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Now We Are All Sons of Bitches
Now We Are All Sons of Bitches MICHAEL BONTATIBUS “Wake up, Mr. Freeman. Wake up and smell the ashes,” the enigmat- ic G-Man murmurs as he leers into the camera, finishing an eerie opening monologue—and so begins Half-Life 2, Valve Corporation’s flagship game. The last time we saw Gordon Freeman, the protagonist, the same rigid and mysterious (though more poorly animated, since the prequel was released six years earlier) G-Man was handing him a job offer after witnessing the former scientist transform into a warrior, bent on escaping from the besieged Black Mesa Research Facility alive. Now, suddenly, Freeman finds himself on a train. No context.1 Is it a prison train? The three other individuals on it wear uniforms like those the inmates wore in Cool Hand Luke. The train soon stops at its destination, and we realize that it is a prison train, in a way—Freeman has arrived at the Orwellian “City 17,” where the ironically named Civil Protection abuses and oppresses, where antagonist Dr. Breen preaches poet- ic propaganda from large monitors hung high above the town. In the years since scientists at the facility accidentally opened a gateway between dimen- sions and allowed a bevy of grotesque creatures to spill into our universe, Earth has been taken over by the Combine, an alien multiplanetary empire. Breen is merely Earth’s administrator—and we realize that the ashes the G- Man spoke of were the ashes of the prelapsarian world. It’s classic dystopia, complete with a Resistance, of which Freeman soon finds himself the “mes- sianic” leader (HL2). -
The Heroic Journey of a Villain
Háskóli Íslands Hugvísindasvið Enska The Heroic Journey of a Villain The Lost and Found Humanity of an Artificial Intelligence Ritgerð til MA-prófs í Ensku Ásta Karen Ólafsdóttir Kt.: 150390-2499 Leiðbeinandi: Guðrún B. Guðsteinsdóttir Maí 2017 Abstract In this essay, we will look at the villain of the Portal franchise, the artificial intelligence GLaDOS, in context with Maureen Murdock’s theory of the “Heroine’s Journey,” from her book The Heroine’s Journey: Woman’s Quest for Wholeness. The essay argues that although GLaDOS is not a heroine in the conventional sense, she is just as important of a figure in the franchise as its protagonist, Chell. GLaDOS acts both as the first game’s narrator and villain, as she runs the Aperture Science Enrichment Center where the games take place. Unlike Chell, GLaDOS is a speaking character with a complex backstory and goes through real character development as the franchise’s story progresses. The essay is divided into four chapters, a short history of women’s part as characters in video games, an introduction to Murdock’s “The Heroine’s Journey,” and its context to John Campbell’s “The Hero’s Journey,” a chapter on the Portal franchises, and then we go through “The Heroine’s Journey,” in regards to GLaDOS, and each step in its own subchapter. Our main focus will be on the second installment in the series, Portal 2. Since, in that game, GLaDOS goes through most of her heroine’s journey. In the first game, Portal, GLaDOS separates from her femininity and embraces the masculine, causing her fractured psyche, and as the player goes through Portal 2 along with her, she reclaims her femininity, finds her inner masculinity, and regains wholeness. -
Machinima As Digital Agency and Growing Commercial Incorporation
A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation A thesis presented to the faculty of the College of Fine Arts of Ohio University In partial fulfillment of the requirements for the degree Master of Arts Megan R. Brown December 2012 © 2012 Megan R. Brown. All Rights Reserved 2 This thesis titled A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation by MEGAN R. BROWN has been approved for the School of Film and the College of Fine Arts by Louis-Georges Schwartz Associate Professor of Film Studies Charles A. McWeeny Dean, College of Fine Arts 3 ABSTRACT BROWN, MEGAN R., M.A., December 2012, Film Studies A Binary Within the Binary: Machinima as Digital Agency and Growing Commercial Incorporation (128 pp.) Director of Thesis: Louis-Georges Schwartz. This thesis traces machinima, films created in real-time from videogame engines, from the exterior toward the interior, focusing on the manner in which the medium functions as a tool for marginalized expression in the face of commercial and corporate inclusion. I contextualize machinima in three distinct contexts: first, machinima as historiography, which allows its minority creators to articulate and distribute their interpretation of national and international events without mass media interference. Second, machinima as a form of fan fiction, in which filmmakers blur the line between consumers and producers, a feature which is slowly being warped as videogame studios begin to incorporate machinima into marketing techniques. Finally, the comparison between psychoanalytic film theory, which explains the psychological motivations behind cinema's appeal, applied to videogames and their resulting machinima, which knowingly disregard established theory and create agency through parody. -
Nov. 19Th Effect the Game Won Over 50 Awards Nov
teleportation experiment has The Cupertino gone terribly wrong. Nov. 19th Effect The game won over 50 awards Nov. 19, 1996 and went on to influence the The Mansfield look of many other FPS's. In The Cupertino effect is the particular, it dispensed with cut Amendment tendency for a spell checker to scenes since Valve's co-founder replace misspelled words with Gabe Newell [Nov 3] said the Nov. 19, 1969 ones that are correctly spelt but team wanted an immersive humorously incorrect. world rather than a “shooting The Mansfield Amendment to gallery”. the 1970 Military Procurement This proclivity was named Authorization Bill was signed because MS Word ‘97 [Sept 29] The game’s engine, GoldSrc, was into law. It stated that the (released on this day) suggested a heavily modified version of the Pentagon could only fund basic “Cupertino” when it Quake engine [June 22] from id science if it would contribute encountered “cooperation” (co- Software. directly to specific military operation without a hyphen). At Several of the security doors needs. the time, Cupertino was best featured in the game are labeled known for being the home of The impact was potentially “Security 7G”. Homer Simpson is Apple. This meant, for example, the safety inspector for Sector 7- enormous, and Senator Mike that a 1999 NATO report Mansfield (D-WA) estimated G of the Springfield Nuclear referred to the “Organization for Power Plant. For more that research projects costing Security and Cupertino in some $300 million all told might Simpsons, see: [Jan 12], [Feb 15], Europe,” and a 2003 EU paper [Nov 8], [Nov 13] and [Nov 30]. -
The Performative Interactivity of Video Games
SHALL WE PLAY A GAME?: THE PERFORMATIVE INTERACTIVITY OF VIDEO GAMES Michael J. Beck Thesis Prepared for the Degree of MASTER OF SCIENCE UNIVERSITY OF NORTH TEXAS August 2014 APPROVED: John M. Allison, Jr., Major Professor and Chair of the Department of Communication Studies Justin T. Trudeau, Committee Member Shaun Treat, Committee Member Holley Vaughn, Committee Member Mark Wardell, Dean of the Toulouse Graduate School Beck, Michael J. Shall We Play a Game? The Performative Interactivity of Video Games. Master of Science (Communication Studies), August 2014, 113 pp., bibliography, 61 titles. This study examines the ways that videogames and live performance are informed by play theory. Utilizing performance studies methodologies, specifically personal narrative and autoperformance, the project explores the embodied ways that gamers know and understand videogames. A staged performance, “Shall We Play a Game?,” was crafted using Brechtian theatre techniques and Conquergood’s three A’s of performance, and served as the basis for the examination. This project seeks to dispel popular misconceptions about videogames and performance and to expand understanding about videogaming as an embodied performative practice and a way of knowing that has practical implications for everyday life. Copyright 2014 by Michael J. Beck ii TABLE OF CONTENTS Page Chapters 1. INTRODUCTION ........................................................................................................ 1 2. LITERATURE REVIEW ............................................................................................. -
Modifying the Game
05_096314 ch01.qxp 12/7/06 10:41 AM Page 9 Chapter 1 Modifying the Game In This Chapter ᮣ Looking at the game through a modder’s eyes ᮣ Finding modding tools that you had all along ᮣ Walking through the making of a mod ᮣ Going public with your creations ave you ever been playing a video game and thought, “I would have Hdone it differently” or “I could have done it better”? Perhaps you thought, “Wouldn’t it be cool if. “ Well, you don’t have to just think it. You can make changes to games, and you don’t have to be a software engineer to do it. Game modification — changing something in a game — has generally been associated with the first-person shooter (FPS) and real-time strategy genres. The change could be very small, such as making a player’s outfit orange instead of blue, or the change could be very large, such as creating a whole new environment for the player to explore. You can change almost every aspect of a game and make it look and feel like something completely differ- ent. Or, instead of altering an existing part of the game, you could add new elements to it. Anything that in some way modifies a game from what it was when the publisher released it is a mod. Game modification isn’t a new practice. However, only recently, with the cre- ation of multiplayer shooters for the PC, has it become popular. It was this genre of COPYRIGHTEDgaming that gave people the inspiration MATERIAL to show off. -
21W.784 Aden Evens Essay 4 Half-Life 2: the Story of an MIT
Formatted: Different Paper by an anonymous student first page Becoming Digital: 21W.784 Aden Evens Essay 4 Half-Life 2: The Story of an MIT Physicist and His Crowbar From the darkness you hear cryptic words from a familiar voice. “Rise and shine, Mr. Freeman. Rise and shine.” Your eyes slowly come into focus on your surroundings. In a half dream like state you realize you are aboard a train. It slowly pulls to a stop. “The right man in the wrong place can make all the difference in the world. So, wake up, Mr. Freeman. Wake up and smell the ashes.” You step off the train and begin your journey into City 17, one of the last remaining cities on Earth. If “Half-Life 2” were to have one sole purpose, it would be to show us how far the first person shooter, FPS, has come, and how far behind it has left its peers. Walking in the shadows Deleted: , of Valve’s revolutionary “Half-Life,” this sequel undoubtedly faced a difficult challenge of paying homage to its predecessor. Utilizing cutting-edge graphics, an immersive style of game- play and an impressive physics engine, “Half-Life 2” has once again set the bar for the gaming industry. [This is a good opening. Dramatizing the plot while referring to its familiarity (as a sequel), then declaring the game as a new leader: not the most original approach to starting a review, but a very effective one, which sets up lots of good possibilities for the analysis to follow.] The game-play is typical of most games in the FPS genre. -
Hl2e2 Solution.Pdf
HALF-LIFE 2 : EPISODE TWO SOLUTION mise à jour : 30/12/17 Valve (2007) DETAILLEE http://asthalis.free.fr HALF-LIFE 2 : EPISODE TWO (Valve, 2007) guide par Asthalis [email protected] http://asthalis.free.fr 1. A PROPOS DE CE DOCUMENT 2 En bref 2 Précisions 2 Conditions d’utilisation 2 Historique 3 2. DETAIL DU PARCOURS 4 Introduction 4 Chapitre 1 : Direction White Forest 4 Chapitre 2 : La condition vortelle 6 Chapitre 3 : Freeman : un pont entre les risques 12 Chapitre 4 : Voyage à la place du mort 15 Chapitre 5 : L’art de la discrétion 17 Chapitre 6 : L’ennemi commun 20 Chapitre 7 : T moins un 26 1 HALF-LIFE 2 : EPISODE TWO SOLUTION mise à jour : 30/12/17 Valve (2007) DETAILLEE http://asthalis.free.fr 1. A PROPOS DE CE DOCUMENT En bref Ce document s’adresse aux joueurs ayant un peu de pratique sur Half-Life 2. Son but est de les guider étape par étape et selon les règles vers la fin du jeu. Il détaille les actions à mener et comprend l’essentiel des dialogues du jeu. Je l’ai créé à partir de mon expérience personnelle du jeu et non d’autres sources. Précisions Half-Life 2 : Episode Two est divisé en chapitres dont le titre est rappelé à l’écran en cours de jeu. Chaque chapitre est lui-même divisé en secteurs, correspondant chacun à une zone accessible sans avoir à charger la suite du jeu. J’ai conservé ce découpage dans ce document, en illustrant chaque secteur par une vignette issue d’une capture d’écran. -
Michael Chang STS 145 Case History March 22, 2001
Michael Chang STS 145 Case History March 22, 2001 H λ L F – L I F E Everywhere! One cool, fateful day in March of 2000, a college student unleashed a video game on an unwitting and innocent dorm’s all male floor. Bright students, virtuoso musicians, champion athletes, and master gamers alike filled this first floor of guys with not only an odor characteristic of junior high and high school locker rooms but also a harmonious marriage of profanity, grunts, screams and gunshots. The profanity, grunts, screams were courtesy of the guys on the floor, and the gunshots courtesy of that video game. The story begins when on the third floor, the tamer co-ed floor, two sophomores had found pirated copies of the game, installed it, played it through to the end, and began dabbling in its multi-player mode. They fought each other day in and day out until their games felt empty, devoid of a sense of community. They wanted more targets, and they wanted more fun, so they made the game available to residents on the first floor. As soon as a player configured his keyboard and mouse to his liking, and as soon as that player dismembered his first opponent with a gun, the game was on. In no time the game attracted half of the residents on the floor and even spawned an intra-dorm contest among players. Just as quickly, the game’s title substituted for the actual act of playing the game: “Wanna Half-Life?” Why “Half-Life” in particular? For all the other similar games out there, we always came back to this game because of its accessibility and the appeal of interaction. -
Game Narrative Review Jamesiliff
Speechless Protagonists, Spatial Storytelling, and Immersive Worlds: Half-Life Game Narrative Review ==================== Author of this review: James Iliff School: University of Southern California Email: [email protected] Year submitted: 2012 ==================== Game Title: Half-Life Platform: PC Genre: First Person Shooter Release Date: November 19, 1998 Developer: Valve Corporation Publisher: Valve Corporation Game Writer/Creative Director/Narrative Designer: Marc Laidlaw Overview In a vast underground science facility in Black Mesa, New Mexico, a cutting-edge experiment in teleportation goes drastically awry. Dr. Gordon Freeman arrives late to his labs on a day like any other, except the entire computer network is oddly incapacitated. His colleagues also complain about their administrator, who has placed rigorous demands on them to continue with the experiment despite pushing scientific limits. The limits were pushed too far, as Dr. Freeman incidentally triggers the Resonance Cascade, in which alien inhabitants of an other-dimensional world, Xen, begin porting directly into the depths of the Black Mesa Facility. Terrorized by these hostile extraterrestrials, scientists scramble to get to the surface and call for help. Soon enough the U.S. Military’s HECU soldiers arrive not to help, but to eliminate all witnesses of the incident, killing aliens and employees alike. Dr. Freeman is forced to battle with an army of highly trained soldiers, until he can regroup with his colleagues and find a way to close the inter-dimensional rift. All the while Freeman is closely watched by the G-Man, a mysterious character who appears throughout the facility keeping tabs as the events unfold. Soon enough Dr. -
Through Her Eyes: the Gendering of Female First-Person Shooters
Michigan Technological University Digital Commons @ Michigan Tech Dissertations, Master's Theses and Master's Reports 2020 Through Her Eyes: The Gendering of Female First-Person Shooters Elizabeth Renshaw Michigan Technological University, [email protected] Copyright 2020 Elizabeth Renshaw Recommended Citation Renshaw, Elizabeth, "Through Her Eyes: The Gendering of Female First-Person Shooters", Open Access Dissertation, Michigan Technological University, 2020. https://doi.org/10.37099/mtu.dc.etdr/1045 Follow this and additional works at: https://digitalcommons.mtu.edu/etdr Part of the Digital Humanities Commons, Other Feminist, Gender, and Sexuality Studies Commons, and the Other Film and Media Studies Commons THROUGH HER EYES: THE GENDERING OF FEMALE FIRST-PERSON SHOOTERS By Elizabeth Renshaw A DISSERTATION Submitted in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY In Rhetoric, Theory and Culture MICHIGAN TECHNOLOGICAL UNIVERSITY 2020 © 2020 Elizabeth Renshaw This dissertation has been approved in partial fulfillment of the requirements for the Degree of DOCTOR OF PHILOSOPHY in Rhetoric, Theory and Culture. Department of Humanities Dissertation Advisor: Stefka Hristova Committee Member: Carlos Amador Committee Member: Adam Crowley Committee Member: Diane Shoos Department Chair: Scott Marratto Table of Contents Acknowledgements ........................................................................................................ vi Abstract .........................................................................................................................vii -
Half-Life 2, Bioshock, and Video Game Narrative Samy Masadi Rhode Island College, [email protected]
Rhode Island College Digital Commons @ RIC Honors Projects Overview Honors Projects 6-2010 "Play Along" with the Authors: Half-Life 2, BioShock, and Video Game Narrative Samy Masadi Rhode Island College, [email protected] Follow this and additional works at: https://digitalcommons.ric.edu/honors_projects Part of the American Popular Culture Commons, English Language and Literature Commons, Rhetoric and Composition Commons, Technology and Innovation Commons, and the Visual Studies Commons Recommended Citation Masadi, Samy, ""Play Along" with the Authors: Half-Life 2, BioShock, and Video Game Narrative" (2010). Honors Projects Overview. 40. https://digitalcommons.ric.edu/honors_projects/40 This Honors is brought to you for free and open access by the Honors Projects at Digital Commons @ RIC. It has been accepted for inclusion in Honors Projects Overview by an authorized administrator of Digital Commons @ RIC. For more information, please contact [email protected]. “PLAY ALONG” WITH THE AUTHORS: HALF-LIFE 2 , BIOSHOCK , AND VIDEO GAME NARRATIVE By Samy Masadi An Honors Project Submitted in Partial Fulfillment of the Requirement for Honors in The Department of English Faculty of Arts and Sciences Rhode Island College 2010 Table of Contents Introduction 1 Narratology 3 Ludology: Another Option 8 Game Narrative Theory 11 Half-Life 2 : The Enacted Narrative 23 o Arbitrary Imposition 26 o Welcome to City 17 29 o Man of Few Words 35 o Feel Free to Look Around 38 BioShock : The Enacted/Embedded Narrative 41 o Would You Kindly? 44 o Welcome to Rapture 47 o A Man Chooses. A Slave Obeys. 52 o Born to Do Great Things 57 Conclusion 60 Endnotes 64 Works Cited 65 Masadi 1 Introduction Imagine entering a world that offers a vast, incredibly detailed reality beyond what you could ever possibly visit in your real life; but wait, before you can even do anything there, something whisks you away to a grand adventure, leads you on a long odyssey, and tasks you with a hero’s quest.