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On Videogames: Representing Narrative in an Interactive Medium
September, 2015 On Videogames: Representing Narrative in an Interactive Medium. 'This thesis is submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy' Dawn Catherine Hazel Stobbart, Ba (Hons) MA Dawn Stobbart 1 Plagiarism Statement This project was written by me and in my own words, except for quotations from published and unpublished sources which are clearly indicated and acknowledged as such. I am conscious that the incorporation of material from other works or a paraphrase of such material without acknowledgement will be treated as plagiarism, subject to the custom and usage of the subject, according to the University Regulations on Conduct of Examinations. (Name) Dawn Catherine Stobbart (Signature) Dawn Stobbart 2 This thesis is formatted using the Chicago referencing system. Where possible I have collected screenshots from videogames as part of my primary playing experience, and all images should be attributed to the game designers and publishers. Dawn Stobbart 3 Acknowledgements There are a number of people who have been instrumental in the production of this thesis, and without whom I would not have made it to the end. Firstly, I would like to thank my supervisor, Professor Kamilla Elliott, for her continuous and unwavering support of my Ph.D study and related research, for her patience, motivation, and commitment. Her guidance helped me throughout all the time I have been researching and writing of this thesis. When I have faltered, she has been steadfast in my ability. I could not have imagined a better advisor and mentor. I would not be working in English if it were not for the support of my Secondary school teacher Mrs Lishman, who gave me a love of the written word. -
Universidade Federal Do Rio Grande Do Sul Faculdade De Biblioteconomia E Comunicação Curso De Publicidade E Propaganda
UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL FACULDADE DE BIBLIOTECONOMIA E COMUNICAÇÃO CURSO DE PUBLICIDADE E PROPAGANDA DENI ELIEZER SILVA DA SILVA JUNIOR JOGO OU NARRATIVA? Um Estudo de Heavy Rain Porto Alegre 2018 DENI ELIEZER SILVA DA SILVA JUNIOR JOGO OU NARRATIVA? Um Estudo de Heavy Rain Trabalho de Conclusão de Curso apresentado como requisito parcial para obtenção do título de Bacharel pelo Curso de Publicidade e Propaganda da Universidade Federal do Rio Grande do Sul Orientadora: Profa. Dra. Suely Dadalti Fragoso Co-orientadora: Ma. Mariana Amaro Porto Alegre 2018 DENI ELIEZER SILVA DA SILVA JUNIOR JOGO OU NARRATIVA: Um Estudo de Heavy Rain Trabalho de Conclusão de Curso apresentado como requisito parcial para obtenção do título de Bacharel pelo Curso de Publicidade e Propaganda da Universidade Federal do Rio Grande do Sul. Aprovado em ____ de ________________ de _________ BANCA EXAMINADORA Prof. Dr. Breno Maciel de Souza Profa. Dra. Sarah Moralejo 3 UNIVERSIDADE FEDERAL DO RIO GRANDE DO SUL FACULDADE DE BIBLIOTECONOMIA E COMUNICAÇÃO AUTORIZAÇÃO Autorizo o encaminhamento para avaliação e defesa pública do TCC (Trabalho de Conclusão de Cursos) intitulado..................................................... ....................................................................................................................................................... ......................................................................................................................................................, de autoria de .............................................................................................................., -
Fahrenheit and the Premature Burial of Interactive Movies Jonathan Lessard Eludamos
Vol. 3, No. 2 (2009) http:/www.eludamos.org Fahrenheit and the premature burial of interactive movies Jonathan Lessard Eludamos. Journal for Computer Game Culture. 2009; 3 (2), p. 195-205 Fahrenheit and the premature burial of interactive movies JONATHAN LESSARD The role reserved for interactive movies in video game histories can usually be summed up like this: a short-lived experiment having created such great expectations that can only be compared to the consequent disappointment. The genre is pretty much considered dead and the appellation ‘interactive movie’ is even pejoratively used to describe games with too many non-interactive narrative sequences. The lesson to be learned from the experience, it seems, is that mixing video games and cinema can only lead to a product that is both a bad movie and a bad game. Interactive movies are, in the best cases, last-gen material. Yet, almost ten years after the release of the last ‘major’ interactive movie games like Gabriel Knight: The Beast Within (Sierra On-Line 1995) or Pandora Directive (Access Software, 1996), a game is published claiming to be “a unique combination of gaming and cinematography […]”.1 The game is Fahrenheit (Quantic Dream 2005), published in North America as Indigo Prophecy. This ‘original’ concept seems to please since the game reaches top positions of best-selling charts and now exceeds 700 000 copies sold. 2 Critical reception is also very positive if we are to believe the compiled scores from Metacritic.com: 85% and Mobygames.com: 83%. In his post-mortem published in the Game Developer journal, David Cage (2006) insists on the game’s special blend of cinema and video games: The cinematographic approach in Indigo Prophecy was an essential aspect of the game concept from the very beginning. -
Quantic Dream Hit Heavy Rain Launches on Pc Today
PARIS, JUNE 24, 2019 QUANTIC DREAM HIT HEAVY RAIN LAUNCHES ON PC TODAY Quantic Dream S.A., the French video game studio at the forefront of producing interactive narrative experiences, today released one of its most popular action adventure titles, Heavy Rain™, on PC via the Epic Games store. Players also have the chance to explore a free playable PC demo to preview the game’s PC experience. “Today’s release of Heavy Rain for PC marks our studio’s first initiative as an independent publisher,” said Guillaume de Fon- daumière, co-CEO of Quantic Dream. “Beyond: Two Souls and Detroit: Become Human will soon follow, allowing PC gamers around the world to play our unique multiple award winning and emotion-filled titles.” Fans of the mind-bending thriller will now be able to experience the suspenseful game fully optimized for PC. Players, old and new will get to partake in the hunt for the Origami Killer, living out the narrative from the perspective of four main characters, as they rush to solve the mystery of Shaun Mars’s murder and prevent the killing of another victim. This acclaimed game, previously only available on PlayStation consoles, is brought to PC with stunning vi- suals including 4K resolution, widescreen compatibility, and 60 FPS frame rate. Heavy Rain is now available via the Epic Games store for 19,90€. « Heavy Rain has always been a very special project to me. It was the first time I was writing about my personal expe- rience as a father, the first time I created a game based on something I experienced in real life. -
The Player in Detroit: Become Human (2018)
„Acta Humana” 9 (2018) Mgr Agata Waszkiewicz Uniwersytet Marii Curie-Skłodowskiej e-mail: [email protected] (Trans)humanism and the Postmodern Identities: the Player in Detroit: Become Human (2018) Introduction: from humanism to posthumanism Detroit: Become Human is a third-person adventure game released in 2018 exclusively for the PlayStation 4 console. Published by the Quantic Dream studio it is the newest game written and directed by David Cage, after such critically ac- claimed games as Fahrenheit (2005), Heavy Rain (2010) and Beyond: Two Souls (2013), all of which share the strong emphasis on the branching storyline, choice regarding both dialogue options, and the decisions on a grand scale, affecting the narrative, and, consequently, multiple endings (Lebowitz, Klug 2011). The game follows the three “deviant” androids placed around the android rebellion, but shown from their three distinctly different points of view. While the gameplay al- lows the player to freely explore the environment through the controlled character, most of the interactions, including the fight sequences, base on the so called Quick Time Event (QTE) system. Furthermore, the games adapt to the player’s choices, offering different outcomes and multiple endings. The player choices do have grave consequences: each of the three main player-controlled characters, Kara, Marcus, and Connor, can die during various points of the gameplay and each character’s death has different impact. Despite the rather complex branching narrative, of- fering a multitude of possible outcomes, endings, and influencing the characters in meaningful ways, the game offers a rather predictable storyline without the depth of some of its predecessors from variety of media, which strive to juxtapose the artificial origin of the androids with their human needs, wishes, and desires. -
Požičovňa Hier Detroit Become Human Odporučíme Ti Tie Najlepšie Hity
JARNÝ MAGAZÍN 2018 MÁME VŠETKO PRE MALÝCH, AJ VEĽKÝCH HRÁČOV Hry, konzoly, zberateľské figúrky, aj hernú módu! NOVINKA V BRLOHU POŽIČOVŇA HIER ZO ZÁKULISIA HRY DETROIT BECOME HUMAN NEMÁŠ ČO HRAŤ? ODPORUČÍME TI TIE NAJLEPŠIE HITY Zmena údajov vyhradená pre celý katalóg. www.BRLOH.sk 1 ČO Z NÁS ROBÍ ĽUDÍ? Detroit roku 2038 - mesto omladené zavedením vysoko po- kročilých androidov, ktorí sú tu len preto, aby slúžili ľudstvu. To sa však čoskoro zmení... Vži sa do kože troch rozdielnych androidov vo chvíli, keď tento prekrásny nový svet balancuje na hranici chaosu. Spô- sob, akým povedieš Karu, Connora a Markusa, môže rozhod- núť o živote a smrti - a aj keď niektorí z nich zaplatí najvyššiu cenu, príbeh nekončí... Tvoje rozhodnutia dramaticky zmenia vývoj herného príbe- hu. Čakajú ťa tisícky možností a desiatky možných koncov. Vytváraj ambiciózny a rozvetvujúci sa naratív, v ktorom tvoje rozhodnutia určujú osud nielen troch hlavných postáv, ale ce- lého Detroitu. *Limitovaná ponuka V predaji od 25. 5. 2018 s českými titulkami K predobjednávke získaš fyzický artbook* Prečítaj si príbeh ambiciózneho autora tejto hry na strane 12. 2 www.BRLOH.sk TVORÍŠ, OVLADAŠ, VLADNEŠ THE SIMS 4 Vytvor si Simíka presne ku obrazu svojmu a vydaj sa s ním na životnú púť, ktorá sa v mnohom podobá existencii každého z nás. Spoznaj nových priateľov, vzdelávaj sa, snaž sa získať prácu a hlavne - ži! Sims 4 patrí medzi najobľúbenejšie tituly stajne firmy EA. Simulátor zdanlivo nudnej, dennej rutiny je totiž plný prekvapení. PC verzia obsahuje české titulky. VEĽKÉ ROZŠÍRENIA Predstavujeme ti nové rozšírenia, ktoré do tvojej hry pridávajú štvornohých maznáči- kov! Zakúp svojim Simíkom do domova psov a mačky a navždy zmeň ich životy. -
Deus Ex Machina
001 002 Cuaderno de máquinas y juegos | Nº 1 | Año 2017 003 DEUS EX MACHINA Cuaderno de máquinas y juegos N.º 1 | Año 2017 | Madrid [España] Publicado por Plataforma Editorial Sello ArsGames [sello.arsgames.net] [[email protected]] Edita: Asociación ArsGames [coord.: José Andrés Fernández] Diseño y producción gráfica: Sello ArsGames [Mr. Moutas] Ilustración de cubiertas: Díaz-Faes Compilación de textos: Deus Ex Machina [Guillermo G. M.] [deusexmachina.es] [[email protected] ] ISSN: 2529-9662 Depósito legal: M-23110-2016 Se permite la reproducción total o parcial de la obra y su di- fusión telemática para uso personal de los lectores siem- pre y cuando no sea con fines comerciales. Creative Commons-Atribución-NoComercial-CompartirIgual 3.0 España (CC BY-NC-SA 3.0 ES) AGRADECIMIENTOS — María Pérez Recio — Ricardo Suárez — Carmen Suárez — — Alicia Guardeño — Guillermo G. M. — Rodrigo Aliende — — Pablo Algaba — Galamot Shaku — Paula Rivera Donoso — — Israel Fernández — Isidoro Vélez — Alonso & Moutas — — David Rodríguez — Vctr_Seleucos — Toni Gomariz — — Ignasi Meda Calvet — Jenn Scarlett — Isa Pirracas — — Jorge González Sánchez — Marçal Mora — Díaz-Faes — — Eva Cid — Isi Cano — Rutxi García — Start-t Magazine Books — ARCHIVO EN CLAVE DE SOMRA LA FÓRMULA DE GEOFF CRAMMOND Eva Cid ................................................ 012 Isidoro Vélez ............................................060 ‘READY PLAYER ONE’: UN POCO DE INTELIGENCIA ARTIFICIAL UNA NOVELA SOBRE VIDEOJUEGOS David Rodríguez ........................................064 -
Sabine Schenk Running and Clicking Narrating Futures
Sabine Schenk Running and Clicking Narrating Futures Edited by Christoph Bode Volume 3 Sabine Schenk Running and Clicking Future Narratives in Film The research leading to these results has received funding from the European Research Council under the European Community’s Seventh Framework Programme (FP7/2007-2013) / ERC grant agreement no. 229135. ISBN 978-3-11-027215-4 e ISBN 978-3-11-027243-7 Library of Congress Cataloging-in-Publication Data A CIP catalog record for this book has been applied for at the Library of Congress. Bibliographic information published by the Deutsche Nationalbibliothek The Deutsche Nationalbibliothek lists this publication in the Deutsche Nationalbibliografie; detailed bibliographic data are available in the Internet at http://dnb.dnb.de . © 2013 Walter de Gruyter GmbH, Berlin/Boston Typesetting: PTP-Berlin Protago-TEX-Production GmbH, Berlin Printing: Hubert & Co. GmbH & Co. KG, Göttingen ♾ Printed on acid-free paper Printed in Germany www.degruyter.com Acknowledgments [Mr. Englethorpe said:] “But to me, there is no higher honor one can give to a text than to return to it and re-examine its contents, to ask of it, ‘Does this still hold true?’ A book that is read, then forgotten – that is a mark of failure to me. But to read and reread… that is faith in the process of evolution” “Well, why dont you write one? Why don’t you collect all of your works together and write a book” Emma asked, almost exasperated. “Perhaps” Mr. Englethorpe said thoughtfully. “I am not sure which of my works to select for this book. Or perhaps I am just scared no one will read it… let alone reread it and deem it worthy of revision. -
Analyzing the Game Narrative
ANALYZING THE GAME NARRATIVE: STRUCTURE AND TECHNIQUE by Huaxin Wei B.Sc., Xi’an Shiyou University, 1996 M.Sc., University of Alberta, 2001 A DISSERTATION SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY in the School of Interactive Arts and Technology © Huaxin Wei 2011 SIMON FRASER UNIVERSITY Spring 2011 All rights reserved. However, in accordance with the Copyright Act of Canada, this work may be reproduced without authorization under the conditions for Fair Dealing. Therefore, limited reproduction of this work for the purposes of private study, research, criticism, review and news reporting is likely to be in accordance with the law, particularly if cited appropriately. APPROVAL Name: Huaxin Wei Degree: Doctor of Philosophy Title of dissertation: Analyzing the Game Narrative: Structure and Technique Examining Committee: Chair: Dr. Marek Hatala Associate Professor, School of Interactive Arts and Technology Dr. Tom Calvert Senior Supervisor, Professor Emeritus, School of Interactive Arts and Technology Jim Bizzocchi Supervisor, Assistant Professor, School of Interactive Arts and Technology Dr. Magy Seif El-Nasr Supervisor, Assistant Professor, School of Interactive Arts and Technology Dr. Ron Wakkary Internal Examiner, Associate Professor, School of Interactive Arts and Technology Dr. Drew Davidson External Examiner, Professor and Director, Entertainment Technology Center – Pittsburgh, Carnegie Mellon University Date Defended/Approved: ii Declaration of Partial Copyright Licence The author, whose copyright is declared on the title page of this work, has granted to Simon Fraser University the right to lend this thesis, project or extended essay to users of the Simon Fraser University Library, and to make partial or single copies only for such users or in response to a request from the library of any other university, or other educational institution, on its own behalf or for one of its users. -
In the Supreme Court of the United States ______
No. 08-1448 In the Supreme Court of the United States ______________ ARNOLD SCHWARZENEGGER, et al., Petitioners, v. ENTERTAINMENT MERCHANTS ASSOCIATION, et al., Respondents. ______________ On Writ of Certiorari to the United States Court of Appeals for the Ninth Circuit ______________ BRIEF OF AMICI CURIAE INTERNATIONAL GAME DEVELOPERS ASSOCIATION AND ACADEMY OF INTERACTIVE ARTS AND SCIENCES IN SUPPORT OF RESPONDENT ______________ CHRISTOPHER J. WRIGHT Counsel of Record TIMOTHY J. SIMEONE MARK D. DAVIS WILTSHIRE & GRANNIS LLP 1200 18th Street, N.W. Washington, D.C. 20036 (202) 730-1300 [email protected] SEPTEMBER 17, 2010 i TABLE OF CONTENTS Page TABLE OF AUTHORITIES ........................................ ii INTEREST OF AMICUS CURIAE............................. 1 INTRODUCTION AND SUMMARY .......................... 2 ARGUMENT ............................................................... 4 I. VIDEOGAMES ARE AN IMPORTANT MEDIUM OF ARTISTIC EXPRESSION PROTECTED BY THE FIRST AMENDMENT. ................................................... 4 A. The Universe of Modern Videogames. ......... 5 B. The Cultural Significance of Games. ........... 9 II. ANALYSIS OF INDIVIDUAL VIDEOGAMES ILLUSTRATES THAT GAMES, LIKE LITERATURE AND FILM, ARE A SERIOUS MEDIUM OF EXPRESSION EXPLORING COMPLEX MORAL AND SOCIAL ISSUES. ...................... 15 A. Red Dead Redemption. ............................... 15 B. Assassins Creed II. .................................... 20 C. Heavy Rain. ................................................. 25 D. BioShock. -
[email protected] [email protected] Tél
D OSSI E R D E PR ESSE 21 JUIN 2010 Contacts presse : Musée des arts et métiers Agence Warning France AUDA Anthony MAZELLY [email protected] [email protected] Tél. : 33(0)1 53 01 82 05 Tel: + 33 (0)1.53.85.88.09 1 Sommaire du dossier de presse Communiqué de presse : page 3 Texte des commissaires : page 4 Des espaces thématiques dédiés à la culture des jeux vidéo : page 5 Deux collections réunies pour MuseoGames : page 8 Les concepteurs de MuseoGames : page 9 Biographies des commissaires : page 10 Autour de l’exposition : visites, conférences… : page 11 Les partenaires de MuseoGames : page 14 Informations pratiques : page 16 2 Communiqué de presse MuseoGames - Une histoire à rejouer 22 juin – 07 novembre 2010 Que vous soyez « gamer » passionné, joueur occasionnel, « nostalgeek » ou simplement curieux de comprendre l’univers des jeux vidéo, embarquez pour MuseoGames – Une histoire à rejouer au Musée des arts et métiers à Paris. Dans un espace de 600 m2 venez découvrir l’extraordinaire aventure du jeu vidéo, écouter les témoignages exclusifs de ceux qui ont fait et continuent d’écrire et d’inventer cette histoire… L’exposition vous offre l’occasion de (re)jouer sur des consoles et bornes d’arcades originales, mythiques en compagnie de héros des jeux vidéo ! MuseoGames signe pour la première fois en France l’entrée du jeu vidéo dans un musée national En 1972, Nolan Bushnell présente Pong. Près de quarante ans plus tard, ce divertissement est devenu un objet culturel à part entière. Le Musée des arts et métiers, musée d’histoire des techniques, s’interroge avec MuseoGames, sur la place du jeu vidéo dans notre société. -
CRITICA / 1 Limiti Tecnologici
Il caso ‘Heavy Rain’ Quantic Dream/Sony Computer Entertainment, PS3, 2010 Dott. Marco Accordi Rickards, Presidente AIOMI [email protected] 1. Quantic Dream Quantic Dream is a French video game developer based in Paris, France, founded in 1997. The company also supplies motion capture services to the film and video game industries. www.quanticdream.com Dott. Marco Accordi Rickards, Presidente AIOMI [email protected] 2. David Cage David De Gruttola (born June 9, 1969), better known by his pseudonym David Cage, is a French musician and video game designer. He is the head of game developer studio Quantic Dream. Cage plays a central role in the company and the development of the games, being founder, co-CEO (with Guillaume de Fondaumière), director, lead game designer, and screenwriter. David Cage founded Quantic Dream in 1997. He has designed and directed all three games so far released by the studio: Omikron: The Nomad Soul (1999), Fahrenheit (2005), and Heavy Rain, which was released in February 2010. Dott. Marco Accordi Rickards, Presidente AIOMI [email protected] 3. Omikron: The Nomad Soul Quantic Dream/Eidos, PC-Dreamcast, 1999-2000 You are the Nomad Soul, a computer game player sucked into another dimension. At first you take on the role of Kay'l, an Omikron police officer. As Kay'l you must figure out what has happened over the past few days due to memory loss. As the game progresses you will find a plot that twists and turns at every corner. For transportation, you use a "Slider" that you can control manually or set to auto-pilot to take you throughout much of Omikron.