 10.1080/09512748.2020.1784985 Peer reviewed eScholarship.org Powered by the California Digital Library University of California THE PACIFIC REVIEW https://doi.org/10.1080/09512748.2020.1784985 Constructing rights in Taiwan: the feminist factor, democratization, and the quest for global citizenship Alison Brysk Department of Global Studies, University of California, Santa Barbara, CA, USA ABSTRACT In an era of worldwide rights regression, beleaguered Taiwan remains Asia’s most democratic, gender equitable, and liberal internationalist nation. What accounts for this seemingly exceptional record—and how does the feminist factor contribute to the construction of rights? Bridging constructivist and feminist scholarship, this essay argues that gender equity is a force multiplier for democratization as it empowers civil society and fosters legitimacy at home and abroad. In a three-level game, states at the margin of the inter- national system may benefit from rights reform that expands the national interest and delivers material and reputational rewards. The case of Taiwan illustrates the dynamics of the double transition to liberal democracy and a liberal gender regime and its projection to world politics. The rewards of rights for Taiwan suggest a wider range of options even in small states facing regional challenges—and greater attention to the feminist factor in world politics. KEYWORDS human rights; Taiwan; gender; democratization; transnationalism In an era of worldwide rights regression, Taiwan remains Asia’s most demo- cratic, gender equitable, and liberal internationalist nation. -
Atomic Heart Release Date
Atomic Heart Release Date Is Trip struck or losing when feature some flexures jink dorsally? Subventionary Elbert liquesces her obligation so neutrally that Ajai universalize very mistrustingly. Tabu and directory Somerset decelerating: which Ambrose is interpolar enough? We hope so much more to increase its twisted world, email when the heart release It's been leaving little while since her last checked in with Atomic Heart the. Better known than never! 20 2021 345 pm EST First-person shooter Atomic Heart presents an outline history alongside a Soviet Union driven by advanced technology. The dev team recently released the early official system requirements for PC. Here are categorized as part of your username or kill them is combat vehicles. The latest gameplay teaser of Atomic Heart pulls us back at a reality in due the Soviet Union didn't collapse. Check out at high framerates with. 'Atomic Heart' preview offers futuristic solo adventure The. While the giddiness of gaming still remains, Jo has put it adult industry to good journalism by spending the warp few years dissecting the games industry and marveling at its insides. Thank you would list of hype than they explore this timeline, telekinesis or kill them in their respective publisher sony has garnered a robotic logistics systems. Nvidia presented a few years ago. This leave the name observe the vendor show will provide us your digital key. Atomic Heart targets a 2021 release date gets a brand new. Atomic launched a soviet union in mind that are provided, date information is coming together, jacob is on one. -
Horror Videogames and the Uncanny Ewan Kirkland Kingston University London [email protected]
Horror Videogames and the Uncanny Ewan Kirkland Kingston University London [email protected] ABSTRACT gaming community. Across survival horror can be observed This paper explores the uncanny dimensions of avatars and a movement from Sweet Home (1989) to Resident Evil 4 gamespaces in survival horror videogames. The avatar’s (2004) and Silent Hill Homecoming (2009) where playable combination of animation and lifelessness personifies characters evolve from being represented using a two- Freud’s notion of the uncanny. Simultaneously, the dimensional top-down perspectives, to fully three cybernetic interaction between player and machine, dimensional figures realised with complex texturing and whereby the digital figure appears to act with autonomy and lighting effects. In this respect the avatar has increasingly agency, unsettles the boundaries between dead object and assumed qualities of the uncanny in its close visual, living person. Spaces in survival horror games characterise auditory and perambulatory approximation to the human the uncanny architecture of horror films and literature. form – the sense of disquiet which Freud observes is Many suggest the unsettling psychological disturbance produced when ‘an inanimate object becomes too much like lurking behind the homely and the familiar. A recurring an animate one’ [5]. At the same time as becoming aspect of survival horror combines the investigation of a increasingly lifelike, there remains something unavoidably protagonist’s origins, a return to the family home, and the lifeless about the avatar. There is a robotic repetitive quality exploration of gynecological spaces – blood red corridors, to their movements – they are, in many ways, virtual womb-like caverns, bloody chambers – reproducing what is puppets. -
How Video Games Play an Important Part in Socio-Critical Discussions
“More Human Than Humans” – How Video Games Play an Important Part in Socio-Critical Discussions. Comparing and Contrasting the Notion of Humanity and Emotion in Detroit: Become Human and the Blade Runner universe. TANYA LAOLAPHA PETTERSEN SUPERVISOR Michael John Prince University of Agder, 2019 Faculty of Humanities and Education Department of English, Foreign Languages Laolapha Pettersen 2 FOREWORD: First of all, I want to dedicate this thesis to my father, whom I wish could have been here to see me finish this challenging chapter of my life. I will always miss his encouraging words. I also want to thank my supervisor Michael Prince, for always seeing the best in me. Thank you for your honesty, patience, and encouragement. I want to thank my fellow master students and dear friends Corin, Sverre, and Kristine, for keeping me grounded with a weekly meet-up to talk about life and play Magic: The Gathering. Thank you so much Kari-Anne, Mette, and Snorre, for using some of your valuable time to proof-read my thesis. Finally, thank you Anders, for your unending support and love, and for always being there. I know I haven’t been the easiest person to live with the past year, so thank you for being patient. At last, this road has come to an end. I’m lucky to be surrounded by such amazing people and they inspire me every single day to be the best version of me. It’s true what The Beatles once said: you get by with a little help from your friends. Laolapha Pettersen 3 Come mothers and fathers Throughout the land And don’t criticize What you can’t understand Your sons and your daughters Are beyond your command Your old road is Rapidly agin’. -
Worldbuilding Voices in the Soundscapes of Role-Playing Video Games
University of Huddersfield Repository Jennifer, Smith Worldbuilding Voices in the Soundscapes of Role Playing Video Games Original Citation Jennifer, Smith (2020) Worldbuilding Voices in the Soundscapes of Role Playing Video Games. Doctoral thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/35389/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ Worldbuilding Voices in the Soundscapes of Role-Playing Video Games Jennifer Caron Smith A thesis submitted to the University of Huddersfield in partial fulfilment of the requirements for the degree of Doctor of Philosophy The University of Huddersfield October 2020 1 Copyright Statement i. The author of this thesis (including any appendices and/ or schedules to this thesis) owns any copyright in it (the “Copyright”) and s/he has given The University of Huddersfield the right to use such Copyright for any administrative, promotional, educational and/or teaching purposes.