Game Changer: the Topology of Creativity
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The First but Hopefully Not the Last: How the Last of Us Redefines the Survival Horror Video Game Genre
The College of Wooster Open Works Senior Independent Study Theses 2018 The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre Joseph T. Gonzales The College of Wooster, [email protected] Follow this and additional works at: https://openworks.wooster.edu/independentstudy Part of the Other Arts and Humanities Commons, and the Other Film and Media Studies Commons Recommended Citation Gonzales, Joseph T., "The First But Hopefully Not the Last: How The Last Of Us Redefines the Survival Horror Video Game Genre" (2018). Senior Independent Study Theses. Paper 8219. This Senior Independent Study Thesis Exemplar is brought to you by Open Works, a service of The College of Wooster Libraries. It has been accepted for inclusion in Senior Independent Study Theses by an authorized administrator of Open Works. For more information, please contact [email protected]. © Copyright 2018 Joseph T. Gonzales THE FIRST BUT HOPEFULLY NOT THE LAST: HOW THE LAST OF US REDEFINES THE SURVIVAL HORROR VIDEO GAME GENRE by Joseph Gonzales An Independent Study Thesis Presented in Partial Fulfillment of the Course Requirements for Senior Independent Study: The Department of Communication March 7, 2018 Advisor: Dr. Ahmet Atay ABSTRACT For this study, I applied generic criticism, which looks at how a text subverts and adheres to patterns and formats in its respective genre, to analyze how The Last of Us redefined the survival horror video game genre through its narrative. Although some tropes are present in the game and are necessary to stay tonally consistent to the genre, I argued that much of the focus of the game is shifted from the typical situational horror of the monsters and violence to the overall narrative, effective dialogue, strategic use of cinematic elements, and character development throughout the course of the game. -
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. -
Master List of Games This Is a List of Every Game on a Fully Loaded SKG Retro Box, and Which System(S) They Appear On
Master List of Games This is a list of every game on a fully loaded SKG Retro Box, and which system(s) they appear on. Keep in mind that the same game on different systems may be vastly different in graphics and game play. In rare cases, such as Aladdin for the Sega Genesis and Super Nintendo, it may be a completely different game. System Abbreviations: • GB = Game Boy • GBC = Game Boy Color • GBA = Game Boy Advance • GG = Sega Game Gear • N64 = Nintendo 64 • NES = Nintendo Entertainment System • SMS = Sega Master System • SNES = Super Nintendo • TG16 = TurboGrafx16 1. '88 Games ( Arcade) 2. 007: Everything or Nothing (GBA) 3. 007: NightFire (GBA) 4. 007: The World Is Not Enough (N64, GBC) 5. 10 Pin Bowling (GBC) 6. 10-Yard Fight (NES) 7. 102 Dalmatians - Puppies to the Rescue (GBC) 8. 1080° Snowboarding (N64) 9. 1941: Counter Attack ( Arcade, TG16) 10. 1942 (NES, Arcade, GBC) 11. 1943: Kai (TG16) 12. 1943: The Battle of Midway (NES, Arcade) 13. 1944: The Loop Master ( Arcade) 14. 1999: Hore, Mitakotoka! Seikimatsu (NES) 15. 19XX: The War Against Destiny ( Arcade) 16. 2 on 2 Open Ice Challenge ( Arcade) 17. 2010: The Graphic Action Game (Colecovision) 18. 2020 Super Baseball ( Arcade, SNES) 19. 21-Emon (TG16) 20. 3 Choume no Tama: Tama and Friends: 3 Choume Obake Panic!! (GB) 21. 3 Count Bout ( Arcade) 22. 3 Ninjas Kick Back (SNES, Genesis, Sega CD) 23. 3-D Tic-Tac-Toe (Atari 2600) 24. 3-D Ultra Pinball: Thrillride (GBC) 25. 3-D WorldRunner (NES) 26. 3D Asteroids (Atari 7800) 27. -
Video Game Archive: Nintendo 64
Video Game Archive: Nintendo 64 An Interactive Qualifying Project submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfilment of the requirements for the degree of Bachelor of Science by James R. McAleese Janelle Knight Edward Matava Matthew Hurlbut-Coke Date: 22nd March 2021 Report Submitted to: Professor Dean O’Donnell Worcester Polytechnic Institute This report represents work of one or more WPI undergraduate students submitted to the faculty as evidence of a degree requirement. WPI routinely publishes these reports on its web site without editorial or peer review. Abstract This project was an attempt to expand and document the Gordon Library’s Video Game Archive more specifically, the Nintendo 64 (N64) collection. We made the N64 and related accessories and games more accessible to the WPI community and created an exhibition on The History of 3D Games and Twitch Plays Paper Mario, featuring the N64. 2 Table of Contents Abstract…………………………………………………………………………………………………… 2 Table of Contents…………………………………………………………………………………………. 3 Table of Figures……………………………………………………………………………………………5 Acknowledgements……………………………………………………………………………………….. 7 Executive Summary………………………………………………………………………………………. 8 1-Introduction…………………………………………………………………………………………….. 9 2-Background………………………………………………………………………………………… . 11 2.1 - A Brief of History of Nintendo Co., Ltd. Prior to the Release of the N64 in 1996:……………. 11 2.2 - The Console and its Competitors:………………………………………………………………. 16 Development of the Console……………………………………………………………………...16 -
Myst 3 Exile Mac Download
Myst 3 exile mac download CLICK TO DOWNLOAD Myst III: Exile Patch for Mac Free UbiSoft Entertainment Mac/OS Classic Version Full Specs The product has been discontinued by the publisher, and renuzap.podarokideal.ru offers this page for Subcategory: Sudoku, Crossword & Puzzle Games. The latest version of Myst III is on Mac Informer. It is a perfect match for the General category. The app is developed by Myst III renuzap.podarokideal.ruin. Myst III: Exile X for Mac Free Download. MB Mac OS X About Myst III: Exile X for Mac. The all NEW sequel to Myst and Riven new technology, new story and a new arch enemy. It's the perfect place to plan revenge. The success of Myst continues with 5 entirely new ages to explore and a dramatic new storyline, which features a pivotal new character. This version is the first release on CNET /5. Myst III (3): Exile (Mac abandonware from ) Myst III (3): Exile. Author: Presto Studios. Publisher: UbiSoft. Type: Games. Category: Adventure. Shared by: MR. On: Updated by: that-ben. On: Rating: out of 10 (0 vote) Rate it: WatchList. ; 3; 0 (There's no video for Myst III (3): Exile yet. Please contribute to MR and add a video now!) What is . myst exile free download - Myst III: Exile X, Myst III: Exile Patch, Myst IV Revelation Patch, and many more programs. 01/07/ · Myst III Exile DVD Edition - Windows-Mac (Eng) Item Preview Myst III Exile DVD Edition - renuzap.podarokideal.ru DOWNLOAD OPTIONS download 1 file. ITEM TILE download. download 1 file. -
Video Game Trader Magazine & Price Guide
Winter 2009/2010 Issue #14 4 Trading Thoughts 20 Hidden Gems Blue‘s Journey (Neo Geo) Video Game Flashback Dragon‘s Lair (NES) Hidden Gems 8 NES Archives p. 20 19 Page Turners Wrecking Crew Vintage Games 9 Retro Reviews 40 Made in Japan Coin-Op.TV Volume 2 (DVD) Twinkle Star Sprites Alf (Sega Master System) VectrexMad! AutoFire Dongle (Vectrex) 41 Video Game Programming ROM Hacking Part 2 11Homebrew Reviews Ultimate Frogger Championship (NES) 42 Six Feet Under Phantasm (Atari 2600) Accessories Mad Bodies (Atari Jaguar) 44 Just 4 Qix Qix 46 Press Start Comic Michael Thomasson’s Just 4 Qix 5 Bubsy: What Could Possibly Go Wrong? p. 44 6 Spike: Alive and Well in the land of Vectors 14 Special Book Preview: Classic Home Video Games (1985-1988) 43 Token Appreciation Altered Beast 22 Prices for popular consoles from the Atari 2600 Six Feet Under to Sony PlayStation. Now includes 3DO & Complete p. 42 Game Lists! Advertise with Video Game Trader! Multiple run discounts of up to 25% apply THIS ISSUES CONTRIBUTORS: when you run your ad for consecutive Dustin Gulley Brett Weiss Ad Deadlines are 12 Noon Eastern months. Email for full details or visit our ad- Jim Combs Pat “Coldguy” December 1, 2009 (for Issue #15 Spring vertising page on videogametrader.com. Kevin H Gerard Buchko 2010) Agents J & K Dick Ward February 1, 2009(for Issue #16 Summer Video Game Trader can help create your ad- Michael Thomasson John Hancock 2010) vertisement. Email us with your requirements for a price quote. P. Ian Nicholson Peter G NEW!! Low, Full Color, Advertising Rates! -
Bioshock® Infinite: Burial at Sea – Episode Two Available for Download Starting Today
BioShock® Infinite: Burial at Sea – Episode Two Available for Download Starting Today March 25, 2014 8:00 AM ET Irrational Games delivers its final episode and concludes the story of BioShock Infinite and Burial at Sea NEW YORK--(BUSINESS WIRE)--Mar. 25, 2014-- 2K and Irrational Games announced today that BioShock® Infinite: Burial at Sea – Episode Two is downloadable* in all available territories** on the PlayStation®3 computer entertainment system, Xbox 360 games and entertainment system from Microsoft and Windows PC starting today. BioShock Infinite: Burial at Sea – Episode Two, developed from the ground up by Irrational Games, is the final content pack for the award-winning BioShock Infinite, and features Elizabeth in a film noir-style story that provides players with a different perspective on the BioShock universe. “I think the work the team did on this final chapter speaks for itself,” said Ken Levine, creative director of Irrational Games. “We built something that is larger in scope and length, and at the same time put the player in Elizabeth’s shoes. This required overhauling the experience to make the player see the world and approach problems as Elizabeth would: leveraging stealth, mechanical insight, new weapons and tactics. The inclusion of a separate 1998 Mode demands the player complete the experience without any lethal action. BioShock fans are going to plotz.” *BioShock Infinite is not included in this add-on content, but is required to play all of the included content. **BioShock Infinite: Burial at Sea – Episode Two will be available in Japan later this year. About BioShock Infinite From the creators of the highest-rated first-person shooter of all time***, BioShock, BioShock Infinite puts players in the shoes of U.S. -
This Is the Title
1 Welcome! If you’re here to learn about some art tools, you’ve come to the right place. While this talk does assume at least a basic understanding of the Unreal Engine, it’s really about the concepts behind these tools, not the exact implementation - So hopefully even non-Unreal users will be able to find some of this stuff helpful. First I’m going to do some quick introductions... 2 Hi. I’m Eric Anderson. I’m the Art Director at Cyan. 3 We are a small game development studio up in Spokane, Washington, and one of the oldest surviving independent studios in the industry. I’ve been with the company on and off for over 15 years. 4 Cyan is best known for the game Myst, which was released in 1993. In Myst, players find themselves trapped on an uninhabited - but visually lush island... ...surrounded by challenging puzzles - and are given little to no instruction on what to do - or where to go next. It was a hit. Myst quickly became the best selling computer game of the 20th century. 5 It was followed up a few years later by Riven. While Riven didn’t quite sell as well as Myst, it was acclaimed for its visual artistry - its rich story - and its immersive world. 6 I joined the company in 2000 to work on Uru… …Our ill-fated foray into Massively Multiplayer Online Games… …which was released in 2003 as a single player game, due to publisher cutbacks. 7 Followed shortly by Myst 5… …which was mostly built from the bones of Uru’s online content… …and sold about as well as one might expect. -
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. -
Playing in the Continuum: Moral Relativism in the Last of Us
Praxes of popular culture No. 1 - Year 9 12/2018 - LC.7 [sic] - a journal of literature, culture and literary translation Shalini Harilal, English and Foreign Languages University, India ([email protected]) Playing in the Continuum: Moral Relativism in The Last of Us Abstract Contrary to common understanding that an objective is a distinctive feature of every game, the success of process-oriented games (Nielson et al.) shows that linear narratives are not the only way to tell game stories. The Last of Us , despite being a goal-oriented video game, undermines the focus on its objective of “saving humanity” by refusing to let the player fulfil that goal. Saving humanity is a “noble” sentiment that is not only a “universal” moral value but one of import from a biological standpoint. This paper argues that the game’s insistence on making “questionable” choices on behalf of the player and its depiction of a selection of contrasting social structures are a narrative ruse to unsettle ethical complacencies of the generic player, who brings to the game such moral systems to analyze the game as are incompatible with its temporal and spatial specificity. The question of the admissibility of textual analyses based on external moral parameters is of relevance not exclusively to literary studies but to narratives in new audio-visual media as well. This paper attempts to place player reactions to the questionable character choices at the heart of the game story in a continuum between absolute player identification with narrative elements and complete detachment from the game narrative which facilitates play in an objective manner. -
Chapter 1 1. Anthony J. Niez and Norman N. Holland, “Interactive
notes.qxd 11/15/1999 9:14 AM Page 173 Notes Chapter 1 1. Anthony J. Niez and Norman N. Holland, “Interactive Fiction,” Critical Inquiry 11 (1984): 111. 2. Articles on readers and hypertexts include Stuart Moulthrop and Nancy Kaplan, “Something to Imagine: Literature, Composition, and Inter- active Fiction,” Computers and Composition 9, no. 1 (1991): 7–24; Moulthrop and Kaplan, “They Became What They Beheld: The Futility of Resistance in the Space of Hypertext Writing,” in Literacy and Computers: The Complications of Teaching and Learning with Technology, ed. Susan Hilligoss and Cynthia L. Selfe (New York: Modern Language Association, 1991), 105–32; Michael Joyce, “Siren Shapes: Exploratory and Constructive Hypertexts,” Academic Computing 3, no. 4 (1988): 10–14, 37–42; J. Yel- lowlees Douglas, “Plucked from the Labyrinth: Intention, Interpretation, and Interactive Narratives,” in Knowledge in the Making: Challenging the Text in the Classroom, ed. Bill Corcoran, Mike Hayhoe, and Gordon M. Pradl (Portsmouth, N.H.: Boynton/Cook, 1994), 179–92; Douglas, “Gaps, Maps, and Perception: What Hypertext Readers (Don’t) Do,” Perforations 3 (spring–summer 1992): 1–13. 3. Jurgen Fauth, “Poles in Your Face: The Promises and Pitfalls of Hyper‹ction,” Mississippi Review 2, no. 6 (September 1995): <http://orca.st.usm.edu/mrw/backweb.html>. 4. Thomas Swiss, “Music and Noise: Marketing Hypertexts,” review of Eastgate Systems, Inc., Post Modern Culture 7, no. 1 (1996): <http:// jefferson.village.virginia.edu/pmc/text-only/issue.996/review-4.996>. 5. Espen J. Aarseth, Cybertext: Perspectives on Ergodic Literature (Bal- timore: Johns Hopkins University Press, 1997), 49. 6. -
Cutscenes, Agency and Innovation Ben Browning a Thesis In
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Concordia University Research Repository Should I Skip This?: Cutscenes, Agency and Innovation Ben Browning A Thesis in The Mel Hoppenheim School of Cinema Presented in Partial Fulfillment of the Requirements for the Degree of Master of Arts (Film Studies) at Concordia University Montreal, Quebec, Canada April 2016 © Ben Browning CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By: Ben Browning Entitled: Should I Skip This?: Cutscenes, Agency and Innovation and submitted in partial fulfillment of the requirements for the degree of Master of Arts (Film Studies) complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final examining committee: Chair Darren Wershler External Examiner Peter Rist Examiner Marc Steinberg Supervisor Approved by Haidee Wasson Graduate Program Director Catherine Wild Dean of the Faculty of Fine Arts Date ___________________________________ iii ABSTRACT Should I Skip This?: Cutscenes, Agency and Innovation Ben Browning The cutscene is a frequently overlooked and understudied device in video game scholarship, despite its prominence in a vast number of games. Most gaming literature and criticism concludes that cutscenes are predetermined narrative devices and nothing more. Interrogating this general critical dismissal of the cutscene, this thesis argues that it is a significant device that can be used to re-examine a number of important topics and debates in video game studies. Through an analysis of cutscenes deriving from the Metal Gear Solid (Konami, 1998) and Resident Evil (Capcom, 1996) franchises, I demonstrate the cutscene’s importance within (1) studies of video game agency and (2) video game promotion.