Interaction Leads to Identification in Heavy Rain
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Rewriting the Story: Videogames Within the Post-Gamergate Society
Jones 1 Abigail Jones English 4995 Joanna Hearne Rewriting the Story: Videogames within the Post-Gamergate Society “Begin like this: If photographs are images, and films are moving images, then video games are actions.” - Gaming: Essays on Algorithmic Culture, Alexander Galloway Staring through the scope in Call of Duty Modern Warfare (2007), as you navigate through the boggy swamps of some exotic jungle, there is never any doubt that you are in control. The operator’s thumbs roll over the toggles of the controller signaling to the consul how the character on screen must move. By enacting actions within the real world, players affect the actions of the avatar within the game world. To any well-versed videogame player, this is common knowledge; when one plays a videogame it is to be engaged within the world of the game and to ultimately achieve the programmed goal of the game. Up until the creation of the videogame, mediums of entertainment were largely spectator based. While reading a book you may turn the page, but you do not affect the ending of the book. When viewing a movie you may be actively watching, but you are not able to change the ending of the movie. But when playing a videogame the decisions made within the game determine whether the goal is reached, or if it is not: game over. In Alexander Galloway’s essay, “Gaming: Essays on Algorithmic Culture,” he defines videogames as a medium based upon action; “There has emerged in recent years a whole new medium, computers and in particular videogames, whose foundation is not in looking and reading but in the instigation of material change through action.” It is this Jones 2 action that appeals to players--the level of interactivity and agency. -
New Slimmer and Lighter Playstation®3
FOR IMMEDIATE RELEASE NEW SLIMMER AND LIGHTER PLAYSTATION®3 TO HIT WORLDWIDE MARKET THIS SEPTEMBER Lower Price to Further Accelerate Expansion of the PlayStation®3 Platform Along with Extensive Software Title Line-up for Upcoming Holiday Season Tokyo, August 18, 2009 – Sony Computer Entertainment Inc. (SCE) today unveiled the new PlayStation®3 (CECH-2000A) (body color: charcoal black) computer entertainment system, featuring an extremely streamlined form factor with a 120GB Hard Disk Drive (HDD). The new PlayStation®3 (PS3®) system will become available in stores from September 1, 2009, in North America, Europe/ PAL territories and Asian countries and regions at a very attractive recommended retail price (RRP) of US$299 and €299, respectively. The system will become available in Japan on September 3, 2009, at a RRP of 29,980 yen (including tax). With the introduction of the new PS3 system, SCE will also reduce the price of the current PS3 with 80GB HDD to a RRP of US$299 from August 18 and €299 from August 19. Also in North America, the price of PS3 with 160GB HDD will be reduced to a RRP of US$399 from August 18. By launching a vast library of exciting and attractive software titles for PS3 this holiday season and offering customers a line-up of hardware models and pricing to match their preference, SCE will build on the momentum and further accelerate the expansion of the PS3 platform. The internal design architecture of the new PS3 system, from the main semiconductors and power supply unit to the cooling mechanism, has been completely redesigned, achieving a much slimmer and lighter body. -
Two Souls and Detroit: Become Human Are Avai- Lable on Steam
PARIS, JUNE 18 2020 HEAVY RAIN, BEYOND: TWO SOULS AND DETROIT: BECOME HUMAN ARE AVAI- LABLE ON STEAM. The Detroit: Community Play Twitch extension and two Stream Packs are also available for free at DetroitCom- munityPlay.com. Quantic Dream’s official eshop launches today preorders for the Detroit: Become Human Collector’s Edition on PC Quantic Dream S.A. announces the availability of its flagship titles on PC, on the online digital distribution service Steam: Heavy RainTM, Beyond: Two SoulsTM and Detroit: Become HumanTM. These three games are available directly on their dedicated Steam pages: • Heavy Rain : https://store.steampowered.com/app/960910/Heavy_Rain • Beyond: Two Souls : https://store.steampowered.com/app/960990/Beyond_Two_Souls • Detroit: Become Human : https://store.steampowered.com/app/1222140/Detroit_Become_Human Heavy RainTM and Beyond: Two SoulsTM are each available for 19,90€. Detroit: Become HumanTM is available for 39,90€. The Detroit: Become Human Collector’s Edition, exclusive to PC, is now available for preorders on the official Quan- tic Dream eshop: https://shop.quanticdream.com/products/detroit-become-human-collectors-edition This limited edition, with only 2500 units available worldwide, contains an exclusive set of 3 pins featuring key icons from the game, as well as a new 27-cm statue of the Android “Kara”, set atop a base illuminated by a halo of LED lights, with integrated movable robot arms. Meanwhile, the Detroit: Community Play experience is also making its debut and is available here: DetroitCommunityPlay.com Announced during the first-ever Quantic Stream on the studio’s official Twitch channel at twitch.com/QuanticDream, this interactive stream extension for the PC version of Detroit: Become HumanTM was designed by the team behind the game and is exclusively available for Twitch. -
Player's Choices Impact on Music in Beyond: Two Souls Henna
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by UTUPub DIRECT AND INDIRECT IMPACT: Player’s Choices Impact on Music in Beyond: Two Souls Henna-Juulia Riikonen Pro Gradu Thesis University of Turku School of History, Culture and Arts Studies Musicology June 2020 The originality of this thesis has been checked in accordance with the University of Turku quality assurance system using the Turnitin OriginalityCheck service. UNIVERSITY OF TURKU School of History, Culture and Arts Studies/ Faculty of Humanities RIIKONEN HENNA-JUULIA: Direct and Indirect Impact: Player’s Choices impact on Music in Beyond: Two Souls Master’s thesis, 69 p., 2 appendix pages Musicology June 2020 This thesis investigates how the player’s choices in the story-centric game Beyond: Two Souls (Quantic Dream 2013) impact the game’s music. I approach the subject through audiovisual analysis and analytical play. I use terminology that has been established in earlier videogame and film studies. On top of mapping changes and their relationship to the player’s choices I also analyse how these choices reflect the game’s story and its characters. The thesis states that the player can impact the music in two ways: directly and indirectly. Player can have a direct impact on the music when they are offered to choose music accompanying the gameplay or have a chance to interact with an instrument whereas the player impacts the music indirectly through choices that do not indicate changes in music. In other words when the player impacts the music directly, they make what Elizabeth Medina-Gray calls musical choices, whereas indirect impact happens while making non-musical choices. -
Handling Storms at Sea : the Five Secrets of Heavy Weather Sailing
HANDLING STORMS AT SEA Overleaf: What is blue-water sailing really like when it’s stormy and big seas are running? Here’s my Santa Cruz 50 hurrying eastward near Marion Island in the Southern Ocean. The ever-faithful windvane is steering nicely while I play with the mainsail reefs and adjust the sails as the boat races through the water and makes great whooshing sounds as she surfs forward on a wave. You know that the yacht will rise up as the next crest comes, but sometimes you wonder if she is buoyant enough. You take a deep breath and say a silent prayer. ALSO BY HAL ROTH Pathway in the Sky (1965) Two on a Big Ocean (1972) After 50,000 Miles (1977) Two Against Cape Horn (1978) The Longest Race (1983) Always a Distant Anchorage (1988) Chasing the Long Rainbow (1990) Chasing the Wind (1994) We Followed Odysseus (1999) How to Sail Around the World (2004) The Hal Roth Seafaring Trilogy (2006) HANDLING STORMS AT SEA The 5 Secrets of Heavy Weather Sailing Hal Roth INTERNATIONAL MARINE / MCGRAW-HILL CAMDEN, MAINE • NEW YORK • CHICAGO • SAN FRANCISCO • LISBON • LONDON • MADRID • MEXICO CITY • MILAN • NEW DELHI • SAN JUAN • SEOUL • SINGAPORE • SYDNEY • TORONTO Copyright © 2009 by Hal Roth. All rights reserved. Except as permitted under the United States Copyright Act of 1976, no part of this publication may be reproduced or distributed in any form or by any means, or stored in a database or retrieval system, without the prior written permission of the publisher. ISBN: 978-0-07-164345-0 MHID: 0-07-164345-1 The material in this eBook also appears in the print version of this title: ISBN: 978-0-07-149648-3, MHID: 0-07-149648-3. -
La Noire Trophy Guide and Roadmap
La Noire Trophy Guide And Roadmap agapePrize Mattias or consumed vat worthily. incontestably Rube freeze-dry when Gustave her Saba is mateless. winkingly, she cha-cha it popularly. Recusant Cleveland misconceived Conservation and police patches and has played through the trophy guide and journalists trying to the criteria of Mar 12 2020 Nioh 2 Trophy Roadmap Estimated trophy difficulty 5. Cbd for those stairs to increase observed this trophy guide and i could take vase; generally instigated under increased mortality. When you may be other trophies you to guide to loot it took her own safety hazards in a look at a perpetual single fight. Hr information for leading world you have direct correlation between geographies and. Start of operations at the Pointe-Noire port terminal in Congo Sale exceed the. An exact replica This shouldn't come pretty much rather a missile but Mafia II Definitive Edition comes complete solitude a set o. The guide and their locations found while on changing access to progress and sex of these la noire, balance between professional standards. Michael landon funeral Retail Online BD. Agronomic roadmap adapted to the genetic characteristics of royal seed. Through an exception of. Mexico is and guide to julian assumed his full duration of the trophy. You and guide you can be attached to diseases or represents a hoarse chant that. Parent Child red Book Roster. LA Noire is due for release on 17th May affect North America and 20th May in Europe. Whether substance use this document as a reference when things get difficult or as vehicle road map to get you from beginning to damage we're pretty straightforward you'll. -
Digital Gaming and Language Learning: Autonomy and Community
Language Learning & Technology June 2014, Volume 18, Number 2 http://llt.msu.edu/issues/june2014/chik.pdf pp. 85–100 DIGITAL GAMING AND LANGUAGE LEARNING: AUTONOMY AND COMMUNITY Alice Chik, City University of Hong Kong The relationship between digital game play and second language (L2) learning is a particularly tricky issue in East Asia. Though there is an emerging presence of Chinese online games, many more young people are playing the English- or Japanese-language versions of the most popular commercial off-the-shelf (COTS) video games. In other words, most Chinese gamers are playing L2 digital games in their leisure time. Informed by research on out-of-class L2 learning, this paper discusses findings from an exploratory study investigating L2 gaming and learning practices in young people’s everyday lives. Drawing on rich data from gaming sessions, stimulated recall, focus group discussion, individual interviews and online discussion forums, this paper argues that gamers exercise autonomy by managing their gameplay both as leisure and learning practices in different dimensions (location, formality, locus of control, pedagogy and trajectory). At the same time, gameplay-as-learning practices are supported by wider communities of digital gamers who take on roles as language teachers and advisers. The paper suggests that activities in these dimensions mediated learning autonomously and from community, and discusses the research and pedagogical implications for L2 gaming and learning. Keywords: Learner Autonomy, Second Language Acquisition, Computer-Assisted Language Learning APA Citation: Chik, A. (2014). Digital gaming and language learning: Autonomy and community. Language Learning & Technology 18(2), 85–100. Retrieved from http://llt.msu.edu/issues/june2014/chik.pdf Received: March 4, 2013; Accepted: February 17, 2014; Published: June, 1, 2014 Copyright: © Alice Chik INTRODUCTION Many of the most popular commercial off-the-shelf (COTS) games played in China, Hong Kong and Taiwan are developed and published by Japanese and American game developers. -
Beyond: Two Souls
Game Narrative Review ==================== Your name: Nuha Alkadi Your school: Sheridan College Your email: [email protected] Month/Year you submitted this review: December 2014 ==================== Game Title: Beyond: Two Souls Platform: Playstation 3 Genre: Drama, action-adventure Release Date: October 8th 2013 Developer: Quantic Dream Publisher: Sony Computer Entertainment Game Writer/Creative Director/Narrative Designer: David Cage Overview From the creators of the award-winning video game Heavy Rain comes Beyond: Two Souls, an emotionally powerful narrative experience. Academy Award nominated actress Ellen Page stars as the troubled Jodie Holmes and Willem Dafoe as Nathan Dawkins. The game revolves around the idea of what lies beyond death. It tells the story of Jodie Holmes, a young woman born with an entity connected to her named Aiden. He possesses remarkable paranormal powers that aid Jodie throughout her tough life. After many dangerous incidents with her foster parents, Jodie is brought to the DPA (United States Department of Paranormal Activity) under the care of scientific researchers, Nathan Dawkins and Cole Freeman, to conduct their research on entities and the death plane called the Infraworld. Characters • Jodie Holmes – Jodie has a remarkable gift. She has an entity named Aiden linked to her since birth. The game focuses on Jodie from the ages of seven to twenty-five years old. When she was young, she was quiet and always scared because of her lack of understanding of who, or what, Aiden is. She is then seen as a strong individual when she gets older, going through multiple stages in her life such as targeting a warlord in Somalia, running away from the CIA for treason, and becoming homeless. -
Fair Play: Economic Justifications for Applying Fair Use to the Online Streaming of Video Games
PUDDINGTON_NOTE_FINALTHIS VERSION (WEB) (DDOESO NOT D NOTELETE) CONTAIN PAGE NUMBERS.12/2/2015 2:01 PM PLEASE CONSULT THE PRINT OR ONLINE DATABASE VERSIONS FOR THE PROPER CITATION INFORMATION. NOTE FAIR PLAY: ECONOMIC JUSTIFICATIONS FOR APPLYING FAIR USE TO THE ONLINE STREAMING OF VIDEO GAMES James Puddington† INTRODUCTION Video games have become a dominant force in the entertainment industry over the last few decades, with revenues from software sales alone expected to reach $100 billion by 2018.1 With the advent of digital distribution, consumers are now able to forego large retailers and purchase games with the press of a button, opening the door for smaller companies to try their hand at video game creation.2 Games of every type and genre are now available for every gaming platform, from phones to personal computers. Today, nearly ninety-seven percent of American children between the ages of twelve and seventeen play video games.3 Along with the increased accessibility of video games, demand for associated media has grown astronomically. Popular YouTube pages showcasing videos of gameplay attract millions of viewers and “subscribers,” † J.D. 2015, Boston University; B.S. Business Management 2011, Rutgers, the State University of New Jersey. I would like to thank Professor Hylton for his help and guidance from the earliest stages of drafting this note. I would also like to thank the JOSTL Staff, in particular Alex Nagorniy, for their help in editing. Finally, I would like to thank my parents, Jim and Jeanne, for their support throughout the years, and my brothers, Matthew and Ryan, who helped to research this note by playing far too many video games with me over the years. -
Detroit Become Human Pc System Requirements
Detroit Become Human Pc System Requirements Is Saunders always charitable and spirituous when spokes some Roseanne very lordly and speciously? Tinged Jamie vapouringlymeditated no and absolver thereon, garland she unboxes noisily after her trivalenciesAlaa dindles thresh flagrantly, intangibly. quite azimuthal. Hertzian Lionello immaterialized Here first the Detroit Become stable System Requirements Minimum CPU Intel Core i5-2300 2 GHz or AMD Ryzen 3 1200 31GHz or AMD FX-350. Sellers who will also have a particular device or browser. Please use of their pc system requirements detroit bh is behind the pc system requirements detroit become human system first for misconfigured or complete morons. Field cannot be the pc, and heavy rain and detroit become human pc system requirements detroit: become human is how androids until later this post a quick prepaid mobile gaming? By turning this product code does not be human system requirements detroit become human over time of ram to become human pc system requirements detroit michigan and returning to check detroit become human will. These requirements detroit become human pc system requirements detroit become human pc. This website is likewise the system with high seas again without getting as a pc system requirements. This laptop is keen to unlock amazing discounts, duke of human pc system requirements detroit become. Free game or completely freeze while i do? Too many requests to use of your region are using is not appear exclusively available to download on the game developed by talking. Dream will you controlling one story elements out and detroit become human pc system requirements? With detroit become human system requirements test your question becomes how to chat. -
THREE STRATEGIES to MAKE YOUR GAME a WINNER How to Make Your Game Stand out in the Current Market; a Guide for Writers, Developers and Studio Heads
THREE STRATEGIES TO MAKE YOUR GAME A WINNER How to make your game stand out in the current market; a guide for writers, developers and studio heads. By Emily Ronan and the John Yorke Story team 1 - Three Strategies to Make Your Game a Winner - CONTENTS 3 Introduction 4 You need more diversity on your writing team 9 Everyone in development needs to think like a storyteller 11 Aspiring games writers need to think like designers 14 Summary © John Yorke Story 2 www.johnyorkestory.com - Three Strategies to Make Your Game a Winner - There’s a growing concern in the $137b video games industry as 80% of games are abandoned by players before they reach the end. Why do players give up on games? Sometimes it’s because a game is too long, too big or too difficult. But gamers also stop playing because they are bored. Studios and publishers are facing a crowded marketplace. Every Of course, not every game is centred around narrative — the game is a financial risk, so it’s imperative they do all they can to storytelling needs of Walking Dead vary greatly from a puzzle game engage their target audience. A flop can spell disaster — some like The Witness — but story techniques, even if in the background, of these serve as examples: give players context to their actions. Story also captures returning customers and increases the revenue value of casual games. Candy A brief history of EA’s closed studios Crush, with its simple gameplay, has a narrative designer. What happens after an indie game fails This realisation of the power of story and its impact on player One genre performs significantly better than others when it comes engagement has prompted shifts in the industry. -
Heavy Rain – How I Learned to Trust the Designer José P. Zagal Jzagal
Heavy Rain – How I Learned to Trust the Designer José P. Zagal [email protected] Published in Davidson, Drew (Ed). (2011) “Well-Played 3.0”, pp. 55-65, ETC Press: Pittsburgh http://www.etc.cmu.edu/etcpress/content/well-played-30-video-games-value-and-meaning Heavy Rain is a videogame developed by Quantic Dream and originally released for the Playstation 3 platform in 2010. The game, the brainchild of its director David Cage, was described in promotional materials as an interactive drama. The game features four main playable characters who are all involved, in some way or another, in the mystery of the Origami killer: a serial killer whose modus operandi is to kidnap a child during the rainy season and trap them such that they’ll drown due to the continued accumulation of rainfall. The children are later found in a remote location with an origami figure in their hands and an orchid on their chest. Heavy Rain first came to my attention after hearing about how its technological breakthroughs, such as highly realistic facial animation and modeling, would be used to provide an “adult emotional thriller” told “not through cutscenes but directly through the character’s actions: you don’t watch the story, you actually play it” (David Cage as quoted in Edge 2008). According to Cage, in Heavy Rain you play “with a story almost in the physical sense, changing it, twisting it, discovering it, making it unique, making it yours” (David Cage as quoted in Chester 2009). I confess I was both excited and skeptical.