Ellie: Buddy AI in the Last of Us
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The First but Hopefully Not the Last: How the Last of Us Redefines the Survival Horror Video Game Genre
The College of Wooster Open Works Senior Independent Study Theses 2018 The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre Joseph T. Gonzales The College of Wooster, [email protected] Follow this and additional works at: https://openworks.wooster.edu/independentstudy Part of the Other Arts and Humanities Commons, and the Other Film and Media Studies Commons Recommended Citation Gonzales, Joseph T., "The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre" (2018). Senior Independent Study Theses. Paper 8219. This Senior Independent Study Thesis Exemplar is brought to you by Open Works, a service of The College of Wooster Libraries. It has been accepted for inclusion in Senior Independent Study Theses by an authorized administrator of Open Works. For more information, please contact [email protected]. © Copyright 2018 Joseph T. Gonzales THE FIRST BUT HOPEFULLY NOT THE LAST: HOW THE LAST OF US REDEFINES THE SURVIVAL HORROR VIDEO GAME GENRE by Joseph Gonzales An Independent Study Thesis Presented in Partial Fulfillment of the Course Requirements for Senior Independent Study: The Department of Communication March 7, 2018 Advisor: Dr. Ahmet Atay ABSTRACT For this study, I applied generic criticism, which looks at how a text subverts and adheres to patterns and formats in its respective genre, to analyze how The Last of Us redefined the survival horror video game genre through its narrative. Although some tropes are present in the game and are necessary to stay tonally consistent to the genre, I argued that much of the focus of the game is shifted from the typical situational horror of the monsters and violence to the overall narrative, effective dialogue, strategic use of cinematic elements, and character development throughout the course of the game. -
The Best Schools for Aspiring Game Developers
THE BEST SCHOOLS FOR ASPIRING GAME DEVELOPERS THE BEST GAME Whether you’re taking your first steps or refining your skills, there’s DESIGN PROGRAMS, a game design program for anyone. Check out the 50 best RANKED BY THE undergraduate and 25 best PRINCETON REVIEW. graduate programs out there. Even in these ridiculous times, video games you want to use your artistic flourish to are there to comfort, challenge, and inspire design fascinating worlds and new us. It takes a lot of work to make your characters? Do you want to manage the favorite games, though, and a lot of business of running a studio? Or do you smarts. It’s dangerous to go alone, as one want to get your hands dirty in the coding famous adventure told us, and that’s where and programming that makes games run? awaiting new image these game design programs come in. Maybe you’re also looking to master your The Princeton Review has done all the skill set with a graduate degree. & cut out heavy lifting of researching the absolute Every adventurer knows that the first best game design programs across North steps can often be the most important. America and Europe. Whether it’s the best If you’re ready to take that leap, read teachers, the most prestigious graduates, on to find out where you should start the best facilities, or the highest average your journey. salary, you’ll find a great school for you. Want to know more? Check out The So take a moment to think about what Princeton Review’s website for further info: kind of game developer you’d like to be. -
Playing in the Continuum: Moral Relativism in the Last of Us
Praxes of popular culture No. 1 - Year 9 12/2018 - LC.7 [sic] - a journal of literature, culture and literary translation Shalini Harilal, English and Foreign Languages University, India ([email protected]) Playing in the Continuum: Moral Relativism in The Last of Us Abstract Contrary to common understanding that an objective is a distinctive feature of every game, the success of process-oriented games (Nielson et al.) shows that linear narratives are not the only way to tell game stories. The Last of Us , despite being a goal-oriented video game, undermines the focus on its objective of “saving humanity” by refusing to let the player fulfil that goal. Saving humanity is a “noble” sentiment that is not only a “universal” moral value but one of import from a biological standpoint. This paper argues that the game’s insistence on making “questionable” choices on behalf of the player and its depiction of a selection of contrasting social structures are a narrative ruse to unsettle ethical complacencies of the generic player, who brings to the game such moral systems to analyze the game as are incompatible with its temporal and spatial specificity. The question of the admissibility of textual analyses based on external moral parameters is of relevance not exclusively to literary studies but to narratives in new audio-visual media as well. This paper attempts to place player reactions to the questionable character choices at the heart of the game story in a continuum between absolute player identification with narrative elements and complete detachment from the game narrative which facilitates play in an objective manner. -
Recommended Resources from Fortugno
How Games Tell Stories with Nick Fortugno RECOMMENDED RESOURCES FROM NICK FORTUGNO Articles & Books ● MDA: A Formal Approach to Game Design and Game Research ● Rules of Play Game Textbook ● Game Design Workshop Textbook ● Flow: The Psychology of Optimal Experience Festivals ● Come Out and Play Festival Games ● The Waiting Game at ProPublica ● Rez ● Fallout 4 ● Red Dead Redemption 2 ● Dys4ia ● The Last of Us ● Shadow of the Colossus ● Kentucky Route Zero ● Gone Home ● Amnesia ● Pandemic: Legacy ● Once Upon A Time A SELECTION OF SUNDANCE NEW FRONTIER ALUMNI / SUPPORTED PROJECTS About New Frontier: New Frontier: Storytelling at the Intersection of Art & Technology ● Walden ● 1979 Revolution ● Laura Yilmaz ● Thin Air OTHER GAMING RESOURCES ● NYU Game Center - dedicated to the exploration of games as a cultural form and game design as creative practice ● Columbia Digital Storytelling Lab - focusing on a diverse range of creative and research practices originating in fields from the arts, humanities and technology 1 OTHER GAMING RESOURCES continued ● Kotaku - gaming reviews, news, tips and more ● Steam platform indie tag - the destination for playing, discussing, and creating games ● IndieCade Festival - International festival website committed to celebrating independent interactive games and media from around the globe ● Games for Change - the leading global advocate for the games as drivers of social impact ● Immerse - digest of nonfiction storytelling in emerging media ● Emily Short's Interactive Storytelling - essays and reviews on narrative in games and new media ● The Art of Storytelling in Gaming - blog post 2 . -
The Art of the Uncharted Trilogy Ebook
THE ART OF THE UNCHARTED TRILOGY PDF, EPUB, EBOOK Naughty Dog | 240 pages | 17 Jun 2016 | DARK HORSE COMICS | 9781616554873 | English | Milwaukee, United States The Art Of The Uncharted Trilogy PDF Book The Art of Mirror s Edge Catalyst. Illustrations 1 Illustrations, unspecified. A masterfully designed hardcover collecting over pages of art and commentary from the creators of the brutal and thrilling Days Gone! This volume, compiled in honour of Prof. The Art of ReCore 0. In Solar Dance, acclaimed writer and scholar Modris Eksteins uses Vincent van Gogh as his lens for this brilliant survey of Western culture and politics in the last century. A marriage ended, and gave way to a furious competition for dominance in Canadian art. Yet dangers lurk in this ocean of 1s and 0s—threats to privacy and the specter of ubiquitous government surveillance. Search for: Search. I've included a few different types of art in the gallery, from rough pieces simply outlining the general setting and mood to detailed environmental designs to the 3D models that essentially "play" the role of Drake and co. Overige kenmerken Verpakking hoogte 22 mm. Disasters are compounded when the ship is sabotaged by an enemy agent, and Jean-Claude is separated from the expedition. Wat ik vooral goed vind: Toegankelijk, Praktisch, Compleet. It can be used anywhere in the world to help deal with the increasing uncertainty and complexity for the next millennium and can also be used as a framework for economic policy. Best Books Mrs. Send Feedback If you think we've made a mistake or omitted details, please send us your feedback. -
The Last of Us Honored with 10 Awards Including Game of the Year at 17Th Annual D.I.C.E
THE LAST OF US HONORED WITH 10 AWARDS INCLUDING GAME OF THE YEAR AT 17TH ANNUAL D.I.C.E. AWARDS Top Honors Celebrating the Creative Accomplishments in Interactive Entertainment Also Went to Bioshock Infinite, Grand Theft Auto V, Plants vs. Zombies 2, and More LAS VEGAS – Feb. 6, 2014 – Suspense, horror, and surreal worlds dominated the 17th Annual D.I.C.E. Awards, the video game industry’s most prestigious honors. Naughty Dog’s dystopian, post-apocalyptic reimagining of the zombie thriller, The Last Of Us, stole the show with 10 awards, including Outstanding Achievement in Story, Outstanding Innovation in Gaming, Adventure Game of the Year, Outstanding Achievement in Game Direction and the industry’s top honor, Game of the Year. The evening’s other big winners included Irrational Games’ provocative alternate-historical FPS, Bioshock Infinite, which took home Action Game of the Year and Outstanding Achievement in Original Music Composition. PopCap’s runaway mobile hit Plants vs. Zombies 2 won both Casual Game of the Year and Mobile Game of the Year, while EA Canada’s FIFA 14 continued the FIFA franchise’s run of five consecutive wins with Sports Game of the Year. Brothers – A Tale of Two Sons, Starbreeze Studios’ touching, story-driven adventure, took home the hardware for Downloadable Game of the Year. Wargaming’s multiplayer online game World of Tanks took home the honor for the D.I.C.E. Awards’ newest category, Online Game of the Year. “Tonight’s big winner, The Last of Us, is a prime example of how today’s modern video game studios expertly blend art, game play, and storytelling to transcend the traditional notion of video games,” said Martin Rae, president, Academy of Interactive Arts & Sciences. -
Gaming and Esports: the Next Generation
VIDEO GAMING & ESPORTS GAMING AND ESPORTS: THE NEXT GENERATION YouGov analysis of the global video games and esports landscape yougov.com CONTENTS 04 Introduction 11 PlayStation, Xbox and the ninth generation of gaming consoles 20 Gaming video content and streaming 26 The global esports market 34 Deep dive: hardcore gamers in the US 40 COVID-19 and the future of gaming 42 COVID case study: Minecraft 44 The next level 46 Our data INTRODUCTION With the arrival of the next generation of consoles, the release of major titles such as The Last of Us: Part II and Marvel’s Avengers, and new entries into the competitive multiplayer landscape such as Valorant, journalists and analysts predicted that 2020 would be an important year for the gaming and esports industries. Thanks to COVID-19, they were more right than they knew. Data from YouGov shows that on average, four in ten gamers have been playing more during the coronavirus outbreak than they were last year. Compared to last year, how much more or less are you playing video games on any device (PC, console, mobile/tablet, etc.), during the COVID-19 outbreak? Frequency Australia Germany Singapore UK US More 44% 31% 47% 43% 40% About the same 40% 52% 32% 42% 42% Less 11% 8% 12% 8% 11% Don’t know 5% 8% 9% 7% 7% Beyond the pandemic, gaming’s success in 2020 have conducted an extended ‘deep dive’ survey to is an extension of its increasing significance as gain a deeper understanding of the preferences a force in worldwide entertainment: one with and behaviours of gamers – whether they play on revenues that comfortably exceed those of the mobile devices, consoles, or PCs, and whether global film, TV, and digital music industries. -
Take-Two Interactive Software, Inc. (NASDAQ: TTWO)
Take-Two Interactive Software, Inc. (NASDAQ: TTWO) February 2019 CAUTIONARY NOTE: FORWARD-LOOKING STATEMENTS The statements contained herein which are not historical facts are considered forward-looking statements under federal securities laws and may be identified by words such as "anticipates," "believes," "estimates," "expects," "intends," "plans," "potential," "predicts," "projects," "seeks," “should,” "will," or words of similar meaning and include, but are not limited to, statements regarding the outlook for the Company's future business and financial performance. Such forward-looking statements are based on the current beliefs of our management as well as assumptions made by and information currently available to them, which are subject to inherent uncertainties, risks and changes in circumstances that are difficult to predict. Actual outcomes and results may vary materially from these forward-looking statements based on a variety of risks and uncertainties including: our dependence on key management and product development personnel, our dependence on our Grand Theft Auto products and our ability to develop other hit titles, the timely release and significant market acceptance of our games, the ability to maintain acceptable pricing levels on our games, and risks associated with international operations. Other important factors and information are contained in the Company's most recent Annual Report on Form 10-K, including the risks summarized in the section entitled "Risk Factors," the Company’s most recent Quarterly Report on Form 10-Q, and the Company's other periodic filings with the SEC, which can be accessed at www.take2games.com. All forward-looking statements are qualified by these cautionary statements and apply only as of the date they are made. -
Read Ebook {PDF EPUB} Never Enough by Ashley Johnson "Never Enough" Lyrics
Read Ebook {PDF EPUB} Never Enough by Ashley Johnson "Never Enough" lyrics. I'm tryin' to hold my breath Let it stay this way Can't let this moment end You set off a dream in me Gettin' louder now Can you hear it echoing? Take my hand Will you share this with me? 'Cause darling without you. All the shine of a thousand spotlights All the stars we steal from the night sky Will never be enough Never be enough Towers of gold are still too little These hands could hold the world but it'll Never be enough Never be enough. For me Never, never Never, never Never, for me For me Never enough Never enough Never enough For me For me For me. All the shine of a thousand spotlights All the stars we steal from the night sky Will never be enough Never be enough Towers of gold are still too little These hands could hold the world but it'll Never be enough Never be enough. For me Never, never Never, never Never, for me For me Never enough Never, never Never enough Never, never Never enough For me For me For me. Ashley Johnson Biography. Ashley Suzanne Johnson is a singer, voice actress and actress of American nationality who was born in Camarillo, California. She has been known for her portrayal of Chrissy Seaver in Growing Pains and as Mel Gibson in What Women Want. She has been active in the entertainment fraternity since 1990 and started her career as a guest actress for several hit TV series. -
Markedness, Gender, and Death in Video Games
Western University Scholarship@Western Electronic Thesis and Dissertation Repository 10-2-2020 1:00 PM Exquisite Corpses: Markedness, Gender, and Death in Video Games Meghan Blythe Adams, The University of Western Ontario Supervisor: Boulter, Jonathan, The University of Western Ontario : Faflak, Joel, The University of Western Ontario A thesis submitted in partial fulfillment of the equirr ements for the Doctor of Philosophy degree in English © Meghan Blythe Adams 2020 Follow this and additional works at: https://ir.lib.uwo.ca/etd Part of the Other Film and Media Studies Commons Recommended Citation Adams, Meghan Blythe, "Exquisite Corpses: Markedness, Gender, and Death in Video Games" (2020). Electronic Thesis and Dissertation Repository. 7414. https://ir.lib.uwo.ca/etd/7414 This Dissertation/Thesis is brought to you for free and open access by Scholarship@Western. It has been accepted for inclusion in Electronic Thesis and Dissertation Repository by an authorized administrator of Scholarship@Western. For more information, please contact [email protected]. Abstract This dissertation analyzes gendered death animations in video games and the way games thematize death to remarginalize marked characters, including women. This project combines Georg Wilhelm Friedrich Hegel’s work on the human subjection to death and Georges Bataille’s characterization of sacrifice to explore how death in games stages markedness. Markedness articulates how a culture treats normative identities as unproblematic while marking non-normative identities as deviant. Chapter One characterizes play as a form of death-deferral, which culminates in the spectacle of player-character death. I argue that death in games can facilitate what Hegel calls tarrying with death, embracing our subjection to mortality. -
Video Games Facilitating Discussions of Good and Bad Religion Heidi Rautalahti
Table of Contents 01 Cloud Strife: The Intertestamental Hero – A Theological Exposition of the Differentiation of Final Fantasy VII and Final Fantasy VII: Advent Children Benjamin Banasik 17 VR Mediated Content and Its Influence on Religious Beliefs Stefan Piasecki 56 Video Games Facilitating Discussions of Good and Bad Religion Heidi Rautalahti 79 Discovering Buddhism Online – A Translocative Analysis of Tibetan Buddhist Forum Discussions Maria Sharapan 99 “Black-eyed Bastard” – The Outsider Charakter in the Dishonored Series Michaela Šimonová 116 How To Download the Divine – Religion Meets the Internet in the qigong Healer Dr. Zhi Gang Sha and His “Institute of Soul Healing and EnlightenmentTM” Franz Winter Online - Heidelberg Journal of Religions on the Internet Volume 13 (2018) http://online.uni-hd.de Online – Heidelberg Journal of Religions on the Internet, Volume 13 (2018) As an open-access journal, Online – Heidelberg Journal of Religions on the Internet can be permanently accessed free of charge from the website of HEIDELBERG UNIVERSITY PUBLISHING (http://heiup.uni-heidelberg.de). ISSN 1861-5813 This work is published under the Creative Commons license (CC BY-SA 4.0). Editor in Chief: Prof. Dr. Gregor Ahn, Institute for Religious Studies, University of Heidelberg, Germany Editorial Team: Tobias Knoll, M.A., Institute for Religious Studies, University of Heidelberg, Germany Simone Heidbrink, M.A., Institute for Religious Studies, University of Heidelberg, Germany Members of the Editorial Board: Dr. Frank G. Bosman, Tilburg School of Catholic Theology, Netherlands Prof. Dr. Oliver Krüger, Chair for the Study of Religion Department of Social Studies, University of Fribourg, Switzerland Dr. Gernot Meier, Studienleiter Ev. -
Rainbow Warriors
Thought piece Rainbow warriors How the world of video games has (slowly) come to terms with the LGBT+ dimension ALPHA LTD St Andrew’s House St Andrew’s Road Cambridge CB4 1DL From kick-ass assassins who also happen to be gay (Kung Jin in Mortal Kombat X) United Kingdom to gender-fluid personalisation choices as standard in life simulators (The Sims 4), @thisisalphalive LGBT+ themes and characters have never had a higher profile in the video games industry. But, in 2018, just how far has the industry come in terms of representing thisisalpha.com realistic or aspirational LGBT+ diversity in its pixelated parallel universes? Straight shooters From Master Chief John-117 in Halo to Nathan Drake in Unchartered, a certain demographic still dominates the leading roles for many of the world’s biggest games. In an industry often criticised for its lack of in-game diversity, it’s all too easy to find evidence that the white, heterosexual male is still very much the default hero setting. In fact, a survey of recent games found that while straight males and females account for 66% and 31% of characters respectively, the number of LGBT+ characters is just under 3% of the total 1. Such a low figure is perhaps surprising given that LGBT+ representation in gaming has a long and colourful history dating back more than three decades. An English castle on the Cornish coast is the unlikely setting for a brief yet ground-breaking encounter. In Moonmist, released in 1986, the artist Vivian Pentreath has what appears to be a romantic quarrel with a character presumed to be her girlfriend.