Silent Hill: the Terror Engine by Bernard Perron
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LEAPING TALL BUILDINGS American Comics SETH KUSHNER Pictures
LEAPING TALL BUILDINGS LEAPING TALL BUILDINGS LEAPING TALL From the minds behind the acclaimed comics website Graphic NYC comes Leaping Tall Buildings, revealing the history of American comics through the stories of comics’ most important and influential creators—and tracing the medium’s journey all the way from its beginnings as junk culture for kids to its current status as legitimate literature and pop culture. Using interview-based essays, stunning portrait photography, and original art through various stages of development, this book delivers an in-depth, personal, behind-the-scenes account of the history of the American comic book. Subjects include: WILL EISNER (The Spirit, A Contract with God) STAN LEE (Marvel Comics) JULES FEIFFER (The Village Voice) Art SPIEGELMAN (Maus, In the Shadow of No Towers) American Comics Origins of The American Comics Origins of The JIM LEE (DC Comics Co-Publisher, Justice League) GRANT MORRISON (Supergods, All-Star Superman) NEIL GAIMAN (American Gods, Sandman) CHRIS WARE SETH KUSHNER IRVING CHRISTOPHER SETH KUSHNER IRVING CHRISTOPHER (Jimmy Corrigan, Acme Novelty Library) PAUL POPE (Batman: Year 100, Battling Boy) And many more, from the earliest cartoonists pictures pictures to the latest graphic novelists! words words This PDF is NOT the entire book LEAPING TALL BUILDINGS: The Origins of American Comics Photographs by Seth Kushner Text and interviews by Christopher Irving Published by To be released: May 2012 This PDF of Leaping Tall Buildings is only a preview and an uncorrected proof . Lifting -
Complexity in the Comic and Graphic Novel Medium: Inquiry Through Bestselling Batman Stories
Complexity in the Comic and Graphic Novel Medium: Inquiry Through Bestselling Batman Stories PAUL A. CRUTCHER DAPTATIONS OF GRAPHIC NOVELS AND COMICS FOR MAJOR MOTION pictures, TV programs, and video games in just the last five Ayears are certainly compelling, and include the X-Men, Wol- verine, Hulk, Punisher, Iron Man, Spiderman, Batman, Superman, Watchmen, 300, 30 Days of Night, Wanted, The Surrogates, Kick-Ass, The Losers, Scott Pilgrim vs. the World, and more. Nevertheless, how many of the people consuming those products would visit a comic book shop, understand comics and graphic novels as sophisticated, see them as valid and significant for serious criticism and scholarship, or prefer or appreciate the medium over these film, TV, and game adaptations? Similarly, in what ways is the medium complex according to its ad- vocates, and in what ways do we see that complexity in Batman graphic novels? Recent and seminal work done to validate the comics and graphic novel medium includes Rocco Versaci’s This Book Contains Graphic Language, Scott McCloud’s Understanding Comics, and Douglas Wolk’s Reading Comics. Arguments from these and other scholars and writers suggest that significant graphic novels about the Batman, one of the most popular and iconic characters ever produced—including Frank Miller, Klaus Janson, and Lynn Varley’s Dark Knight Returns, Grant Morrison and Dave McKean’s Arkham Asylum, and Alan Moore and Brian Bolland’s Killing Joke—can provide unique complexity not found in prose-based novels and traditional films. The Journal of Popular Culture, Vol. 44, No. 1, 2011 r 2011, Wiley Periodicals, Inc. -
Silent Hill Le Moteur De La Terreur
Bernard Perron SILENT HILL le moteur de la terreur Traduit de l’anglais (Canada) par Claire Reach L>P / QUESTIONS THÉORIQUES L’auteur emploie le titre Silent Hill pour désigner l’ensemble de la série. À la mémoire de Shantal Robert, Silent Hill (sans italiques) désigne la ville éponyme. lumière dans l’obscurité Et pour chaque jeu en particulier, les abréviations suivantes : SH1 Silent Hill (PS1), Konami/Konami (1999). SH2 Silent Hill 2 (PS2/PC), Konami/Konami (2001). SH3 Silent Hill 3 (PS2/PC), Konami/Konami (2003). SH4 Silent Hill 4: The Room (PS2/Xbox/PC), Konami/Konami (2004). SH: 0rigins Silent Hill: 0rigins (PSP/PS2), Konami/Konami (2007). SH: Homecoming Silent Hill: Homecoming (PS3/Xbox 360/PC), Double Helix Games/ Konami (2008). SH: Shattered Memories Silent Hill: Shattered Memories (Wii/PS2/PSP), Climax Studios/Konami (2009). SH: Downpour Silent Hill: Downpour (PS3/ Xbox 360), Vatra Games/Konami (2012). INTRODUCTION Le chemin est le but. Proverbe bouddhiste theravada Toute discussion sur Silent Hill débute immanquable- ment par une comparaison avec Resident Evil. Cette série de jeux sur console très populaire de Capcom (1996) ayant été lancée avant le Silent Hill (SH1) (1999) de Konami, elle était et demeure à ce jour la référence obligée. Toutefois, comme le soulignait l’Official U.S. PlayStation Magazine en couver- ture de son numéro de mars 1999, SH1 était « plus qu’un simple clone de Resident Evil 1 ». On a d’abord remarqué les progrès techniques et esthétiques. Les arrière-plans réa listes et pré calculés en 2D de Raccoon City cédaient la place aux environnements en 3D et en temps réel de Silent Hill. -
The Cutting Edge of French Cinema
BACKWASH: THE CUTTING EDGE OF FRENCH CINEMA J’IRAI AU PARADIS CAR L’ENFER EST ICI , Xavier Durringer ( France, 1997 ) MA 6T VA CRACK-ER , Jean-Francois Richet ( France, 1997 ) LE PETIT VOLEUR , Érick Zonca ( France, 1998 ) L’HUMANITÉ , Bruno Dumont ( France, 1999 ) POLA X , Leos Carax ( France, 1999 ) RESSOURCES HUMAINES (Human Resources), Laurent Cantet ( France, 1999 ) À MA SOEUR! , Catherine Breillat ( France-Italy, 2000 ) PARIA , Nicolas Klotz ( France, 2000 ) SAINT-CYR , Patricia Mazuy ( France-Belgium, 2000 ) SELON MATTHIEU , Xavier Beauvois ( France, 2000 ) SOUS LE SABLE , François Ozon ( France-Belgium-Italy-Japan, 2000 ) ÊTRE ET AVOIR , Nicolas Philibert ( France, 2001 ) IRRÉVERSIBLE (Irreversible), Gaspar Noé ( France, 2001 ) LA CHATTE À DEUX TÊTES , Jacques Nolot ( France, 2001 ) LA VIE NOUVELLE , Philippe Grandrieux ( France, 2001 ) LE PACTE DES LOUPS , Christophe Gans ( France, 2001 ) LE STADE DE WIMBLEDON , Mathieu Amalric ( France, 2001 ) ROBERTO SUCCO , Cédric Kahn ( France-Switzerland, 2001 ) TROUBLE EVERY DAY , Claire Denis ( France-Japan, 2001 ) DANS MA PEAU , Marina De Van ( France, 2002 ) UN HOMME, UN VRAI , Jean-Marie Larrieu, Arnaud Larrieu ( France, 2002 ) CLEAN , Olivier Assayas ( France-UK-Canada, 2003 ) INNOCENCE , Lucile Hadzihalilovic ( France-UK-Belgium, 2003 ) L’ESQUIVE , Abdellatif Kechiche ( France, 2003 ) LE CONVOYEUR , Nicolas Boukhrief ( France, 2003 ) LES CORPS IMPATIENTS , Xavier Giannoli ( France, 2003 ) ROIS ET REINE , Arnaud Desplechin ( France-Belgium, 2003 ) TIRESIA , Bertrand Bonello ( France, 2003 ) DE BATTRE MON COEUR S’EST ARRÊTÉ (The Beat That My Heart Skipped), Jacques Audiard ( France, 2004 ) LES REVENANTS , Robin Campillo ( France, 2004 ) LES ANGES EXTERMINATEURS , Jean-Claude Brisseau ( France, 2005 ) VOICI VENU LE TEMPS , Alain Guiraudie ( France, 2005 ) À L’INTERIEUR , Alexandre Bustillo, Julien Maury ( France, 2006 ) AVIDA , Benoît Delépine, Gustave Kervern ( France, 2006 ) LES CHANSONS D’AMOUR , Christophe Honoré ( France, 2006 ) 24 MESURES , Jalil Lespert ( France-Canada, 2007 ) L’HISTOIRE DE RICHARD O. -
The Invisible Monstrous-Feminine
THE INVISIBLE MONSTROUS-FEMININE: THE BLAIR WITCH AND HER HETEROTOPIC WOODS Nb A thesis submitted to the faculty of 30 San Francisco State University Z0\S In partial fulfillment of F im the requirements for * the Degree Master of Arts In Cinema by Erez Genish San Francisco, California May 2015 Copyright by Erez Genish 2015 CERTIFICATION OF APPROVAL I certify that I have read The Invisible Monstrous-Feminine: The Blair Witch and her Heterotopic Woods by Erez Genish, and that in my opinion this work meets the criteria for approving a thesis submitted in partial fulfillment of the requirement for the degree Master of Arts in Cinema at San Francisco State University. THE INVISIBLE MONSTROUS-FEMININE: THE BLAIR WITCH AND HER HETEROTOPIC WOODS Erez Genish San Francisco, California 2015 What is absent in the pseudo found-footage film of Eduardo Sanchez and Daniel Myrick’s The Blair Witch Project (1999), is the visual depiction of the Blair witch. The nontraditional tactic of leaving the witch in the woods without form stands in contrast to other folklore and fairytales that perpetuated the mythic figure of the crone, an old woman whose decaying body represents the blurred line between life and death. The crone- witch corresponds to Barbara Creed’s notion of the monstrous-feminine and her analysis of Julia Kristeva’s abject. As her polluted, filthy old mark her a phobic referent, the crone-witch becomes the non-object that draws the subject to the regenerative womb. However, what draws a parallel in the BWP between the monstrous-feminine crone and abjection is the witch’s invisibility. -
Reader Agency and Intimacy in Contemporary Horror Fiction
“This Is Not For You” Reader Agency and Intimacy in Contemporary Horror Fiction Aslak Rustad Hauglid A Thesis Presented to The Department of Literature, Area Studies and European Languages In Partial Fulfillment of the Requirements For the Master of Arts Degree UNIVERSITETET I OSLO Spring 2016 II “This Is Not For You” Reader Agency and Intimacy in Contemporary Horror Fiction Aslak Rustad Hauglid A Thesis Presented to The Department of Literature, Area Studies and European Languages University of Oslo In Partial Fulfillment of the Requirements For the Master of Arts Degree Spring 2016 III © Aslak Rustad Hauglid 2016 “This Is Not For You”: Reader Agency and Intimacy in Contemporary Horror Fiction Aslak Rustad Hauglid http://www.duo.uio.no/ Print: Reprosentralen, Universitetet i Oslo IV Abstract This thesis examines how recent/contemporary horror fiction uses the establishment of reader intimacy and challenges to reader agency in order to create experiences of horror. The discussion focuses on a selection of horror texts from different media published between 2000 and 2016. The thesis argues that these two techniques have come to be increasingly important horror tropes over this period, and examines how they are applied in order to propose a new perspective for understanding how contemporary horror operates. Two central arguments structure this discussion. The first argument is a claim that the aesthetic, narrative and in some case interactive dimensions of the examined horror texts illustrate how these texts seek to shorten the distance between reader and author, while simultaneously questioning the power the reader possesses in relation to the text. All of this takes place in the pursuit of creating an effective experience of horror. -
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. -
Interim Report • 1 January – 30 September 2018
THQ NORDIC AB (PUBL) REG NO.: 556582-6558 INTERIM REPORT • 1 JANUARY – 30 SEPTEMBER 2018 EBIT INCREASED 278% TO SEK 90.8 MILLION We had another stable quarter with continued momentum. The strategy of diversification is paying off. Net sales increased by 1,403% to a record SEK 1,272.7 million in the quarter. EBITDA increased by 521% to SEK 214.8 million and EBIT increased by 278% to SEK 90.8 million compared to the same period last year. The gross margin percentage decreased due to a large share of net sales with lower margin within Partner Publishing. Cash flow from operating activities in the quarter was SEK –740.1 million, mainly due to the decision to replace forfaiting of receivables with bank debt within Koch Media. Both THQ Nordic and Koch Media contributed to the group’s EBIT during the quarter. Net sales in the THQ Nordic business area were up 47% to SEK 124.2 million. This was driven by the release of Titan Quest, Red Faction Guerilla Re-Mars-tered and This is the Police 2, in addition to continued performance of Wreckfest. Net sales of Deep Silver were SEK 251.8 million, driven by the release of Dakar 18 and a good performance of Pathfinder Kingmaker at the end of the quarter. The digital net sales of the back-catalogue in both business areas continued to have solid performances. Our Partner Publishing business area had a strong quarter driven by significant releases from our business partners Codemasters, SquareEnix and Sega. During the quarter, we acquired several strong IPs such as Alone in the Dark, Kingdoms of Amalur and Time- splitters. -
Resident Evil 5 Pc Download Full Resident Evil 5 Gold Edition PC Free Download
resident evil 5 pc download full resident evil 5 gold edition PC Free Download. resident evil 5 gold edition PC Free Download is a direct link for torrent kickass and windows.From ocean of games you can download this game .This is an awesome Action, Adventure game. Overview of resident evil 5 gold edition PC:- This awesome game has been developed by Capcom and published under the banner of Capcom .You can also download Mall Empire. resident evil 5 gold edition PC survival horror genre returns with another entry. This time, you are placed in Bioterriorism security assessment as approved by the Alliance (BSAA), which partnered with Shiva alomar to get rid of the threat of terrorism in Africa Chris Redfield boots. Story Kijuju, pressure player in a fictional region of Africa. It is gradually starts but Ricardo Irving, after a bio-organic weapons (BOW) is the first encounter with what is trying to sell on the black market soon become interesting. In short, brilliant and very fun gameplay. By Capcom’s “E” key press is improved easily accessible and player of the operating system will allow the inventory to switch weapons in real time.You can also download Paint the Town Red. Features Of resident evil 5 gold edition PC :-If you are a game addict then definitely you will love to play this game .Lot’s of features of this game few are. Awesome action game Free to play. System Requirements for resident evil 5 gold edition PC :-Before you install this game to your PC make sure your system meets min requirements to download this game. -
THQ Nordic Acquires Award-Winning Warhorse Studios, the Studio Behind Kingdom Come: Deliverance
NOT FOR RELEASE, PUBLICATION OR DISTRIBUTION IN WHOLE OR IN PART, DIRECTLY OR INDIRECTLY, WITHIN OR TO THE UNITED STATES, AUSTRALIA, CANADA, NEW ZEALAND, HONG KONG, JAPAN, SOUTH AFRICA OR ANY OTHER JURISDICTION WHERE SUCH RELEASE, PUBLICATION OR DISTRIBUTION WOULD BE UNLAWFUL OR WOULD REQUIRE REGISTRATION OR ANY OTHER MEASURES. Press release Karlstad (Sweden), 13 February 2019, 6:30 a.m. CET THQ Nordic acquires award-winning Warhorse Studios, the studio behind Kingdom Come: Deliverance THQ Nordic AB's indirectly wholly owned subsidiary Koch Media GmbH has today entered into an agreement to acquire Prague based Warhorse Studios s.r.o., a leading game developer behind the successful award-winning title Kingdom Come: Deliverance. The purchase price amounts to 33.2MEUR on a cash and debt free basis. Warhorse’s Net Revenues in 2018 amounted to approximately 42 MEUR1 , with an adjusted EBIT of approximately 28 MEUR1. ”Warhorse Studios is one of the leading independent studios in Europe and I am proud to welcome them to the THQ Nordic group. Kingdom Come: Deliverance, which has now sold over 2 million copies, has been a great success since the release exactly one year ago. I look forward to continue working with the founders who will continue managing the studio under strong creative freedom for many years to come", says Lars Wingefors, CEO of THQ Nordic AB. The transaction in brief • THQ Nordic AB ("THQ Nordic" or "The Company") acquires 100 percent of the shares in Warhorse Studios s.r.o. ("Warhorse") through its indirectly wholly owned subsidiary Koch Media GmbH ("Koch Media"). -
JMCS Newspaper.1
School IT John Muir Charter GR CCC Pomona Volume 1, Issue 1 November 2008 California Conservation Corps—Pomona Satellite DOWN UNDER, AS SEEN BY JOSH BEHRENS This month’s article is about none other than our esteemed Red Hat, Josh Behrens. Josh has recently returned from a trip to In this Issue: Australia. Josh left on Au- Australia; Josh Behrens gust 17th, and returned a Student Spotlight few weeks ago on October 17th. While asking him Spotlight on Staff; Lisa about his time there, the May subject of food came up, CORPSMEMBER SPOTLIGHT Music Review and we had to ask him what was the most exotic Malinda Allen Gaming Review or rather weird object he Random Photo ate. Josh gave us 2 an- Malinda Allen started here at the Pomona Satellite after having spent almost a year at the San Francisco Conser- Fire-Bag Checklist swers, the first being “Vegemite” Which is a pea- vation Corps. Malinda is almost finished with her High Monrovia Haunted Trail nut butter like spread that School graduation requirements and plans on attending Poetry Corner is actually made of yeast Community College. With an engaging personality and extract He also mentioned an infectious sense of humor, it is easy to see why Ma- Hard at Work... kangaroo meat which he linda is well regarded by her co-workers.. ∗ John Muir Charter School said was very lean and ten- Malinda is a loyal friend who cares deeply about social students work an 8-hour der and he said “it was the issues, including the environment. day “on the grade”. -
Not of Woman Born: Monstrous Interfaces and Monstrosity in Video Games
NOT OF WOMAN BORN: MONSTROUS INTERFACES AND MONSTROSITY IN VIDEO GAMES By LAURIE N. TAYLOR A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2006 Copyright 2006 by Laurie N. Taylor To Pete. ACKNOWLEDGMENTS I have many people to thank for this dissertation: my friends, family, and teachers. I would also like to thank the University of Florida for encouraging the study of popular media, with a high level of critical theory and competence. This dissertation also would not have been possible without the diligent help and guidance from my committee members, Donald Ault and Jane Douglas, as well as numerous other faculty members and graduate students both at the University of Florida and at other institutions. Thanks go to friends and loved ones (and cats): Colin, Jeremiah, Nix, Galahad, and Mila. And, thanks go always to Pete, for helping with research, discussion, giving me love and support, and for being wonderful. iv TABLE OF CONTENTS Page ACKNOWLEDGMENTS ..............................................................................................iv ABSTRACT.................................................................................................................viii CHAPTER 1 INTRODUCTION....................................................................................................1 Introduction..............................................................................................................1