Diegetic Music, Narrative, and Discourse in Bioshock
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Bioshock 2 Game
WARNING Before playing this game, read the Xbox 360 B I O S H O C K 2 accessory manuals for important safety and health information.® Keep console all manualsand for future reference. For replacement console and accessory manuals, go to CONTENTS www.xbox.com/support. Xbox LIVE 2 Main Menu 2 Important Health Warning About Playing Video Games Photosensitive seizures SINGLE PLAYER GAME A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Rapture’s Nightmare 3 Even people who have no history of seizures or epilepsy may have an undiagnosed Story 3 condition that can cause these “photosensitive epileptic seizures” while watching video games. Controls 4 Little Sisters 5 These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, HUD 6 confusion, or momentary loss of awareness. Seizures may also cause loss of Weapons & Plasmids 7 consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Gene Tonics . 9 Immediately stop playing and consult a doctor if you experience any of these Finding Items . 9 symptoms. Parents should watch for or ask their children about the above symptoms— Threats 10 children and teenagers are more likely than adults to experience these seizures. The risk Devices & Machines . .12 of photosensitive epileptic seizures may be reduced by taking the following precautions: Sit farther from the screen; use a smaller screen; play in a well-lit room; do not play Hacking 14 when you are drowsy or fatigued. -
2K Games and Irrational Games Announce Bioshock(R) Infinite
2K Games and Irrational Games Announce BioShock(R) Infinite August 12, 2010 2:01 PM ET Creators of original BioShock(R) look to the sky in the next chapter of the award-winning franchise NEW YORK, Aug 12, 2010 (BUSINESS WIRE) -- 2K Games announced today that BioShock(R) Infinite, a first-person shooter, is currently in development at Irrational Games, the studio behind the original BioShock(R) which has sold over 4 million units worldwide. Set in 1912, BioShock Infinite introduces an entirely new narrative experience that lifts players out of the familiar confines of Rapture and rockets them to Columbia, an immense city in the sky. BioShock Infinite is currently planned for release during calendar 2012. Originally conceived as a floating symbol of American ideals at a time when the United States was emerging as a world power, Columbia is dispatched to distant shores with great fanfare by a captivated public. What begins as a brand new endeavor of hope turns drastically wrong as the city soon disappears into the clouds to whereabouts unknown. The player assumes the role of former Pinkerton agent Booker DeWitt, sent to the lost city to rescue Elizabeth, a young woman imprisoned there since childhood. He develops a relationship with Elizabeth, augmenting his abilities with hers so the pair may escape from a city that is literally falling from the sky. DeWitt must learn to fight foes in high-speed Sky-Line battles, engage in combat both indoors and amongst the clouds, and harness the power of dozens of new weapons and abilities. "We are excited to expand the world of BioShock, which is one of the industry's most critically acclaimed and beloved franchises," said Christoph Hartmann, president of 2K. -
Everyman, All at Once Formatted 4.10.18
Ben Phelan Brigham Young University, United States Everyman, All at Once Baptism and the Liberal Subject in BioShock Infinite Even as liberalism has penetrated nearly every nation on earth, its vision of human liberty seems increasingly to be a taunt rather than a promise. —Patrick J. Deneen, Why Liberalism Failed Abstract The 2013 video game BioShock Infinite stages baptism as a way to place the player within a liminal space where he or she is ostensibly a free subject, able to choose from an array of political options, but who will inevitably choose liberalism. In order to get the player to the point where they make—or rather confirm—their choice, the game must also force the player to arrive there. This conundrum mirrors the paradox of liberalism, following theorists like Patrick J. Deneen: that we supposedly choose among a realm of infinite possibly and yet those possibilities are forced upon us. This paradox is also the mode within which BioShock Infinite operates. The game uses self-referential and metatextual techniques to call attention to its gameness, and yet, it still asks the player to accept its liberal ideology. Althusser argues that the role of “Ideological State Apparatuses” (or ISAs) is to convince us that we are subjects who freely choose the dominant ideology, as opposed to any other system. ISAs do this through confirming us as subjects through rituals of ideological recognition enacted through, among other things, theatre, film, and video games. BioShock Infinite places the player in a position where they confirm that they are, indeed, a liberal subject, and then asks that liberal subject to choose the very order from which their (mis)recognition occurs. -
Non-Optional Choice and Libertarian Idealism in New Media
The Rapture at the World’s End: Non-optional Choice and Libertarian Idealism in New Media Stephen Joyce Abstract Central to the experience of new media is the idea of interactivity, even though this dovetails problematically with both arguments for grassroots agency and neo-liberal economic philosophies alike. This paper examines the 2007 computer game Bioshock in relation to its thematic employment of the ideals of market libertarianism as depicted in the novels of Ayn Rand and its strategic use and withholding of agency at critical moments in the gameplay. It argues that Bioshock not only uses the techniques of traditional narrative forms to address the culturally significant issue of the impossible alliance between traditionalism and libertarianism under a conservative banner but also uses the interactive medium to generate a genuinely new aesthetic experience in which the logic of free choice in the narrative, ideology, and medium are simultaneously brought into juxtaposition. This moment marks a landmark development in digital narrative and opens new possibilities for the art form. You didn‘t come here to make the choice. You‘ve already made it. You‘re here to try to understand why you made it. The Matrix In The Matrix trilogy, from which the above quote is taken, humanity has been forced into unwitting slavery by machines and all hope rests with the hero, Neo, who must make the decisions that will save or damn the world. Yet in seeking to make people free, Neo confronts the paradox that his own path is fixed; choice, the hallmark of liberty, is denied the one who offers it to others. -
Music, Time and Technology in Bioshock Infinite 52 the Player May Get a Feeling That This Is Something She Does Frequently
The Music of Tomorrow, Yesterday! Music, Time and Technology in BioShock Infinite ANDRA IVĂNESCU, Anglia Ruskin University ABSTRACT Filmmakers such as Kenneth Anger, David Lynch and Quentin Tarantino have taken full advantage of the disconcerting effect that pop music can have on an audience. Recently, video games have followed their example, with franchises such as Grand Theft Auto, Fallout and BioShock using appropriated music as an almost integral part of their stories and player experiences. BioShock Infinite takes it one step further, weaving popular music of the past and pop music of the present into a compelling tale of time travel, multiverses, and free will. The third installment in the BioShock series has as its setting the floating city of Columbia. Decidedly steampunk, this vision of 1912 makes considerable use of popular music of the past alongside a small number of anachronistic covers of more modern pop music (largely from the 1980s) at crucial moments in the narrative. Music becomes an integral part of Columbia but also an integral part of the player experience. Although the soundscape matches the rest of the environment, the anachronistic covers seem to be directed at the player, the only one who would recognise them as out of place. The player is the time traveller here, even more so than the character they are playing, making BioShock Infinite one of the most literal representations of time travel and the tourist experience which video games can represent. KEYWORDS Video game music, film music, intertextuality, time travel. Introduction For every choice there is an echo. With each act we change the world […] If the world were reborn in your image, Would it be paradise or perdition? (BioShock 2 launch trailer, 2010) Elizabeth hugs a postcard of the Eiffel Tower. -
Rapture (Bioshock) Free
FREE RAPTURE (BIOSHOCK) PDF John Shirley,Ken Levine | 400 pages | 19 Jul 2011 | Titan Books Ltd | 9781848567047 | English | London, United Kingdom Rapture (BioShock) - Wikipedia Rapture is a fictional city in the BioShock series published by 2K Games. It is an underwater city Rapture (Bioshock) is the main setting for the games BioShock and BioShock 2. The city also briefly appears in BioShock Infiniteand is featured in its downloadable content Rapture (Bioshock), Burial at Sea. The game's back-story describes the city as envisioned by business tycoon Andrew Ryan in the mids as a means to create a utopia for Rapture (Bioshock) greatest artists and thinkers to prosper in a laissez-faire Rapture (Bioshock) outside of increasing oppression by the world's governments and religion. However, the lack of government made many people uneasy, and the masses turned toward political activists like Atlas Rapture (Bioshock) advocated stability under a government, turning the city into a dystopia ; and on the eve ofa civil war broke Rapture (Bioshock), leaving much of Rapture's population dead. The remaining citizens either became psychotic "Splicers" due to the effects of ADAM, a substance that can alter genetic material, or have barricaded themselves from the Splicers to protect themselves, leaving the city to fail and fall apart around them. The player first experiences Rapture in BioShockina year after the fateful riots, as a man named Jack that has come to Rapture after a plane accident over the mid-Atlantic Ocean where the city was located; during this, the player comes to learn more about Ryan's motives and those that he struggled against to keep the city's ideals until the very end. -
Interactive Emotions: Empathy in the Bioshock Series* *Spoiler Warning: This Paper Contains Spoilers for the Bioshock Series of Video Games
Archived article from the University of North Carolina at Asheville’s Journal of Undergraduate Research, retrieved from UNC Asheville’s NC DOCKS Institutional Repository: http://libres.uncg.edu/ir/unca/ University of North Carolina at Asheville Journal of Undergraduate Research Asheville, North Carolina December 2013 Interactive Emotions: Empathy in the Bioshock Series* *Spoiler Warning: This paper contains spoilers for the Bioshock series of video games. Zac Hegwood Literature: Concentration in Creative Writing The University of North Carolina at Asheville One University Heights Asheville, NC 28804 USA Faculty Advisor: Dr. Amanda Wray Abstract Video games are a multi-billion dollar industry, embraced by a large majority of U.S. households. People of all ages and from all backgrounds participate in the stories and experiences offered by these games. Unfortunately, most of the research done on videogames considers them only from a technical aspect: how they assist in cognitive abilities (see Oei and Patterson, 2013) or how they make us violent or cooperative (see Saleem, Anderson, and Gentile, 2012). Both of these research foci underestimate video games as an interactive form of storytelling. My undergraduate research project attempts to address this gap by studying video games as a medium of literature that creates an emotive experience for the user through interactive storytelling. Building upon interviews conducted at the Escapist Expo in Durham, NC, and current game theory scholarship, this paper deconstructs the use of emotion within the critically-acclaimed 2013 video game “Bioshock: Infinite,” and the entire Bioshock series. In particular, I analyze how the games’ interactive/empathetic components force players to question our conceptualizations of the culturally relevant themes of religion, race, and social class. -
Narrative Space and the Bioshock Games
Environmental Storytelling, Ideologies and Quantum Physics: Narrative Space And The BioShock Games Samuel Zakowski Ghent University Blandijnberg 2 9000 Ghent (Belgium) +3232484813 [email protected] ABSTRACT In this paper, I present a narratological approach to the BioShock trilogy of games. I look at three narratological levels as they relate to space. At the level of the storyline, a large part of the game revolves around the piecemeal construction of the narrative of the game space – the narrative of the player's avatar is developed alongside the narrative of what happened to the space he is moving through. At the level of the storyworld, the game space symbolizes ideological oppositions – many locations are appropriated as a way of opposing the dominant ideology of the game space. At the level of the narrative universe, I focus on the last part of the trilogy, which is, to a large extent, a story about the story and, hence, metaleptic. The player and his avatar move through many different storyworlds and storylines, all alike yet subtly different from each other. Keywords BioShock ; space; metalepsis; possible worlds. INTRODUCTION Narratologists have for some time been pointing to the relative theoretical neglect of the experiential category of space in favour of time. In general, time is regarded as a fundamental category of narrative – a story is composed of a succession of events, i.e., of a sequence (cf. e.g. Chatman 1978, 43; Ricoeur 1980, 178); space, on the other hand, has been treated as the ‘setting’ or ‘background’ of the narrative, limiting its appeal to theorists (Ryan 2009, 420). -
Bioshock: the Collection Available Now on PS4™ and Xbox One
BioShock: The Collection Available Now on PS4™ and Xbox One September 13, 2016 8:00 AM ET Revisit the worlds of Rapture and Columbia, fully remastered for modern consoles Join the conversation on Twitter using the hashtag #BioShock NEW YORK--(BUSINESS WIRE)--Sep. 13, 2016-- 2K announced today that BioShock®: The Collection is available now in North America for the PlayStation®4 computer entertainment system, and Xbox One, containing all three installments of the award-winning BioShock franchise fully remastered for modern consoles. Originally developed by Irrational Games and 2K Marin, and revitalized in full 1080p HD and up to 60 frames-per-second by Blind Squirrel Games, BioShock: The Collection brings all three games and all single-player add-on content from one of the highest-rated franchises* of the last console generation to new audiences at an incredible value of $59.99. BioShock: The Collection will be available for the PS4™ system and Xbox One in Australia on September 15, 2016, and internationally on September 16, 2016, and will be released globally on Windows PC via Steam on September 15th, 2016 at 3:00 p.m. PT. PC owners of BioShock, BioShock 2, and/or Minerva’s Den will be able to access the remastered versions of these titles as a free upgrade. For more details on the upgrade process, please visit the official 2K blog. “We’re immensely proud of the BioShock series, and we’ve taken great care in bringing these beloved games to the current generation of consoles,” said Christoph Hartmann, President of 2K. “Whether you’ve experienced these critically acclaimed classics before or are new to the series, there’s never been a better time to play and immerse yourself in the rich worlds of Rapture and Columbia.” BioShock: The Collection brings together the epic and immersive stories set in the BioShock universe in one incredible package with 1080p resolution and up to 60 frames-per-second, along with new and improved textures and art assets created by Blind Squirrel Games. -
We Happy Few –
We Happy Few – E La Pillola Va Giù Come tutti sappiamo, We Happy Few, è un titolo dalla storia travagliata, presentato ormai nel lontano 2015 e arrivato in questi giorni, ben diverso da quanto prospettato. La campagna Kickstarter atta a finanziare il progetto è stata una manna per Compulsion Games ma anche una spada di Damocle, in quanto, dopo vari rinvii, l’uscita del titolo non poteva più esser posticipata. Terminato il lungo periodo di early access, Wellington Wells è pronta per essere esplorata, un’isola avvolta dal mistero ma anche da tanti elementi da rifinire. Sembra talco, ma non è… Inghilterra, 1960, ma non quello che pensate: la Seconda Guerra Mondiale è stata vinta dalla Germania e, come in altre ucronie, questo ha portato molti cambiamenti nella società. Ma c’è una città particolare, un luogo isolato, che ha deciso di dimenticare il passato vivendo in allegria e spensieratezza: Wellington Wells è la vera protagonista del titolo, propriocome Rapture per Bioshock, anche se con le dovute proporzioni. Tra gli abitanti circola una speciale “medicina”, la Joy, capace di regalare subito benessere, rendendo luminosa anche una lugubre giornata; ed ecco quindi che la città pullula di vita, lontana dalle tragedie vissute durante il conflitto, cui nessuno sembra ricordarsene. A dir la verità, questo espediente non è nuovo: si pensa subito al Soma di Brave New World di Aldous Huxley, ma anche a Naruto e al suo Tsukuyomi Infinito o persino a Code Geass: Lelouch of the Rebellion e alla droga Refrain. Come rendere dunque originale un espediente narrativo già abusato in numerose opere? Ci pensa il comparto artistico a mettere una pezza, ma anche la caratterizzazione dei protagonisti con i loro dialoghi a renderci quasi alieni di fronte alle bizzarie che ci troveremo davanti. -
NASR Spring 2020
Netherlands American Studies Review Spring 2020 Welcome to the very first edition of the Netherlands American Studies Review, the new bi-annual student journal of the Netherlands American Studies Association (NASA). In the last couple of years, we have searched for new ways to promote and celebrate student excellence in the field of North American Studies nationwide, including – but not limited to – history, politics, literature, and society. The result of this quest is lying in front of you: a journal filled with fantastic papers and book reviews that truly embody the outstanding quality of student work in our field. In this Spring 2020 issue, you will find eleven carefully selected pieces that reflect on the topical diversity and interdisciplinarity of American Studies in the Netherlands. Our students cover a wide variety of issues, ranging from tax law to literature and from environmental skepticism to video games. These papers were written by students in different stages of their higher education, including Bachelor’s, Master’s, and PhD programs. We are very thankful for all the students who have sent us their writings, for the editors who have worked tirelessly to select and finetune their papers, and, of course, for the NASA Board, which has supported us throughout the process. We are proud of the final product and hope it will inspire you as much as it did us. We hope you will enjoy the Spring 2020 edition of the Netherlands American Studies Review! Debby Esmeé de Vlugt Editor-in-Chief On behalf of the Editorial Board Heleen Blommers -
Decoding the Neoliberal Politics of Digital Games
STRUGGLING WITH SIMULATIONS: DECODING THE NEOLIBERAL POLITICS OF DIGITAL GAMES by David Thomas Murphy Master of Arts, Cinema and Media Studies, York University, Toronto, Ontario, 2008 Bachelor of Arts combined honors, Media, Information, and Technoculture and Film Studies, Western University, London, Ontario, 2005 A dissertation presented to Ryerson University and York University in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the program of Communication & Culture Toronto, Ontario, Canada, 2016 © David Murphy, 2016 AUTHOR'S DECLARATION FOR ELECTRONIC SUBMISSION OF A DISSERTATION I hereby declare that I am the sole author of this dissertation. This is a true copy of the dissertation, including any required final revisions, as accepted by my examiners. I authorize Ryerson University to lend this dissertation to other institutions or individuals for the purpose of scholarly research. I further authorize Ryerson University to reproduce this dissertation by photocopying or by other means, in total or in part, at the request of other institutions or individuals for the purpose of scholarly research. I understand that my dissertation may be made electronically available to the public. ii Abstract Struggling with Simulations: Decoding the Neoliberal Politics of Digital Games Doctor of Philosophy (2016) David Thomas Murphy Communication and Culture Ryerson University and York University As a creative industry currently rivalling film and television, digital games are filled with a variety of political tensions that exist both between and within particular works. Unfortunately, internal discrepancies are often dismissed as indicators of political ambivalence, or treated as formal flaws that need to be overcome. To address this gap, this dissertation draws from game studies, media studies, and political economics to investigate the contradictory relationships between popular games and neoliberalism, specifically in relation to playful forms of resistance and critique that emerge during gameplay.