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14 Apple Arcade Games to Play on Launch Day from Strategy to Action to Puzzle Games, Here’S Where You Should Head First
APPLE MOBILE GAMING 11 14 Apple Arcade games to play on launch day From strategy to action to puzzle games, here’s where you should head first By Russ Frushtick @RussFrushtick Sep 19, 2019, 9:40am EDT Simogo Games Today’s launch of Apple Arcade might be overwhelming to some players. Subscribers who drop $4.99 a month get unlimited access to a large swath of games, and scrolling through the list can feel a bit like trying to find something good to watch on Netflix. The initial launch line-up includes over 50 games, but we’ve gone ahead and narrowed them down to 14 titles you’d do well to check out first. WHAT THE GOLF? Triband/The Label While there are plenty of thoughtful, story-driven games in the Apple Arcade collection, What the Golf? goes another way. What starts as a simple miniature golf game quickly evolves into a bizarre blend of physics-based chaos. One level might have you sliding an office chair around the course while another has you knocking full-sized buildings into the pin. The pick-up-and-play nature makes it an easy recommendation for your first dive into Apple Arcade. ASSEMBLE WITH CARE It makes sense that Apple would work with usTwo on an Apple Arcade release title. After all, the developer is known as one of the most successful mobile game makers ever, thanks to Monument Valley and its sequel. usTwo’s latest title, Assemble with Care, taps into humans’ love of taking things apart and putting them back together. -
Olliolli2 Welcome to Olliwood Patch
1 / 2 OlliOlli2: Welcome To Olliwood Patch ... will receive a patch to implement these elements): Additional NPCs added for an ... OlliOlli2: Welcome to Olliwood plucks the iconic skater from the street and .... Oct 31, 2016 — This is a small update to the original GOL game that greatly improves the ... Below is a list of updates. ... OlliOlli2: Welcome to Olliwood.. Apr 27, 2020 — ... into the faster, more arcade-like titles like OlliOlli2: Welcome to Olliwood, ... Related: Skate 4 Update: EA Gives Up Skate Trademark Only To .... End Space Quest 2 Update Brings 90Hz and More. ... 2 Bride of the New Moon PS4 pkg 5.05, OlliOlli2 Welcome to Olliwood Update v1.01 PS4-PRELUDE, 8-BIT .... Mar 3, 2015 — Those more subtle changes include new tricks to pull off, curved patches of ground, launch ramps, and split routes. It's not that these go unnoticed .... Aug 18, 2015 — I rari problemi di frame rate sono stati risolti con l'ultima patch, quindi non vale la pena dilungarsi a parlarne. L'unico appunto che possiamo fare .... Olliolli2: Welcome To Olliwood Free Download (v1.0.0.7). Indie ... Wallpaper Engine Free Download (Build 1.0.981 Incl. Workshop Patch) · Indie ... Apr 2, 2015 — ... scores on OlliOlli2: Welcome to Olliwood seemed strange at launch. ... In the latest patch for the PlayStation 4, we have fixed the bug and .... Feb 27, 2016 — Welcome to the latest entry in our Bonus Round series, wherein we tell you all about the new Android games ... OlliOlli2: Welcome to Olliwood.. Nov 22, 2020 — Following an update, you can now pet the dog in Hades pic. -
Walking Simulators As Response to the Problem of Optimization
The Philosophy of Computer Games Conference, Copenhagen 2018 The Aesthetics of the Aesthetics of the Aesthetics of Video Games: Walking Simulators as Response to the problem of Optimization Jesper Juul: “The Aesthetics of the Aesthetics of the Aesthetics of Video Games: Walking Simulators as Response to the problem of Optimization”. 12th International Conference on the Philosophy of Computer Games Conference, Copenhagen, August 13-15, 2018. www.jesperjuul.net/text/aesthetics3 Figure 1: Dear Esther (The Chinese Room 2012). Walking a linear path, listening to the narrator. Figure 2: Proteus (Key and Kanaga 2013). Exploring a pastoral and pixelated generated island with little challenge. 1 Figure 3: Gone Home (The Fullbright Company 2013). Returning to your childhood home to learn of your sister’s life through minimal puzzles. In games, we traditionally expect that the effort we exert will influence the game state and outcome, and we expect to feel emotionally attached to this outcome (Juul 2003) such that performing well will make us happy, and performing poorly will make us unhappy. But a number of recent games, derogatorily dismissed as walking simulators, limit both our options for interacting with the game world and our feeling of responsibility for the outcome. Examples include Dear Esther (The Chinese Room 2012), Proteus (Key & Kanaga 2013), and Everybody’s Gone to the Rapture (The Chinese Room 2015), and Gone Home (The Fullbright Company 2013). “Walking simulator” is a divisive term, originally coined to dismiss these experiences as “not real games” lacking gameplay, thus only simulating “walking”. Developers are divided over whether to reject (KILL SCREEN STAFF 2016) the term or reclaim (Butler 2015 p. -
Tommy Clarke 18 Wolf Ademeit 20 Yann Arthus-Bertrand
Contents 2 The Frame & Arts 4 Samsung Collection 6 Curation Story Artist Profiles 8 Bohnchang Koo 10 Luisa Lambri 12 ruby onyinyechi amanze 14 Todd Eberle 16 Tommy Clarke 18 Wolf Ademeit 20 Yann Arthus-Bertrand 22 Samsung Collection at a Glance 29 Art Store Gallery Partners 30 ALBERTINA 32 Artspace 34 LUMAS 36 MAGNUM PHOTOS 38 Museo Del Prado Collection 40 Saatchi Art 42 Sedition 44 How to Use 46 My Collection 50 The Frame Specifications Tommy Clarke, Playa Shoreline (2015) 1 The Frame & ArtsArt The Frame. Art when it's off, TV when it's on. Introducing The Frame, a TV that elegantly enables you to make anye spac more welcoming, more entertaining and more inspiring. Turn on The Frame in TV mode and watch a beautiful 4K UHD Smart TV with outstanding detail and picture quality. Turn off and you seamlessly switch into Art Mode, transforming The Frame into a unique work of art that enriches your living space. The Frame with Walnut Customizable Frame Scott Ramsay, Mana Pools Bee-Eaters (2015) Curated art for your inspiration. Destined to expand your horizons, The Frame’s Art Mode showcases selections of museum-quality artwork professionally curated for you in the exclusive Samsung Collection and online Art Store. Or use My Collection Art Mode TV Mode to display cherished photos of special moments with family and friends. The perfect mode for any mood, Art Mode introduces TV with a sense of your own inimitable style and a knack for enhancing any décor. The Frame, Designed for your space. 2 The Frame 3 The Frame grants you exclusive access to 100 remarkable artworks across 10 categories from 37 renowned artists from the four corners of the world. -
DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
Links to the Past User Research Rage 2
ALL FORMATS LIFTING THE LID ON VIDEO GAMES User Research Links to Game design’s the past best-kept secret? The art of making great Zelda-likes Issue 9 £3 wfmag.cc 09 Rage 2 72000 Playtesting the 16 neon apocalypse 7263 97 Sea Change Rhianna Pratchett rewrites the adventure game in Lost Words Subscribe today 12 weeks for £12* Visit: wfmag.cc/12weeks to order UK Price. 6 issue introductory offer The future of games: subscription-based? ow many subscription services are you upfront, would be devastating for video games. Triple-A shelling out for each month? Spotify and titles still dominate the market in terms of raw sales and Apple Music provide the tunes while we player numbers, so while the largest publishers may H work; perhaps a bit of TV drama on the prosper in a Spotify world, all your favourite indie and lunch break via Now TV or ITV Player; then back home mid-tier developers would no doubt ounder. to watch a movie in the evening, courtesy of etix, MIKE ROSE Put it this way: if Spotify is currently paying artists 1 Amazon Video, Hulu… per 20,000 listens, what sort of terrible deal are game Mike Rose is the The way we consume entertainment has shifted developers working from their bedroom going to get? founder of No More dramatically in the last several years, and it’s becoming Robots, the publishing And before you think to yourself, “This would never increasingly the case that the average person doesn’t label behind titles happen – it already is. -
Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West. -
EXTENDED FICTION in GAME DESIGN Austin Anderson (Michael Young) Department of Computer Science
University of Utah UNDERGRADUATE RESEARCH JOURNAL UNMASKING THE PLAYER: EXTENDED FICTION IN GAME DESIGN Austin Anderson (Michael Young) Department of Computer Science INTRODUCTION In any story, an element being diegetic means that it is an element of the story that the characters of the fiction can sense. The simplest example is that of music in a movie; if there is a radio playing music in the scene, that music is diegetic. If a musical soundtrack plays over the scene but is something the characters cannot hear, it is non-diegetic(DIEGETIC). The border between the diegetic and non-diegetic is most commonly referred to as “the fourth wall” (Webster), in reference to the imaginary fourth wall of a play set, where the sides and back of the room that events are taking place in are fully represented on the theater stage, but the opening through which the audience observes the events of the play is an imaginary barrier. This barrier isn’t just literally a completion of the four walls in a traditional room of a building, but also metaphorically separates the reality from the fiction, quarantining both from each other as to not interfere. The problem with this boundary is that it can’t fully encompass the medium of video games. Video games, at their very essence, are an interactive medium. They require some breach of the fourth wall for them to function, as the game could not proceed to tell its story without a player’s input, which is an addressing of the audience due to the necessity of their action. -
Game Narrative Review
Game Narrative Review ==================== Your name: Kate Olguin Your school: Worcester Polytechnic Institute Your email: [email protected] Month/Year you submitted this review: December 2018 ==================== Game Title: What Remains of Edith Finch Platform: Microsoft Windows, PlayStation 4, XBox One Genre: Mystery Adventure/Walking Simulator Release Date: April 25, 2017 Developer: Giant Sparrow Publisher: Annapurna Interactive Game Writer/Creative Director/Narrative Designer: Ian Dallas Overview What Remains of Edith Finch is a hauntingly beautiful game that explores of life, death, and acceptance, and how one family deals with (or in some cases, doesn’t deal with) all 3. The Finch family is a creative and talented family of people who live in a gigantic, twisted mansion in the Pacific Northwest. Despite their skills and generally happy livelihoods, the Finches shoulder a terrible burden. Legend tells that the family is afflicted by a terrible curse--a curse that takes the lives of family members well before their time. Over the years, the family curse has claimed the lives of Finches young and old alike, until late 2016, when only one Finch remains. The player controls Edith, the last surviving Finch, as she travels back to her childhood home, the mansion where Finches lived and died for almost a century. Edith, whose (now deceased) mother had taken her away from the house as a child, has returned to find out the truth behind the tragedies that befell her family for as long as they can remember, the stories her mother would never let her hear. When Edith finds clues about the deaths of her deceased relatives, the player plays through the last moments of these relatives’ lives. -
Screenshots: Desire and Automated Image
ScreenShots: Desire and Automated Image Symposium in Kunsthal Aarhus, March 8th from 10.00-16.00 Programme: 10.00–10.30: Arrival and Coffee 10.30-10.45: Welcome and Introduction by Beate Cegielska, Director of Galleri Image and Magdalena Tyżlik-Carver, curator of the exhibition/symposium and Assistant Professor at Aarhus University, Digital Design department. 10.45-11.30: Panel 1 (Chaired by Magdalena Ty żlik-Carver) Geoff Cox: “Seeing Machines and Social Desire”. Kristoffer Ørum: “It Sings for Us of What We Might Become”. 11.30-12.00: Q&A 12.00-13.15: Lunch Break 13.15-14.00: Panel 2 (Chaired by Søren Pold, AU) Katrina Sluis: “Fully Automated Luxury Photography Now!” Winnie Soon: “Operative Screenshots: Sorting The Photographic Slides With An Algorithm” 14.00-14.20 Q&A 14.20-14.50: Coffee break 14.50-15.25: Michael Mandiberg: “Excessive data, emotional data” +Q&A (Chaired by Lea Laura Michelsen, AU) 15.25-16.00: LaTurbo Avedon: “[layers, composites]” + Q&A (Chaired by Magdalena Tyżlik-Carver) 16.00: End of the Symposium 17.00-19.00: Opening of the exhibition in Galleri Image with the performance Drawing with Sound by Anna Ridler. You can also receive’ a tattoo art work as part of Sarah Shorr's installation of “Saving screens: Temporary Tattoos and other Methods” (*while supplies last). Abstracts: Geoff Cox, “Seeing Machines and Social Desire”: Seeing isn’t simply a case of objective optical projections but implies a point of view, or “Ways of Seeing” (John Berger). Referring to the ongoing project “Ways of Machine Seeing”, the talk will ask how developments in machine vision further unsettle the relations between what we see and know, and then extends this to generalised automation and “desiring machines”. -
Towards Post-Digital Aesthetics
S A J _ 2015 _ 7 _ original scientific article approval date 25 07 2015 UDK BROJEVI: 72.038.53 COBISS.SR-ID 220470284 TOWARDS POST-DIGITAL AESTHETICS A B S T R A C T Over the past decades, digital technology and media had firmly integrated into almost all areas of contemporary culture and society. In this context, the Internet, computers or mobile phones are no longer considered products of new media, but instead are taken for granted. With this background in mind, this paper suggests taking a post-digital perspective on today’s media society. The concept of post-digital refers to an aesthetics that no longer regards digital technology as a revolutionary phenomenon, but instead as a normal aspect of people’s daily life. More precisely, post-digital aesthetics deals with an environment where digital technology became such a commonplace that its existence is frequently no longer acknowledged. Based on the analysis of contemporary artworks and practices inspired by their surroundings, this paper aims to bring those phenomena into consciousness that became unnoticeable in the contemporary digital environment. For this purpose, this investigation goes beyond the formal- aesthetic analysis, but instead focuses on the investigation of the receptive act. Concretely, post-digital aesthetics seeks to describe and analyze the changing modes of perception affected by the increased digitization of one’s surroundings. In the context of this analysis, aesthetics is thus understood not as the goal per se, but rather as the means to enhance the understanding of contemporary digital culture. Anna Daudrich 213 KEY WORDS Friedrich-Alexander-Universität Erlangen-Nürnberg POST-DIGITAL DIGITAL TECHNOLOGY AESTHETICS CHANGED PERCEPTION S A J _ 2015 _ 7 _ INTRODUCTION Over the past decades, digital technology and media had firmly integrated into almost all areas of contemporary culture and society. -
Sony Computer Entertainment Inc
FOR IMMEDIATE RELEASE SONY COMPUTER ENTERTAINMENT INC. INTRODUCES PLAYSTATION®4 (PS4™) PS4’s Powerful System Architecture, Social Integration and Intelligent Personalization, Combined with PlayStation Network with Cloud Technology, Delivers Breakthrough Gaming Experiences and Completely New Ways to Play New York City, New York, February 20, 2013 –Sony Computer Entertainment Inc. (SCEI) today introduced PlayStation®4 (PS4™), its next generation computer entertainment system that redefines rich and immersive gameplay with powerful graphics and speed, intelligent personalization, deeply integrated social capabilities, and innovative second-screen features. Combined with PlayStation®Network with cloud technology, PS4 offers an expansive gaming ecosystem that is centered on gamers, enabling them to play when, where and how they want. PS4 will be available this holiday season. Gamer Focused, Developer Inspired PS4 was designed from the ground up to ensure that the very best games and the most immersive experiences reach PlayStation gamers. PS4 accomplishes this by enabling the greatest game developers in the world to unlock their creativity and push the boundaries of play through a system that is tuned specifically to their needs. PS4 also fluidly connects players to the larger world of experiences offered by PlayStation, across the console and mobile spaces, and PlayStation® Network (PSN). The PS4 system architecture is distinguished by its high performance and ease of development. PS4 is centered around a powerful custom chip that contains eight x86-64 cores and a state of the art graphics processor. The Graphics Processing Unit (GPU) has been enhanced in a number of ways, principally to allow for easier use of the GPU for general purpose computing (GPGPU) such as physics simulation.