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2K and Bethesda Softworks Release Legendary Bundles February 11
2K and Bethesda Softworks Release Legendary Bundles February 11, 2014 8:00 AM ET The Elder Scrolls® V: Skyrim and BioShock® Infinite; Borderlands® 2 and Dishonored™ bundles deliver supreme quality at an unprecedented price NEW YORK--(BUSINESS WIRE)--Feb. 11, 2014-- 2K and Bethesda Softworks® today announced that four of the most critically-acclaimed video games of their generation – The Elder Scrolls® V: Skyrim, BioShock® Infinite, Borderlands® 2, and Dishonored™ – are now available in two all-new bundles* for $29.99 each in North America on the Xbox 360 games and entertainment system from Microsoft, PlayStation®3 computer entertainment system, and Windows PC. ● The Elder Scrolls V: Skyrim & BioShock Infinite Bundle combines two blockbusters from world-renowned developers Bethesda Game Studios and Irrational Games. ● The Borderlands 2 & Dishonored Bundle combines Gearbox Software’s fan favorite shooter-looter with Arkane Studio’s first- person action breakout hit. Critics agree that Skyrim, BioShock Infinite, Borderlands 2, and Dishonored are four of the most celebrated and influential games of all time. 2K and Bethesda Softworks(R) today announced that four of the most critically- ● Skyrim garnered more than 50 perfect review acclaimed video games of their generation - The Elder Scrolls(R) V: Skyrim, scores and more than 200 awards on its way BioShock(R) Infinite, Borderlands(R) 2, and Dishonored(TM) - are now available to a 94 overall rating**, earning praise from in two all-new bundles* for $29.99 each in North America on the Xbox 360 some of the industry’s most influential and games and entertainment system from Microsoft, PlayStation(R)3 computer respected critics. -
Casual Resistance: a Longitudinal Case Study of Video Gaming's Gendered
Running Head: CASUAL RESISTANCE Casual resistance: A longitudinal case study of video gaming’s gendered construction and related audience perceptions Amanda C. Cote This is an Accepted Manuscript of an article published by Oxford Academic in Journal of Communication on August 4, 2020, available online: https://doi.org/10.1093/joc/jqaa028 . Abstract: Many media are associated with masculinity or femininity and male or female audiences, which links them to broader power structures around gender. Media scholars thus must understand how gendered constructions develop and change, and what they mean for audiences. This article addresses these questions through longitudinal, in-depth interviews with female video gamers (2012-2018), conducted as the rise of casual video games potentially started redefining gaming’s historical masculinization. Analysis shows that participants have negotiated relationships with casualness. While many celebrate casual games’ potential for welcoming new audiences, others resist casual’s influence to safeguard their self-identification as gamers. These results highlight how a medium’s gendered construction may not be salient to consumers, who carefully navigate divides between their own and industrially-designed identities, but can simultaneously reaffirm existing power structures. Further, how participants’ views change over time emphasizes communication’s ongoing need for longitudinal audience studies that address questions of media, identity, and inclusion. Keywords: Video games, gender, game studies, feminist media studies, hegemony, casual games, in-depth interviews, longitudinal audience studies CASUAL RESISTANCE 2 Casual resistance: A longitudinal case study of video gaming’s gendered construction and related audience perceptions From comic books to soap operas, many media are gendered, associated with masculinity or femininity and with male or female audiences. -
The Art of Dishonored 2 Free Ebook
FREETHE ART OF DISHONORED 2 EBOOK Bethesda Games | 184 pages | 17 Nov 2016 | Dark Horse Comics,U.S. | 9781506702292 | English | Milwaukie, United States The Art of Dishonored 2 The Art of Dishonored 2 The Empire of the Isles is home to fabulous wonders beyond count, and dangers to match. Now, walk in the same steps as heroes Corvo Attano and Emily Kaldwin as you examine the complexly beautiful concept and design of Dishonored 2!. has been visited by 1M+ users in the past month. The Art of Dishonored 2 by Bethesda Studios, Hardcover | Barnes & Noble®. The Empire of Isles is home to fabulous wonders beyond count, and dangers to match. Now, walk in the same steps as heroes Corvo Attano and Emily Kaldwin. Our Stores Are OpenBook AnnexMembershipEducatorsGift CardsStores & EventsHelp. Now, walk in the same steps as heroes Corvo Attano and Emily Kaldwin as you examine the complexly beautiful concept and design of Dishonored 2! ArKane Studios and Dark Horse books are proud to present this gorgeous collection, featuring hundreds of pieces of art chronicling the development The Empire of Isles is home to fabulous wonders beyond count, and dangers to match. has been visited by 1M+ users in the past month. The Art of Dishonored 2 The Empire of the Isles is home to fabulous wonders beyond count, and dangers to match. Now, walk in the same steps as heroes Corvo Attano and Emily Kaldwin as you examine the complexly beautiful concept and design of Dishonored 2!. The Art of Dishonored 2 The Empire of the Isles is home to fabulous wonders beyond count, and dangers to match. -
Loot Crate and Bethesda Softworks Announce Fallout® 4 Limited Edition Crate Exclusive Game-Related Collectibles Will Be Available November 2015
Loot Crate and Bethesda Softworks Announce Fallout® 4 Limited Edition Crate Exclusive Game-Related Collectibles Will Be Available November 2015 LOS ANGELES, CA -- (July 28th, 2015) -- Loot Crate, the monthly geek and gamer subscription service, today announced their partnership today with Bethesda Softworks® to create an exclusive, limited edition Fallout® 4 crate to be released in conjunction with the game’s worldwide launch on November 10, 2015 for the Xbox One, PlayStation® 4 computer entertainment system and PC. Bethesda Softworks exploded hearts everywhere when they officially announced Fallout 4 - the next generation of open-world gaming from the team at Bethesda Game Studios®. Following the game’s official announcement and its world premiere during Bethesda’s E3 Showcase, Bethesda Softworks and Loot Crate are teaming up to curate an official specialty crate full of Fallout goods. “We’re having a lot of fun working with Loot Crate on items for this limited edition crate,” said Pete Hines, VP of Marketing and PR at Bethesda Softworks. “The Fallout universe allows for so many possibilities – and we’re sure fans will be excited about what’s in store.” "We're honored to partner with the much-respected Bethesda and, together, determine what crate items would do justice to both Fallout and its fans," says Matthew Arevalo, co-founder and CXO of Loot Crate. "I'm excited that I can FINALLY tell people about this project, and I can't wait to see how the community reacts!" As is typical for a Loot Crate offering, the contents of the Fallout 4 limited edition crate will remain a mystery until they are delivered in November. -
Master Thesis Project Artificial Intelligence Adaptation in Video
Master Thesis Project Artificial Intelligence Adaptation in Video Games Author: Anastasiia Zhadan Supervisor: Aris Alissandrakis Examiner: Welf Löwe Reader: Narges Khakpour Semester: VT 2018 Course Code: 4DV50E Subject: Computer Science Abstract One of the most important features of a (computer) game that makes it mem- orable is an ability to bring a sense of engagement. This can be achieved in numerous ways, but the most major part is a challenge, often provided by in-game enemies and their ability to adapt towards the human player. How- ever, adaptability is not very common in games. Throughout this thesis work, aspects of the game control systems that can be improved in order to be adapt- able were studied. Based on the results gained from the study of the literature related to artificial intelligence in games, a classification of games was de- veloped for grouping the games by the complexity of the control systems and their ability to adapt different aspects of enemies behavior including individual and group behavior. It appeared that only 33% of the games can not be con- sidered adaptable. This classification was then used to analyze the popularity of games regarding their challenge complexity. Analysis revealed that simple, familiar behavior is more welcomed by players. However, highly adaptable games have got competitively high scores and excellent reviews from game critics and reviewers, proving that adaptability in games deserves further re- search. Keywords: artificial intelligence in games, adaptability in games, non-player character adaptation, challenge Preface Computer games have become an interest for me not so long ago, but since then they have turned almost into a true passion. -
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism
The Shape of Games to Come: Critical Digital Storytelling in the Era of Communicative Capitalism by Sarah E. Thorne A thesis submitted to the Faculty of Graduate and Postdoctoral Affairs in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Cultural Mediations Carleton University Ottawa, Ontario © 2018, Sarah E. Thorne Abstract The past decade has seen an increase in the availability of user-friendly game development software, the result of which has been the emergence of a genre of reflexive and experimental games. Pippin Barr, La Molleindustria’s Paolo Pedercini, and Davey Wreden are exemplary in their thoughtful engagement with an ever-expanding list of subjects, including analyses and critiques of game development, popular culture, and capitalism. These works demonstrate the power of games as a site for critical media theory. This potential, however, is hindered by the player-centric trends in the game industry that limit the creative freedom of developers whose work is their livelihood. In the era of communicative capitalism, Jodi Dean argues that the commodification of communication has suspended narrative in favour of the circulation of fragmented and digestible opinions, which not only facilitates the distribution and consumption of communication, but also safeguards communicative capitalism against critique. Ultimately, the very same impulse that drives communicative capitalism is responsible for the player-centric trends that some developers view as an obstacle to their art. Critical game studies has traditionally fallen into two categories: those that emphasize the player as the locus of critique, such as McKenzie Wark’s trifler or Mary Flanagan’s critical play, and those that emphasize design, as in Alexander Galloway’s countergaming, Ian Bogost’s procedural rhetoric, and Gonzalo Frasca’s theory of simulation. -
Dishonored' Video Game Sequel Set for November Debut 3 May 2016
'Dishonored' video game sequel set for November debut 3 May 2016 the Year" honors after it was released in 2012, let players choose between using their wiles to accomplish a variety of missions without harming adversaries. The sequel lets people play as the original protagonist, royal protector Corvo Attano, or opt to be Empress Emily Kaldwin, according to Bethesda. Versions of the sequel have been tailored for play on PlayStation 4 or Xbox One video game consoles and on computers powered by Windows software. © 2016 AFP The Arkane Studios sequel to hit video game "Dishonored" lets people play as the original protagonist, royal protector Corvo Attano, or opt to be Empress Emily Kaldwin Bethesda Softworks on Tuesday announced that a keenly-awaited sequel to hit video game "Dishonored" will be released on November 11. The world will get its first glimpse of play in the first- person action game during a special showcase at an annual Electronic Entertainment Expo that will take place in Los Angeles next month, according to Bethesda. The sequel by Arkane Studios will let players once again take on the role of a supernatural assassin out to avenge betrayal and right wrong. "Play your way in a world where mysticism and industry collide," game publisher Bethesda said in a release. "The story responds to your choices, leading to intriguing outcomes." The original "Dishonored," which won "Game of 1 / 2 APA citation: 'Dishonored' video game sequel set for November debut (2016, May 3) retrieved 1 October 2021 from https://phys.org/news/2016-05-dishonored-video-game-sequel-november.html This document is subject to copyright. -
Dishonored X360 Manual Forw
CONTENTS WARNING Before playing this game, read the Xbox 360® console and GETTING STARTED . 1 accessory manuals for important safety and health information. Keep all manuals for future reference. For replacement console and accessory manuals, go to STORY OVERVIEW ......................................2 www.xbox.com/support. PLACES OF INTEREST . 2 KEY CHARACTERS . 4 MENUS ..............................................5 Important Health Warning About Playing Video Games HEADS UP DISPLAY . 5 Photosensitive seizures A very small percentage of people may experience a seizure when exposed to CONTROLS LAYOUT . 6 certain visual images, including flashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have QUICK-ACCESS WHEEL . 6 an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games. JOURNAL ............................................7 These seizures may have a variety of symptoms, including lightheadedness, altered GAMEPLAY ...........................................8 vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of WEAPONS ............................................9 consciousness or convulsions that can lead to injury from falling down or striking nearby objects. SupernaturaL POWERS . 10 Immediately stop playing and consult a doctor if you experience any of these WITCHCRAFT & THE OUTSIDER . 11 symptoms. Parents should watch for or ask their children about the above symptoms—children and teenagers are more likely than adults to experience these SHOP / UPGRADES / BLUEPRINTS . 11 seizures. The risk of photosensitive epileptic seizures may be reduced by taking the following precautions: Sit farther from the screen; use a smaller screen; play in a MISCELLANEOUS ITEMS OF INTEREST . -
The Knife of Dunwall
CONTENTS See important health CONTROLS LAYOUT .......................................... 2 and safety warnings in the QUICK-ACCESS WHEEL . 2 STORY OVERVIEW ............................................ 3 system Settings menu. PLACES OF INTEREST ........................................ 3 KEY CHARACTERS ........................................... 5 THE KNIFE OF DUNWALL . 6 GETTING STARTED THE BRIGMORE WITCHES ���������������������������������������������������������������������������� 7 DAUD’S WEAPONS ........................................... 8 ® PlayStation 4 system DAUD’S POWERS ............................................ 9 Starting a game: Before use, carefully read the instructions supplied with the PS4™ computer MENUS ................................................... 10 entertainment system. The documentation contains information on setting up and using your system as well as important safety information. HEADS UP DISPLAY ......................................... 10 Touch the (power) button of the PS4™ system to turn the system on. The power indicator blinks in JOURNAL ................................................. 11 blue, and then lights up in white. Insert the DISHONORED: DEFINITIVE EDITION disc with the label facing up into the disc slot. The game appears in the content area of the home screen. Select the GAMEPLAY ................................................ 12 software title in the PS4™ system’s home screen, and then press the S button. Refer to this manual for information on using the software. WEAPONS ................................................ -
Video Games and Costume Art -Digitalizing Analogue Methods of Costume Design
Video Games and Costume Art -digitalizing analogue methods of costume design Heli Salomaa MA thesis 30 credits Department of Film, Television and Scenography Master’s Degree Programme in Design for Theatre, Film and Television Major in Costume Design Aalto University School of Arts, Design and Architecture Supervisor: Sofia Pantouvaki Advisors: Petri Lankoski, Maarit Kalmakurki 2018 Aalto University, P.O. BOX 11000, 00076 AALTO www.aalto.fi Master of Arts thesis abstract ! Author Heli Salomaa Title of thesis Video Games and Costume Art - digitalizing analogue methods of costume design Department Department of Film, Television and Scenography Year 2018 Number of pages 100 Language English Degree programme Master's Degree Programme in Design for Theatre, Film and Television, Major in Costume Design Abstract This thesis explores ways of integrating a costume professional to the character art team in the game industry. The research suggests, that integrating costume knowledge into the character design pipeline increases the storytelling value of the characters and provides tools for the narrative. The exploration of integrating a costume professional into game character creation as a process is still rare and little information of costume in games and experiences in transferring an analogue character building skillset into a digital one can be found, therefore this research was generated to provide knowledge on the subject. The research's main emphasis is on immersion-driven AAA-games that employ 3D-graphics and human characters and are either photorealistic or represent stylized realism. Technology for depicting reality is advancing and digital industries have become aware of the extensive skills required to depict increasingly realistic worlds. -
HOW to PLAY with MAPS by Ross Thorn Department of Geography, UW-Madison a Thesis Submitted in Partial Fulfillment of the Require
HOW TO PLAY WITH MAPS by Ross Thorn Department of Geography, UW-Madison A thesis submitted in partial fulfillment of the requirements for the degree of Master of Science (Geographic Information Science and Cartography) at the UNIVERSITY OF WISCONSIN–MADISON 2018 i Acknowledgments I have so many people to thank for helping me through the process of creating this thesis and my personal development throughout my time at UW-Madison. First, I would like to thank my advisor Rob Roth for supporting this seemingly crazy project and working with me despite his limited knowledge about games released after 1998. Your words of encouragement and excitement for this project were invaluable to keep this project moving. I also want to thank my ‘second advisor’ Ian Muehlenhaus for not only offering expert guidance in cartography, but also your addictive passion for games and their connection to maps. You provided endless inspiration and this research would not have been possible without your support and enthusiasm. I would like to thank Leanne Abraham and Alicia Iverson for reveling and commiserating with me through the ups and downs of grad school. You both are incredibly inspirational to me and I look forward to seeing the amazing things that you will undoubtedly accomplish in life. I would also like to thank Meghan Kelly, Nick Lally, Daniel Huffman, and Tanya Buckingham for creating a supportive and fun atmosphere in the Cartography Lab. I could not have succeeded without your encouragement and reminder that we all deserve to be here even if we feel inadequate. You made my academic experience unforgettable and I love you all. -
Decentralized Cloud Gaming Platform Pre-Sale
Decentralized Cloud Gaming Platform Pre-Sale: September 26 - October 29 ICO: November 1 (08:00, GMT+3) – November 30 v. 1.31 Table of Contents Executive Summary 3 The Future of Gaming and the Playkey Mission 4 Gaming revolution – moving into the cloud 4 Industry leaders predict – the future of gaming is streaming 4 The Playkey mission – to leverage the cloud gaming revolution during the 5 early stage by decentralization 5 Gaming market size and the urgent need for streaming services The Playkey Cryptocurrency – The PKT Token 8 Purpose and technical description of the token 8 PKT Token usage opportunities 8 Benefits for miners and gamers 9 The Playkey Ecosystem 11 The core of the Playkey Ecosystem – cloud gaming 11 Playkey Ecosystem further development – other use cases 13 The Playkey Foundation 14 Foundation management philosophy 15 Identity service 15 Technical descriptions of the token and platform, and their limitations 16 Gamer’s workflow 17 Miner’s workflow 17 Interaction between a miner and a gamer 18 Client – server 18 On chain and off chain 18 ICO 19 PKT issuance and distribution 19 Development Program and Budget 20 Episode 1 development steps 21 Episode 2 development steps (further to Episode 1 steps) 21 Episode 3 development steps (further to Episode 1 and 2) 22 Episode 4 development steps (further to Episodes 1, 2 and 3) 22 Marketing model 23 PKT token price mechanics and economics 25 Playkey Team and Advisors 28 The Playkey team 29 Advisors 31 Legal Partner 35 Legal Disclaimer 36 Executive Summary Playkey, a leading cloud gaming provider, is contemplating an ICO with the intent of exponentially accelerating the pace of cloud gaming development through decentralization.